diff options
Diffstat (limited to 'servers/rendering/renderer_rd')
116 files changed, 16117 insertions, 13478 deletions
diff --git a/servers/rendering/renderer_rd/cluster_builder_rd.cpp b/servers/rendering/renderer_rd/cluster_builder_rd.cpp index 228933d618..1bb45cbcc1 100644 --- a/servers/rendering/renderer_rd/cluster_builder_rd.cpp +++ b/servers/rendering/renderer_rd/cluster_builder_rd.cpp @@ -374,7 +374,7 @@ void ClusterBuilderRD::setup(Size2i p_screen_size, uint32_t p_max_elements, RID } } -void ClusterBuilderRD::begin(const Transform3D &p_view_transform, const CameraMatrix &p_cam_projection, bool p_flip_y) { +void ClusterBuilderRD::begin(const Transform3D &p_view_transform, const Projection &p_cam_projection, bool p_flip_y) { view_xform = p_view_transform.affine_inverse(); projection = p_cam_projection; z_near = projection.get_z_near(); @@ -385,7 +385,7 @@ void ClusterBuilderRD::begin(const Transform3D &p_view_transform, const CameraMa adjusted_projection.adjust_perspective_znear(0.0001); } - CameraMatrix correction; + Projection correction; correction.set_depth_correction(p_flip_y); projection = correction * projection; adjusted_projection = correction * adjusted_projection; diff --git a/servers/rendering/renderer_rd/cluster_builder_rd.h b/servers/rendering/renderer_rd/cluster_builder_rd.h index 74ca530ff6..ef17ceb98c 100644 --- a/servers/rendering/renderer_rd/cluster_builder_rd.h +++ b/servers/rendering/renderer_rd/cluster_builder_rd.h @@ -168,8 +168,8 @@ private: uint32_t render_element_max = 0; Transform3D view_xform; - CameraMatrix adjusted_projection; - CameraMatrix projection; + Projection adjusted_projection; + Projection projection; float z_far = 0; float z_near = 0; bool orthogonal = false; @@ -220,7 +220,7 @@ private: public: void setup(Size2i p_screen_size, uint32_t p_max_elements, RID p_depth_buffer, RID p_depth_buffer_sampler, RID p_color_buffer); - void begin(const Transform3D &p_view_transform, const CameraMatrix &p_cam_projection, bool p_flip_y); + void begin(const Transform3D &p_view_transform, const Projection &p_cam_projection, bool p_flip_y); _FORCE_INLINE_ void add_light(LightType p_type, const Transform3D &p_transform, float p_radius, float p_spot_aperture) { if (p_type == LIGHT_TYPE_OMNI && cluster_count_by_type[ELEMENT_TYPE_OMNI_LIGHT] == max_elements_by_type) { @@ -269,7 +269,7 @@ public: //spot radius *= shared->cone_overfit; // overfit icosphere - real_t len = Math::tan(Math::deg2rad(p_spot_aperture)) * radius; + real_t len = Math::tan(Math::deg_to_rad(p_spot_aperture)) * radius; //approximate, probably better to use a cone support function float max_d = -1e20; float min_d = 1e20; @@ -293,7 +293,7 @@ public: float dist = base_plane.distance_to(Vector3()); if (dist >= 0 && dist < radius) { //inside, check angle - float angle = Math::rad2deg(Math::acos((-xform.origin.normalized()).dot(-xform.basis.get_column(Vector3::AXIS_Z)))); + float angle = Math::rad_to_deg(Math::acos((-xform.origin.normalized()).dot(-xform.basis.get_column(Vector3::AXIS_Z)))); e.touches_near = angle < p_spot_aperture * 1.05; //overfit aperture a little due to cone overfit } else { e.touches_near = false; @@ -375,4 +375,4 @@ public: ~ClusterBuilderRD(); }; -#endif // CLUSTER_BUILDER_H +#endif // CLUSTER_BUILDER_RD_H diff --git a/servers/rendering/renderer_rd/effects/bokeh_dof.cpp b/servers/rendering/renderer_rd/effects/bokeh_dof.cpp index cc7441776d..27850695b0 100644 --- a/servers/rendering/renderer_rd/effects/bokeh_dof.cpp +++ b/servers/rendering/renderer_rd/effects/bokeh_dof.cpp @@ -33,6 +33,8 @@ #include "servers/rendering/renderer_rd/renderer_compositor_rd.h" #include "servers/rendering/renderer_rd/storage_rd/material_storage.h" #include "servers/rendering/renderer_rd/uniform_set_cache_rd.h" +#include "servers/rendering/rendering_server_default.h" +#include "servers/rendering/storage/camera_attributes_storage.h" using namespace RendererRD; @@ -84,7 +86,7 @@ BokehDOF::~BokehDOF() { } } -void BokehDOF::bokeh_dof_compute(const BokehBuffers &p_buffers, bool p_dof_far, float p_dof_far_begin, float p_dof_far_size, bool p_dof_near, float p_dof_near_begin, float p_dof_near_size, float p_bokeh_size, RenderingServer::DOFBokehShape p_bokeh_shape, RS::DOFBlurQuality p_quality, bool p_use_jitter, float p_cam_znear, float p_cam_zfar, bool p_cam_orthogonal) { +void BokehDOF::bokeh_dof_compute(const BokehBuffers &p_buffers, RID p_camera_attributes, float p_cam_znear, float p_cam_zfar, bool p_cam_orthogonal) { ERR_FAIL_COND_MSG(prefer_raster_effects, "Can't use compute version of bokeh depth of field with the mobile renderer."); UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton(); @@ -92,22 +94,39 @@ void BokehDOF::bokeh_dof_compute(const BokehBuffers &p_buffers, bool p_dof_far, MaterialStorage *material_storage = MaterialStorage::get_singleton(); ERR_FAIL_NULL(material_storage); + bool dof_far = RSG::camera_attributes->camera_attributes_get_dof_far_enabled(p_camera_attributes); + float dof_far_begin = RSG::camera_attributes->camera_attributes_get_dof_far_distance(p_camera_attributes); + float dof_far_size = RSG::camera_attributes->camera_attributes_get_dof_far_transition(p_camera_attributes); + bool dof_near = RSG::camera_attributes->camera_attributes_get_dof_near_enabled(p_camera_attributes); + float dof_near_begin = RSG::camera_attributes->camera_attributes_get_dof_near_distance(p_camera_attributes); + float dof_near_size = RSG::camera_attributes->camera_attributes_get_dof_near_transition(p_camera_attributes); + float bokeh_size = RSG::camera_attributes->camera_attributes_get_dof_blur_amount(p_camera_attributes) * 64; // Base 64 pixel radius. + + bool use_jitter = RSG::camera_attributes->camera_attributes_get_dof_blur_use_jitter(); + RS::DOFBokehShape bokeh_shape = RSG::camera_attributes->camera_attributes_get_dof_blur_bokeh_shape(); + RS::DOFBlurQuality blur_quality = RSG::camera_attributes->camera_attributes_get_dof_blur_quality(); + // setup our push constant memset(&bokeh.push_constant, 0, sizeof(BokehPushConstant)); - bokeh.push_constant.blur_far_active = p_dof_far; - bokeh.push_constant.blur_far_begin = p_dof_far_begin; - bokeh.push_constant.blur_far_end = p_dof_far_begin + p_dof_far_size; - - bokeh.push_constant.blur_near_active = p_dof_near; - bokeh.push_constant.blur_near_begin = p_dof_near_begin; - bokeh.push_constant.blur_near_end = MAX(0, p_dof_near_begin - p_dof_near_size); - bokeh.push_constant.use_jitter = p_use_jitter; + bokeh.push_constant.blur_far_active = dof_far; + bokeh.push_constant.blur_far_begin = dof_far_begin; + bokeh.push_constant.blur_far_end = dof_far_begin + dof_far_size; // Only used with non-physically-based. + bokeh.push_constant.use_physical_far = dof_far_size < 0.0; + bokeh.push_constant.blur_size_far = bokeh_size; // Only used with physically-based. + + bokeh.push_constant.blur_near_active = dof_near; + bokeh.push_constant.blur_near_begin = dof_near_begin; + bokeh.push_constant.blur_near_end = dof_near_begin - dof_near_size; // Only used with non-physically-based. + bokeh.push_constant.use_physical_near = dof_near_size < 0.0; + bokeh.push_constant.blur_size_near = bokeh_size; // Only used with physically-based. + + bokeh.push_constant.use_jitter = use_jitter; bokeh.push_constant.jitter_seed = Math::randf() * 1000.0; bokeh.push_constant.z_near = p_cam_znear; bokeh.push_constant.z_far = p_cam_zfar; bokeh.push_constant.orthogonal = p_cam_orthogonal; - bokeh.push_constant.blur_size = p_bokeh_size; + bokeh.push_constant.blur_size = (dof_near_size < 0.0 && dof_far_size < 0.0) ? 32 : bokeh_size; // Cap with physically-based to keep performance reasonable. bokeh.push_constant.second_pass = false; bokeh.push_constant.half_size = false; @@ -150,9 +169,9 @@ void BokehDOF::bokeh_dof_compute(const BokehBuffers &p_buffers, bool p_dof_far, RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_buffers.base_texture_size.x, p_buffers.base_texture_size.y, 1); RD::get_singleton()->compute_list_add_barrier(compute_list); - if (p_bokeh_shape == RS::DOF_BOKEH_BOX || p_bokeh_shape == RS::DOF_BOKEH_HEXAGON) { + if (bokeh_shape == RS::DOF_BOKEH_BOX || bokeh_shape == RS::DOF_BOKEH_HEXAGON) { //second pass - BokehMode mode = p_bokeh_shape == RS::DOF_BOKEH_BOX ? BOKEH_GEN_BOKEH_BOX : BOKEH_GEN_BOKEH_HEXAGONAL; + BokehMode mode = bokeh_shape == RS::DOF_BOKEH_BOX ? BOKEH_GEN_BOKEH_BOX : BOKEH_GEN_BOKEH_HEXAGONAL; shader = bokeh.compute_shader.version_get_shader(bokeh.shader_version, mode); ERR_FAIL_COND(shader.is_null()); @@ -160,9 +179,9 @@ void BokehDOF::bokeh_dof_compute(const BokehBuffers &p_buffers, bool p_dof_far, static const int quality_samples[4] = { 6, 12, 12, 24 }; - bokeh.push_constant.steps = quality_samples[p_quality]; + bokeh.push_constant.steps = quality_samples[blur_quality]; - if (p_quality == RS::DOF_BLUR_QUALITY_VERY_LOW || p_quality == RS::DOF_BLUR_QUALITY_LOW) { + if (blur_quality == RS::DOF_BLUR_QUALITY_VERY_LOW || blur_quality == RS::DOF_BLUR_QUALITY_LOW) { //box and hexagon are more or less the same, and they can work in either half (very low and low quality) or full (medium and high quality_ sizes) RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_half_image0), 0); @@ -187,7 +206,7 @@ void BokehDOF::bokeh_dof_compute(const BokehBuffers &p_buffers, bool p_dof_far, //third pass bokeh.push_constant.second_pass = true; - if (p_quality == RS::DOF_BLUR_QUALITY_VERY_LOW || p_quality == RS::DOF_BLUR_QUALITY_LOW) { + if (blur_quality == RS::DOF_BLUR_QUALITY_VERY_LOW || blur_quality == RS::DOF_BLUR_QUALITY_LOW) { RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_half_image1), 0); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_half_texture0), 1); } else { @@ -200,7 +219,7 @@ void BokehDOF::bokeh_dof_compute(const BokehBuffers &p_buffers, bool p_dof_far, RD::get_singleton()->compute_list_dispatch_threads(compute_list, bokeh.push_constant.size[0], bokeh.push_constant.size[1], 1); RD::get_singleton()->compute_list_add_barrier(compute_list); - if (p_quality == RS::DOF_BLUR_QUALITY_VERY_LOW || p_quality == RS::DOF_BLUR_QUALITY_LOW) { + if (blur_quality == RS::DOF_BLUR_QUALITY_VERY_LOW || blur_quality == RS::DOF_BLUR_QUALITY_LOW) { //forth pass, upscale for low quality shader = bokeh.compute_shader.version_get_shader(bokeh.shader_version, BOKEH_COMPOSITE); @@ -232,7 +251,7 @@ void BokehDOF::bokeh_dof_compute(const BokehBuffers &p_buffers, bool p_dof_far, static const float quality_scale[4] = { 8.0, 4.0, 1.0, 0.5 }; bokeh.push_constant.steps = 0; - bokeh.push_constant.blur_scale = quality_scale[p_quality]; + bokeh.push_constant.blur_scale = quality_scale[blur_quality]; //circle always runs in half size, otherwise too expensive @@ -273,7 +292,7 @@ void BokehDOF::bokeh_dof_compute(const BokehBuffers &p_buffers, bool p_dof_far, RD::get_singleton()->compute_list_end(); } -void BokehDOF::bokeh_dof_raster(const BokehBuffers &p_buffers, bool p_dof_far, float p_dof_far_begin, float p_dof_far_size, bool p_dof_near, float p_dof_near_begin, float p_dof_near_size, float p_dof_blur_amount, RenderingServer::DOFBokehShape p_bokeh_shape, RS::DOFBlurQuality p_quality, float p_cam_znear, float p_cam_zfar, bool p_cam_orthogonal) { +void BokehDOF::bokeh_dof_raster(const BokehBuffers &p_buffers, RID p_camera_attributes, float p_cam_znear, float p_cam_zfar, bool p_cam_orthogonal) { ERR_FAIL_COND_MSG(!prefer_raster_effects, "Can't blur-based depth of field with the clustered renderer."); UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton(); @@ -281,6 +300,17 @@ void BokehDOF::bokeh_dof_raster(const BokehBuffers &p_buffers, bool p_dof_far, f MaterialStorage *material_storage = MaterialStorage::get_singleton(); ERR_FAIL_NULL(material_storage); + bool dof_far = RSG::camera_attributes->camera_attributes_get_dof_far_enabled(p_camera_attributes); + float dof_far_begin = RSG::camera_attributes->camera_attributes_get_dof_far_distance(p_camera_attributes); + float dof_far_size = RSG::camera_attributes->camera_attributes_get_dof_far_transition(p_camera_attributes); + bool dof_near = RSG::camera_attributes->camera_attributes_get_dof_near_enabled(p_camera_attributes); + float dof_near_begin = RSG::camera_attributes->camera_attributes_get_dof_near_distance(p_camera_attributes); + float dof_near_size = RSG::camera_attributes->camera_attributes_get_dof_near_transition(p_camera_attributes); + float bokeh_size = RSG::camera_attributes->camera_attributes_get_dof_blur_amount(p_camera_attributes) * 64; // Base 64 pixel radius. + + RS::DOFBokehShape bokeh_shape = RSG::camera_attributes->camera_attributes_get_dof_blur_bokeh_shape(); + RS::DOFBlurQuality blur_quality = RSG::camera_attributes->camera_attributes_get_dof_blur_quality(); + // setup our base push constant memset(&bokeh.push_constant, 0, sizeof(BokehPushConstant)); @@ -292,7 +322,7 @@ void BokehDOF::bokeh_dof_raster(const BokehBuffers &p_buffers, bool p_dof_far, f bokeh.push_constant.second_pass = false; bokeh.push_constant.half_size = false; - bokeh.push_constant.blur_size = p_dof_blur_amount; + bokeh.push_constant.blur_size = bokeh_size; // setup our uniforms RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); @@ -307,17 +337,17 @@ void BokehDOF::bokeh_dof_raster(const BokehBuffers &p_buffers, bool p_dof_far, f RD::Uniform u_weight_texture2(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_buffers.weight_texture[2] })); RD::Uniform u_weight_texture3(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_buffers.weight_texture[3] })); - if (p_dof_far || p_dof_near) { - if (p_dof_far) { + if (dof_far || dof_near) { + if (dof_far) { bokeh.push_constant.blur_far_active = true; - bokeh.push_constant.blur_far_begin = p_dof_far_begin; - bokeh.push_constant.blur_far_end = p_dof_far_begin + p_dof_far_size; + bokeh.push_constant.blur_far_begin = dof_far_begin; + bokeh.push_constant.blur_far_end = dof_far_begin + dof_far_size; } - if (p_dof_near) { + if (dof_near) { bokeh.push_constant.blur_near_active = true; - bokeh.push_constant.blur_near_begin = p_dof_near_begin; - bokeh.push_constant.blur_near_end = p_dof_near_begin - p_dof_near_size; + bokeh.push_constant.blur_near_begin = dof_near_begin; + bokeh.push_constant.blur_near_end = dof_near_begin - dof_near_size; } { @@ -337,14 +367,14 @@ void BokehDOF::bokeh_dof_raster(const BokehBuffers &p_buffers, bool p_dof_far, f RD::get_singleton()->draw_list_end(); } - if (p_bokeh_shape == RS::DOF_BOKEH_BOX || p_bokeh_shape == RS::DOF_BOKEH_HEXAGON) { + if (bokeh_shape == RS::DOF_BOKEH_BOX || bokeh_shape == RS::DOF_BOKEH_HEXAGON) { // double pass approach - BokehMode mode = p_bokeh_shape == RS::DOF_BOKEH_BOX ? BOKEH_GEN_BOKEH_BOX : BOKEH_GEN_BOKEH_HEXAGONAL; + BokehMode mode = bokeh_shape == RS::DOF_BOKEH_BOX ? BOKEH_GEN_BOKEH_BOX : BOKEH_GEN_BOKEH_HEXAGONAL; RID shader = bokeh.raster_shader.version_get_shader(bokeh.shader_version, mode); ERR_FAIL_COND(shader.is_null()); - if (p_quality == RS::DOF_BLUR_QUALITY_VERY_LOW || p_quality == RS::DOF_BLUR_QUALITY_LOW) { + if (blur_quality == RS::DOF_BLUR_QUALITY_VERY_LOW || blur_quality == RS::DOF_BLUR_QUALITY_LOW) { //box and hexagon are more or less the same, and they can work in either half (very low and low quality) or full (medium and high quality_ sizes) bokeh.push_constant.size[0] = p_buffers.base_texture_size.x >> 1; bokeh.push_constant.size[1] = p_buffers.base_texture_size.y >> 1; @@ -354,7 +384,7 @@ void BokehDOF::bokeh_dof_raster(const BokehBuffers &p_buffers, bool p_dof_far, f static const int quality_samples[4] = { 6, 12, 12, 24 }; bokeh.push_constant.blur_scale = 0.5; - bokeh.push_constant.steps = quality_samples[p_quality]; + bokeh.push_constant.steps = quality_samples[blur_quality]; RID framebuffer = bokeh.push_constant.half_size ? p_buffers.half_fb[0] : p_buffers.secondary_fb; @@ -373,7 +403,7 @@ void BokehDOF::bokeh_dof_raster(const BokehBuffers &p_buffers, bool p_dof_far, f // Pass 2 if (!bokeh.push_constant.half_size) { // do not output weight, we're writing back into our base buffer - mode = p_bokeh_shape == RS::DOF_BOKEH_BOX ? BOKEH_GEN_BOKEH_BOX_NOWEIGHT : BOKEH_GEN_BOKEH_HEXAGONAL_NOWEIGHT; + mode = bokeh_shape == RS::DOF_BOKEH_BOX ? BOKEH_GEN_BOKEH_BOX_NOWEIGHT : BOKEH_GEN_BOKEH_HEXAGONAL_NOWEIGHT; shader = bokeh.raster_shader.version_get_shader(bokeh.shader_version, mode); ERR_FAIL_COND(shader.is_null()); @@ -432,7 +462,7 @@ void BokehDOF::bokeh_dof_raster(const BokehBuffers &p_buffers, bool p_dof_far, f } static const float quality_scale[4] = { 8.0, 4.0, 1.0, 0.5 }; - bokeh.push_constant.blur_scale = quality_scale[p_quality]; + bokeh.push_constant.blur_scale = quality_scale[blur_quality]; bokeh.push_constant.steps = 0.0; RID framebuffer = bokeh.push_constant.half_size ? p_buffers.half_fb[0] : p_buffers.secondary_fb; diff --git a/servers/rendering/renderer_rd/effects/bokeh_dof.h b/servers/rendering/renderer_rd/effects/bokeh_dof.h index d7b736119c..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]; }; @@ -111,10 +116,10 @@ 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 -#endif // !BOKEH_DOF_RD_H +#endif // BOKEH_DOF_RD_H diff --git a/servers/rendering/renderer_rd/effects/copy_effects.cpp b/servers/rendering/renderer_rd/effects/copy_effects.cpp index cbf7046887..53237c1dfb 100644 --- a/servers/rendering/renderer_rd/effects/copy_effects.cpp +++ b/servers/rendering/renderer_rd/effects/copy_effects.cpp @@ -249,6 +249,56 @@ CopyEffects::CopyEffects(bool p_prefer_raster_effects) { roughness.raster_pipeline.clear(); } } + + { + Vector<String> specular_modes; + specular_modes.push_back("\n#define MODE_MERGE\n"); // SPECULAR_MERGE_ADD + specular_modes.push_back("\n#define MODE_MERGE\n#define MODE_SSR\n"); // SPECULAR_MERGE_SSR + specular_modes.push_back("\n"); // SPECULAR_MERGE_ADDITIVE_ADD + specular_modes.push_back("\n#define MODE_SSR\n"); // SPECULAR_MERGE_ADDITIVE_SSR + + specular_modes.push_back("\n#define USE_MULTIVIEW\n#define MODE_MERGE\n"); // SPECULAR_MERGE_ADD_MULTIVIEW + specular_modes.push_back("\n#define USE_MULTIVIEW\n#define MODE_MERGE\n#define MODE_SSR\n"); // SPECULAR_MERGE_SSR_MULTIVIEW + specular_modes.push_back("\n#define USE_MULTIVIEW\n"); // SPECULAR_MERGE_ADDITIVE_ADD_MULTIVIEW + specular_modes.push_back("\n#define USE_MULTIVIEW\n#define MODE_SSR\n"); // SPECULAR_MERGE_ADDITIVE_SSR_MULTIVIEW + + specular_merge.shader.initialize(specular_modes); + + if (!RendererCompositorRD::singleton->is_xr_enabled()) { + specular_merge.shader.set_variant_enabled(SPECULAR_MERGE_ADD_MULTIVIEW, false); + specular_merge.shader.set_variant_enabled(SPECULAR_MERGE_SSR_MULTIVIEW, false); + specular_merge.shader.set_variant_enabled(SPECULAR_MERGE_ADDITIVE_ADD_MULTIVIEW, false); + specular_merge.shader.set_variant_enabled(SPECULAR_MERGE_ADDITIVE_SSR_MULTIVIEW, false); + } + + specular_merge.shader_version = specular_merge.shader.version_create(); + + //use additive + + RD::PipelineColorBlendState::Attachment ba; + ba.enable_blend = true; + ba.src_color_blend_factor = RD::BLEND_FACTOR_ONE; + ba.dst_color_blend_factor = RD::BLEND_FACTOR_ONE; + ba.src_alpha_blend_factor = RD::BLEND_FACTOR_ONE; + ba.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE; + ba.color_blend_op = RD::BLEND_OP_ADD; + ba.alpha_blend_op = RD::BLEND_OP_ADD; + + RD::PipelineColorBlendState blend_additive; + blend_additive.attachments.push_back(ba); + + for (int i = 0; i < SPECULAR_MERGE_MAX; i++) { + if (specular_merge.shader.is_variant_enabled(i)) { + RD::PipelineColorBlendState blend_state; + if (i == SPECULAR_MERGE_ADDITIVE_ADD || i == SPECULAR_MERGE_ADDITIVE_SSR || i == SPECULAR_MERGE_ADDITIVE_ADD_MULTIVIEW || i == SPECULAR_MERGE_ADDITIVE_SSR_MULTIVIEW) { + blend_state = blend_additive; + } else { + blend_state = RD::PipelineColorBlendState::create_disabled(); + } + specular_merge.pipelines[i].setup(specular_merge.shader.version_get_shader(specular_merge.shader_version, i), RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), blend_state, 0); + } + } + } } CopyEffects::~CopyEffects() { @@ -264,6 +314,8 @@ CopyEffects::~CopyEffects() { roughness.compute_shader.version_free(roughness.shader_version); } + specular_merge.shader.version_free(specular_merge.shader_version); + RD::get_singleton()->free(filter.coefficient_buffer); if (RD::get_singleton()->uniform_set_is_valid(filter.image_uniform_set)) { @@ -602,7 +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(); @@ -626,7 +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); @@ -653,7 +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, RID p_half_texture, RID p_dest_texture, float p_luminance_multiplier, 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(); @@ -661,6 +713,9 @@ void CopyEffects::gaussian_glow_raster(RID p_source_rd_texture, float p_luminanc MaterialStorage *material_storage = MaterialStorage::get_singleton(); ERR_FAIL_NULL(material_storage); + RID half_framebuffer = FramebufferCacheRD::get_singleton()->get_cache(p_half_texture); + RID dest_framebuffer = FramebufferCacheRD::get_singleton()->get_cache(p_dest_texture); + memset(&blur_raster.push_constant, 0, sizeof(BlurRasterPushConstant)); BlurRasterMode blur_mode = p_first_pass && p_auto_exposure.is_valid() ? BLUR_MODE_GAUSSIAN_GLOW_AUTO_EXPOSURE : BLUR_MODE_GAUSSIAN_GLOW; @@ -677,7 +732,7 @@ 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; @@ -685,14 +740,14 @@ void CopyEffects::gaussian_glow_raster(RID p_source_rd_texture, float p_luminanc RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); RD::Uniform u_source_rd_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_source_rd_texture })); - RD::Uniform u_rd_texture_half(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_rd_texture_half })); + RD::Uniform u_half_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_half_texture })); RID shader = blur_raster.shader.version_get_shader(blur_raster.shader_version, blur_mode); ERR_FAIL_COND(shader.is_null()); //HORIZONTAL - RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_framebuffer_half, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD); - RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, blur_raster.pipelines[blur_mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_framebuffer_half))); + RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(half_framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD); + RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, blur_raster.pipelines[blur_mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(half_framebuffer))); RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_source_rd_texture), 0); if (p_auto_exposure.is_valid() && p_first_pass) { RD::Uniform u_auto_exposure(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_auto_exposure })); @@ -712,9 +767,9 @@ void CopyEffects::gaussian_glow_raster(RID p_source_rd_texture, float p_luminanc ERR_FAIL_COND(shader.is_null()); //VERTICAL - draw_list = RD::get_singleton()->draw_list_begin(p_dest_framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD); - RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, blur_raster.pipelines[blur_mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dest_framebuffer))); - RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_rd_texture_half), 0); + draw_list = RD::get_singleton()->draw_list_begin(dest_framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD); + RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, blur_raster.pipelines[blur_mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(dest_framebuffer))); + RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_half_texture), 0); RD::get_singleton()->draw_list_bind_index_array(draw_list, material_storage->get_quad_index_array()); blur_raster.push_constant.flags = base_flags; @@ -758,9 +813,11 @@ void CopyEffects::make_mipmap(RID p_source_rd_texture, RID p_dest_texture, const RD::get_singleton()->compute_list_end(); } -void CopyEffects::make_mipmap_raster(RID p_source_rd_texture, RID p_dest_framebuffer, const Size2i &p_size) { +void CopyEffects::make_mipmap_raster(RID p_source_rd_texture, RID p_dest_texture, const Size2i &p_size) { ERR_FAIL_COND_MSG(!prefer_raster_effects, "Can't use the raster version of mipmap with the clustered renderer."); + RID dest_framebuffer = FramebufferCacheRD::get_singleton()->get_cache(p_dest_texture); + UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton(); ERR_FAIL_NULL(uniform_set_cache); MaterialStorage *material_storage = MaterialStorage::get_singleton(); @@ -781,8 +838,8 @@ void CopyEffects::make_mipmap_raster(RID p_source_rd_texture, RID p_dest_framebu RID shader = blur_raster.shader.version_get_shader(blur_raster.shader_version, mode); ERR_FAIL_COND(shader.is_null()); - RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_dest_framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD); - RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, blur_raster.pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dest_framebuffer))); + RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(dest_framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD); + RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, blur_raster.pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(dest_framebuffer))); RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_source_rd_texture), 0); RD::get_singleton()->draw_list_bind_index_array(draw_list, material_storage->get_quad_index_array()); RD::get_singleton()->draw_list_set_push_constant(draw_list, &blur_raster.push_constant, sizeof(BlurRasterPushConstant)); @@ -1083,3 +1140,57 @@ void CopyEffects::cubemap_roughness_raster(RID p_source_rd_texture, RID p_dest_f RD::get_singleton()->draw_list_draw(draw_list, true); RD::get_singleton()->draw_list_end(); } + +void CopyEffects::merge_specular(RID p_dest_framebuffer, RID p_specular, RID p_base, RID p_reflection, uint32_t p_view_count) { + UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton(); + ERR_FAIL_NULL(uniform_set_cache); + MaterialStorage *material_storage = MaterialStorage::get_singleton(); + ERR_FAIL_NULL(material_storage); + + RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + + RD::get_singleton()->draw_command_begin_label("Merge specular"); + + RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_dest_framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, Vector<Color>()); + + int mode; + if (p_reflection.is_valid()) { + if (p_base.is_valid()) { + mode = SPECULAR_MERGE_SSR; + } else { + mode = SPECULAR_MERGE_ADDITIVE_SSR; + } + } else { + if (p_base.is_valid()) { + mode = SPECULAR_MERGE_ADD; + } else { + mode = SPECULAR_MERGE_ADDITIVE_ADD; + } + } + + if (p_view_count > 1) { + mode += SPECULAR_MERGE_ADD_MULTIVIEW; + } + + RID shader = specular_merge.shader.version_get_shader(specular_merge.shader_version, mode); + RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, specular_merge.pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dest_framebuffer))); + + if (p_base.is_valid()) { + RD::Uniform u_base(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_base })); + RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 2, u_base), 2); + } + + RD::Uniform u_specular(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_specular })); + RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_specular), 0); + + if (p_reflection.is_valid()) { + RD::Uniform u_reflection(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_reflection })); + RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 1, u_reflection), 1); + } + + RD::get_singleton()->draw_list_bind_index_array(draw_list, material_storage->get_quad_index_array()); + RD::get_singleton()->draw_list_draw(draw_list, true); + RD::get_singleton()->draw_list_end(); + + RD::get_singleton()->draw_command_end_label(); +} diff --git a/servers/rendering/renderer_rd/effects/copy_effects.h b/servers/rendering/renderer_rd/effects/copy_effects.h index 882b446964..0ddb60ebef 100644 --- a/servers/rendering/renderer_rd/effects/copy_effects.h +++ b/servers/rendering/renderer_rd/effects/copy_effects.h @@ -28,8 +28,8 @@ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ -#ifndef COPY_RD_H -#define COPY_RD_H +#ifndef COPY_EFFECTS_RD_H +#define COPY_EFFECTS_RD_H #include "servers/rendering/renderer_rd/pipeline_cache_rd.h" #include "servers/rendering/renderer_rd/shaders/effects/blur_raster.glsl.gen.h" @@ -42,6 +42,7 @@ #include "servers/rendering/renderer_rd/shaders/effects/cubemap_filter_raster.glsl.gen.h" #include "servers/rendering/renderer_rd/shaders/effects/cubemap_roughness.glsl.gen.h" #include "servers/rendering/renderer_rd/shaders/effects/cubemap_roughness_raster.glsl.gen.h" +#include "servers/rendering/renderer_rd/shaders/effects/specular_merge.glsl.gen.h" #include "servers/rendering/renderer_scene_render.h" #include "servers/rendering_server.h" @@ -85,7 +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; @@ -147,7 +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; @@ -274,6 +275,33 @@ private: PipelineCacheRD raster_pipeline; } roughness; + // Merge specular + + enum SpecularMergeMode { + SPECULAR_MERGE_ADD, + SPECULAR_MERGE_SSR, + SPECULAR_MERGE_ADDITIVE_ADD, + SPECULAR_MERGE_ADDITIVE_SSR, + + SPECULAR_MERGE_ADD_MULTIVIEW, + SPECULAR_MERGE_SSR_MULTIVIEW, + SPECULAR_MERGE_ADDITIVE_ADD_MULTIVIEW, + SPECULAR_MERGE_ADDITIVE_SSR_MULTIVIEW, + + SPECULAR_MERGE_MAX + }; + + /* Specular merge must be done using raster, rather than compute + * because it must continue the existing color buffer + */ + + struct SpecularMerge { + SpecularMergeShaderRD shader; + RID shader_version; + PipelineCacheRD pipelines[SPECULAR_MERGE_MAX]; + + } specular_merge; + static CopyEffects *singleton; public: @@ -293,11 +321,11 @@ 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, RID p_half_texture, RID p_dest_texture, float p_luminance_multiplier, 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); + void make_mipmap_raster(RID p_source_rd_texture, RID p_dest_texture, const Size2i &p_size); void set_color(RID p_dest_texture, const Color &p_color, const Rect2i &p_region, bool p_8bit_dst = false); @@ -309,8 +337,10 @@ public: void cubemap_roughness(RID p_source_rd_texture, RID p_dest_texture, uint32_t p_face_id, uint32_t p_sample_count, float p_roughness, float p_size); void cubemap_roughness_raster(RID p_source_rd_texture, RID p_dest_framebuffer, uint32_t p_face_id, uint32_t p_sample_count, float p_roughness, float p_size); + + void merge_specular(RID p_dest_framebuffer, RID p_specular, RID p_base, RID p_reflection, uint32_t p_view_count); }; } // namespace RendererRD -#endif // !COPY_RD_H +#endif // COPY_EFFECTS_RD_H diff --git a/servers/rendering/renderer_rd/effects/fsr.cpp b/servers/rendering/renderer_rd/effects/fsr.cpp new file mode 100644 index 0000000000..92b34ede0e --- /dev/null +++ b/servers/rendering/renderer_rd/effects/fsr.cpp @@ -0,0 +1,128 @@ +/*************************************************************************/ +/* fsr.cpp */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/*************************************************************************/ + +#include "fsr.h" +#include "../storage_rd/material_storage.h" +#include "../uniform_set_cache_rd.h" + +using namespace RendererRD; + +FSR::FSR() { + Vector<String> FSR_upscale_modes; + +#if defined(MACOS_ENABLED) || defined(IOS_ENABLED) + // MoltenVK does not support some of the operations used by the normal mode of FSR. Fallback works just fine though. + FSR_upscale_modes.push_back("\n#define MODE_FSR_UPSCALE_FALLBACK\n"); +#else + // Everyone else can use normal mode when available. + if (RD::get_singleton()->has_feature(RD::SUPPORTS_FSR_HALF_FLOAT)) { + FSR_upscale_modes.push_back("\n#define MODE_FSR_UPSCALE_NORMAL\n"); + } else { + FSR_upscale_modes.push_back("\n#define MODE_FSR_UPSCALE_FALLBACK\n"); + } +#endif + + fsr_shader.initialize(FSR_upscale_modes); + + shader_version = fsr_shader.version_create(); + pipeline = RD::get_singleton()->compute_pipeline_create(fsr_shader.version_get_shader(shader_version, 0)); +} + +FSR::~FSR() { + fsr_shader.version_free(shader_version); +} + +void FSR::fsr_upscale(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_source_rd_texture, RID p_destination_texture) { + UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton(); + ERR_FAIL_NULL(uniform_set_cache); + MaterialStorage *material_storage = MaterialStorage::get_singleton(); + ERR_FAIL_NULL(material_storage); + + Size2i internal_size = p_render_buffers->get_internal_size(); + Size2i target_size = p_render_buffers->get_target_size(); + float fsr_upscale_sharpness = p_render_buffers->get_fsr_sharpness(); + + if (!p_render_buffers->has_texture(SNAME("FSR"), SNAME("upscale_texture"))) { + RD::DataFormat format = p_render_buffers->get_base_data_format(); + uint32_t usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT; + uint32_t layers = 1; // we only need one layer, in multiview we're processing one layer at a time. + + p_render_buffers->create_texture(SNAME("FSR"), SNAME("upscale_texture"), format, usage_bits, RD::TEXTURE_SAMPLES_1, target_size, layers); + } + + RID upscale_texture = p_render_buffers->get_texture(SNAME("FSR"), SNAME("upscale_texture")); + + FSRUpscalePushConstant push_constant; + memset(&push_constant, 0, sizeof(FSRUpscalePushConstant)); + + int dispatch_x = (target_size.x + 15) / 16; + int dispatch_y = (target_size.y + 15) / 16; + + RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(); + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, pipeline); + + push_constant.resolution_width = internal_size.width; + push_constant.resolution_height = internal_size.height; + push_constant.upscaled_width = target_size.width; + push_constant.upscaled_height = target_size.height; + push_constant.sharpness = fsr_upscale_sharpness; + + RID shader = fsr_shader.version_get_shader(shader_version, 0); + ERR_FAIL_COND(shader.is_null()); + + RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + + //FSR Easc + RD::Uniform u_source_rd_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, { default_sampler, p_source_rd_texture }); + RD::Uniform u_upscale_texture(RD::UNIFORM_TYPE_IMAGE, 0, { upscale_texture }); + + push_constant.pass = FSR_UPSCALE_PASS_EASU; + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_source_rd_texture), 0); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_upscale_texture), 1); + + RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(FSRUpscalePushConstant)); + + RD::get_singleton()->compute_list_dispatch(compute_list, dispatch_x, dispatch_y, 1); + RD::get_singleton()->compute_list_add_barrier(compute_list); + + //FSR Rcas + RD::Uniform u_upscale_texture_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, { default_sampler, upscale_texture }); + RD::Uniform u_destination_texture(RD::UNIFORM_TYPE_IMAGE, 0, { p_destination_texture }); + + push_constant.pass = FSR_UPSCALE_PASS_RCAS; + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_upscale_texture_with_sampler), 0); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_destination_texture), 1); + + RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(FSRUpscalePushConstant)); + + RD::get_singleton()->compute_list_dispatch(compute_list, dispatch_x, dispatch_y, 1); + + RD::get_singleton()->compute_list_end(compute_list); +} diff --git a/servers/rendering/renderer_rd/effects/fsr.h b/servers/rendering/renderer_rd/effects/fsr.h new file mode 100644 index 0000000000..69088e526a --- /dev/null +++ b/servers/rendering/renderer_rd/effects/fsr.h @@ -0,0 +1,72 @@ +/*************************************************************************/ +/* fsr.h */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/*************************************************************************/ + +#ifndef FSR_RD_H +#define FSR_RD_H + +#include "../pipeline_cache_rd.h" +#include "../shaders/effects/fsr_upscale.glsl.gen.h" +#include "../storage_rd/render_scene_buffers_rd.h" +#include "servers/rendering/renderer_scene_render.h" +#include "servers/rendering_server.h" + +namespace RendererRD { + +class FSR { +public: + FSR(); + ~FSR(); + + void fsr_upscale(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_source_rd_texture, RID p_destination_texture); + +private: + enum FSRUpscalePass { + FSR_UPSCALE_PASS_EASU = 0, + FSR_UPSCALE_PASS_RCAS = 1 + }; + + struct FSRUpscalePushConstant { + float resolution_width; + float resolution_height; + float upscaled_width; + float upscaled_height; + float sharpness; + int pass; + int _unused0, _unused1; + }; + + FsrUpscaleShaderRD fsr_shader; + RID shader_version; + RID pipeline; +}; + +} // namespace RendererRD + +#endif // FSR_RD_H diff --git a/servers/rendering/renderer_rd/effects/resolve.h b/servers/rendering/renderer_rd/effects/resolve.h index d4b24a610f..2a4cd06827 100644 --- a/servers/rendering/renderer_rd/effects/resolve.h +++ b/servers/rendering/renderer_rd/effects/resolve.h @@ -71,4 +71,4 @@ public: } // namespace RendererRD -#endif // !RESOLVE_RD_H +#endif // RESOLVE_RD_H diff --git a/servers/rendering/renderer_rd/effects/ss_effects.cpp b/servers/rendering/renderer_rd/effects/ss_effects.cpp new file mode 100644 index 0000000000..9653382e96 --- /dev/null +++ b/servers/rendering/renderer_rd/effects/ss_effects.cpp @@ -0,0 +1,1876 @@ +/*************************************************************************/ +/* ss_effects.cpp */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/*************************************************************************/ + +#include "ss_effects.h" + +#include "core/config/project_settings.h" +#include "servers/rendering/renderer_rd/renderer_compositor_rd.h" +#include "servers/rendering/renderer_rd/storage_rd/material_storage.h" +#include "servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.h" +#include "servers/rendering/renderer_rd/uniform_set_cache_rd.h" + +using namespace RendererRD; + +SSEffects *SSEffects::singleton = nullptr; + +static _FORCE_INLINE_ void store_camera(const Projection &p_mtx, float *p_array) { + for (int i = 0; i < 4; i++) { + for (int j = 0; j < 4; j++) { + p_array[i * 4 + j] = p_mtx.columns[i][j]; + } + } +} + +SSEffects::SSEffects() { + singleton = this; + + // Initialize depth buffer for screen space effects + { + Vector<String> downsampler_modes; + downsampler_modes.push_back("\n"); + downsampler_modes.push_back("\n#define USE_HALF_SIZE\n"); + downsampler_modes.push_back("\n#define GENERATE_MIPS\n"); + downsampler_modes.push_back("\n#define GENERATE_MIPS\n#define USE_HALF_SIZE\n"); + downsampler_modes.push_back("\n#define USE_HALF_BUFFERS\n"); + downsampler_modes.push_back("\n#define USE_HALF_BUFFERS\n#define USE_HALF_SIZE\n"); + downsampler_modes.push_back("\n#define GENERATE_MIPS\n#define GENERATE_FULL_MIPS"); + + ss_effects.downsample_shader.initialize(downsampler_modes); + + ss_effects.downsample_shader_version = ss_effects.downsample_shader.version_create(); + + for (int i = 0; i < SS_EFFECTS_MAX; i++) { + ss_effects.pipelines[i] = RD::get_singleton()->compute_pipeline_create(ss_effects.downsample_shader.version_get_shader(ss_effects.downsample_shader_version, i)); + } + + ss_effects.gather_constants_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(SSEffectsGatherConstants)); + SSEffectsGatherConstants gather_constants; + + const int sub_pass_count = 5; + for (int pass = 0; pass < 4; pass++) { + for (int subPass = 0; subPass < sub_pass_count; subPass++) { + int a = pass; + int b = subPass; + + int spmap[5]{ 0, 1, 4, 3, 2 }; + b = spmap[subPass]; + + float ca, sa; + float angle0 = (float(a) + float(b) / float(sub_pass_count)) * Math_PI * 0.5f; + + ca = Math::cos(angle0); + sa = Math::sin(angle0); + + float scale = 1.0f + (a - 1.5f + (b - (sub_pass_count - 1.0f) * 0.5f) / float(sub_pass_count)) * 0.07f; + + gather_constants.rotation_matrices[pass * 20 + subPass * 4 + 0] = scale * ca; + gather_constants.rotation_matrices[pass * 20 + subPass * 4 + 1] = scale * -sa; + gather_constants.rotation_matrices[pass * 20 + subPass * 4 + 2] = -scale * sa; + gather_constants.rotation_matrices[pass * 20 + subPass * 4 + 3] = -scale * ca; + } + } + + RD::get_singleton()->buffer_update(ss_effects.gather_constants_buffer, 0, sizeof(SSEffectsGatherConstants), &gather_constants); + } + + // Initialize Screen Space Indirect Lighting (SSIL) + ssil_set_quality(RS::EnvironmentSSILQuality(int(GLOBAL_GET("rendering/environment/ssil/quality"))), GLOBAL_GET("rendering/environment/ssil/half_size"), GLOBAL_GET("rendering/environment/ssil/adaptive_target"), GLOBAL_GET("rendering/environment/ssil/blur_passes"), GLOBAL_GET("rendering/environment/ssil/fadeout_from"), GLOBAL_GET("rendering/environment/ssil/fadeout_to")); + + { + Vector<String> ssil_modes; + ssil_modes.push_back("\n"); + ssil_modes.push_back("\n#define SSIL_BASE\n"); + ssil_modes.push_back("\n#define ADAPTIVE\n"); + + ssil.gather_shader.initialize(ssil_modes); + + ssil.gather_shader_version = ssil.gather_shader.version_create(); + + for (int i = SSIL_GATHER; i <= SSIL_GATHER_ADAPTIVE; i++) { + ssil.pipelines[i] = RD::get_singleton()->compute_pipeline_create(ssil.gather_shader.version_get_shader(ssil.gather_shader_version, i)); + } + ssil.projection_uniform_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(SSILProjectionUniforms)); + } + + { + Vector<String> ssil_modes; + ssil_modes.push_back("\n#define GENERATE_MAP\n"); + ssil_modes.push_back("\n#define PROCESS_MAPA\n"); + ssil_modes.push_back("\n#define PROCESS_MAPB\n"); + + ssil.importance_map_shader.initialize(ssil_modes); + + ssil.importance_map_shader_version = ssil.importance_map_shader.version_create(); + + for (int i = SSIL_GENERATE_IMPORTANCE_MAP; i <= SSIL_PROCESS_IMPORTANCE_MAPB; i++) { + ssil.pipelines[i] = RD::get_singleton()->compute_pipeline_create(ssil.importance_map_shader.version_get_shader(ssil.importance_map_shader_version, i - SSIL_GENERATE_IMPORTANCE_MAP)); + } + ssil.importance_map_load_counter = RD::get_singleton()->storage_buffer_create(sizeof(uint32_t)); + int zero[1] = { 0 }; + RD::get_singleton()->buffer_update(ssil.importance_map_load_counter, 0, sizeof(uint32_t), &zero); + RD::get_singleton()->set_resource_name(ssil.importance_map_load_counter, "Importance Map Load Counter"); + + Vector<RD::Uniform> uniforms; + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; + u.binding = 0; + u.append_id(ssil.importance_map_load_counter); + uniforms.push_back(u); + } + ssil.counter_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ssil.importance_map_shader.version_get_shader(ssil.importance_map_shader_version, 2), 2); + RD::get_singleton()->set_resource_name(ssil.counter_uniform_set, "Load Counter Uniform Set"); + } + + { + Vector<String> ssil_modes; + ssil_modes.push_back("\n#define MODE_NON_SMART\n"); + ssil_modes.push_back("\n#define MODE_SMART\n"); + ssil_modes.push_back("\n#define MODE_WIDE\n"); + + ssil.blur_shader.initialize(ssil_modes); + + ssil.blur_shader_version = ssil.blur_shader.version_create(); + for (int i = SSIL_BLUR_PASS; i <= SSIL_BLUR_PASS_WIDE; i++) { + ssil.pipelines[i] = RD::get_singleton()->compute_pipeline_create(ssil.blur_shader.version_get_shader(ssil.blur_shader_version, i - SSIL_BLUR_PASS)); + } + } + + { + Vector<String> ssil_modes; + ssil_modes.push_back("\n#define MODE_NON_SMART\n"); + ssil_modes.push_back("\n#define MODE_SMART\n"); + ssil_modes.push_back("\n#define MODE_HALF\n"); + + ssil.interleave_shader.initialize(ssil_modes); + + ssil.interleave_shader_version = ssil.interleave_shader.version_create(); + for (int i = SSIL_INTERLEAVE; i <= SSIL_INTERLEAVE_HALF; i++) { + ssil.pipelines[i] = RD::get_singleton()->compute_pipeline_create(ssil.interleave_shader.version_get_shader(ssil.interleave_shader_version, i - SSIL_INTERLEAVE)); + } + } + + // Initialize Screen Space Ambient Occlusion (SSAO) + ssao_set_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")); + + { + RD::SamplerState sampler; + sampler.mag_filter = RD::SAMPLER_FILTER_NEAREST; + sampler.min_filter = RD::SAMPLER_FILTER_NEAREST; + sampler.mip_filter = RD::SAMPLER_FILTER_NEAREST; + sampler.repeat_u = RD::SAMPLER_REPEAT_MODE_MIRRORED_REPEAT; + sampler.repeat_v = RD::SAMPLER_REPEAT_MODE_MIRRORED_REPEAT; + sampler.repeat_w = RD::SAMPLER_REPEAT_MODE_MIRRORED_REPEAT; + sampler.max_lod = 4; + + uint32_t pipeline = 0; + { + Vector<String> ssao_modes; + + ssao_modes.push_back("\n"); + ssao_modes.push_back("\n#define SSAO_BASE\n"); + ssao_modes.push_back("\n#define ADAPTIVE\n"); + + ssao.gather_shader.initialize(ssao_modes); + + ssao.gather_shader_version = ssao.gather_shader.version_create(); + + for (int i = 0; i <= SSAO_GATHER_ADAPTIVE; i++) { + ssao.pipelines[pipeline] = RD::get_singleton()->compute_pipeline_create(ssao.gather_shader.version_get_shader(ssao.gather_shader_version, i)); + pipeline++; + } + } + + { + Vector<String> ssao_modes; + ssao_modes.push_back("\n#define GENERATE_MAP\n"); + ssao_modes.push_back("\n#define PROCESS_MAPA\n"); + ssao_modes.push_back("\n#define PROCESS_MAPB\n"); + + ssao.importance_map_shader.initialize(ssao_modes); + + ssao.importance_map_shader_version = ssao.importance_map_shader.version_create(); + + for (int i = SSAO_GENERATE_IMPORTANCE_MAP; i <= SSAO_PROCESS_IMPORTANCE_MAPB; i++) { + ssao.pipelines[pipeline] = RD::get_singleton()->compute_pipeline_create(ssao.importance_map_shader.version_get_shader(ssao.importance_map_shader_version, i - SSAO_GENERATE_IMPORTANCE_MAP)); + + pipeline++; + } + + ssao.importance_map_load_counter = RD::get_singleton()->storage_buffer_create(sizeof(uint32_t)); + int zero[1] = { 0 }; + RD::get_singleton()->buffer_update(ssao.importance_map_load_counter, 0, sizeof(uint32_t), &zero); + RD::get_singleton()->set_resource_name(ssao.importance_map_load_counter, "Importance Map Load Counter"); + + Vector<RD::Uniform> uniforms; + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; + u.binding = 0; + u.append_id(ssao.importance_map_load_counter); + uniforms.push_back(u); + } + ssao.counter_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ssao.importance_map_shader.version_get_shader(ssao.importance_map_shader_version, 2), 2); + RD::get_singleton()->set_resource_name(ssao.counter_uniform_set, "Load Counter Uniform Set"); + } + + { + Vector<String> ssao_modes; + ssao_modes.push_back("\n#define MODE_NON_SMART\n"); + ssao_modes.push_back("\n#define MODE_SMART\n"); + ssao_modes.push_back("\n#define MODE_WIDE\n"); + + ssao.blur_shader.initialize(ssao_modes); + + ssao.blur_shader_version = ssao.blur_shader.version_create(); + + for (int i = SSAO_BLUR_PASS; i <= SSAO_BLUR_PASS_WIDE; i++) { + ssao.pipelines[pipeline] = RD::get_singleton()->compute_pipeline_create(ssao.blur_shader.version_get_shader(ssao.blur_shader_version, i - SSAO_BLUR_PASS)); + + pipeline++; + } + } + + { + Vector<String> ssao_modes; + ssao_modes.push_back("\n#define MODE_NON_SMART\n"); + ssao_modes.push_back("\n#define MODE_SMART\n"); + ssao_modes.push_back("\n#define MODE_HALF\n"); + + ssao.interleave_shader.initialize(ssao_modes); + + ssao.interleave_shader_version = ssao.interleave_shader.version_create(); + for (int i = SSAO_INTERLEAVE; i <= SSAO_INTERLEAVE_HALF; i++) { + ssao.pipelines[pipeline] = RD::get_singleton()->compute_pipeline_create(ssao.interleave_shader.version_get_shader(ssao.interleave_shader_version, i - SSAO_INTERLEAVE)); + RD::get_singleton()->set_resource_name(ssao.pipelines[pipeline], "Interleave Pipeline " + itos(i)); + pipeline++; + } + } + + ERR_FAIL_COND(pipeline != SSAO_MAX); + + ss_effects.mirror_sampler = RD::get_singleton()->sampler_create(sampler); + } + + // Screen Space Reflections + ssr_roughness_quality = RS::EnvironmentSSRRoughnessQuality(int(GLOBAL_GET("rendering/environment/screen_space_reflection/roughness_quality"))); + + { + Vector<RD::PipelineSpecializationConstant> specialization_constants; + + { + RD::PipelineSpecializationConstant sc; + sc.type = RD::PIPELINE_SPECIALIZATION_CONSTANT_TYPE_BOOL; + sc.constant_id = 0; // SSR_USE_FULL_PROJECTION_MATRIX + sc.bool_value = false; + specialization_constants.push_back(sc); + } + + { + Vector<String> ssr_scale_modes; + ssr_scale_modes.push_back("\n"); + + ssr_scale.shader.initialize(ssr_scale_modes); + ssr_scale.shader_version = ssr_scale.shader.version_create(); + + for (int v = 0; v < SSR_VARIATIONS; v++) { + specialization_constants.ptrw()[0].bool_value = (v & SSR_MULTIVIEW) ? true : false; + ssr_scale.pipelines[v] = RD::get_singleton()->compute_pipeline_create(ssr_scale.shader.version_get_shader(ssr_scale.shader_version, 0), specialization_constants); + } + } + + { + Vector<String> ssr_modes; + ssr_modes.push_back("\n"); // SCREEN_SPACE_REFLECTION_NORMAL + ssr_modes.push_back("\n#define MODE_ROUGH\n"); // SCREEN_SPACE_REFLECTION_ROUGH + + ssr.shader.initialize(ssr_modes); + ssr.shader_version = ssr.shader.version_create(); + + for (int v = 0; v < SSR_VARIATIONS; v++) { + specialization_constants.ptrw()[0].bool_value = (v & SSR_MULTIVIEW) ? true : false; + for (int i = 0; i < SCREEN_SPACE_REFLECTION_MAX; i++) { + ssr.pipelines[v][i] = RD::get_singleton()->compute_pipeline_create(ssr.shader.version_get_shader(ssr.shader_version, i), specialization_constants); + } + } + } + + { + Vector<String> ssr_filter_modes; + ssr_filter_modes.push_back("\n"); // SCREEN_SPACE_REFLECTION_FILTER_HORIZONTAL + ssr_filter_modes.push_back("\n#define VERTICAL_PASS\n"); // SCREEN_SPACE_REFLECTION_FILTER_VERTICAL + + ssr_filter.shader.initialize(ssr_filter_modes); + ssr_filter.shader_version = ssr_filter.shader.version_create(); + + for (int v = 0; v < SSR_VARIATIONS; v++) { + specialization_constants.ptrw()[0].bool_value = (v & SSR_MULTIVIEW) ? true : false; + for (int i = 0; i < SCREEN_SPACE_REFLECTION_FILTER_MAX; i++) { + ssr_filter.pipelines[v][i] = RD::get_singleton()->compute_pipeline_create(ssr_filter.shader.version_get_shader(ssr_filter.shader_version, i), specialization_constants); + } + } + } + } + + // Subsurface scattering + sss_quality = RS::SubSurfaceScatteringQuality(int(GLOBAL_GET("rendering/environment/subsurface_scattering/subsurface_scattering_quality"))); + sss_scale = GLOBAL_GET("rendering/environment/subsurface_scattering/subsurface_scattering_scale"); + sss_depth_scale = GLOBAL_GET("rendering/environment/subsurface_scattering/subsurface_scattering_depth_scale"); + + { + Vector<String> sss_modes; + sss_modes.push_back("\n#define USE_11_SAMPLES\n"); + sss_modes.push_back("\n#define USE_17_SAMPLES\n"); + sss_modes.push_back("\n#define USE_25_SAMPLES\n"); + + sss.shader.initialize(sss_modes); + + sss.shader_version = sss.shader.version_create(); + + for (int i = 0; i < sss_modes.size(); i++) { + sss.pipelines[i] = RD::get_singleton()->compute_pipeline_create(sss.shader.version_get_shader(sss.shader_version, i)); + } + } +} + +SSEffects::~SSEffects() { + { + // Cleanup SS Reflections + ssr.shader.version_free(ssr.shader_version); + ssr_filter.shader.version_free(ssr_filter.shader_version); + ssr_scale.shader.version_free(ssr_scale.shader_version); + + if (ssr.ubo.is_valid()) { + RD::get_singleton()->free(ssr.ubo); + } + } + + { + // Cleanup SS downsampler + ss_effects.downsample_shader.version_free(ss_effects.downsample_shader_version); + + RD::get_singleton()->free(ss_effects.mirror_sampler); + RD::get_singleton()->free(ss_effects.gather_constants_buffer); + } + + { + // Cleanup SSIL + ssil.blur_shader.version_free(ssil.blur_shader_version); + ssil.gather_shader.version_free(ssil.gather_shader_version); + ssil.interleave_shader.version_free(ssil.interleave_shader_version); + ssil.importance_map_shader.version_free(ssil.importance_map_shader_version); + + RD::get_singleton()->free(ssil.importance_map_load_counter); + RD::get_singleton()->free(ssil.projection_uniform_buffer); + } + + { + // Cleanup SSAO + ssao.blur_shader.version_free(ssao.blur_shader_version); + ssao.gather_shader.version_free(ssao.gather_shader_version); + ssao.interleave_shader.version_free(ssao.interleave_shader_version); + ssao.importance_map_shader.version_free(ssao.importance_map_shader_version); + + RD::get_singleton()->free(ssao.importance_map_load_counter); + } + + { + // Cleanup Subsurface scattering + sss.shader.version_free(sss.shader_version); + } + + singleton = nullptr; +} + +/* SS Downsampler */ + +void SSEffects::downsample_depth(RID p_depth_buffer, const Vector<RID> &p_depth_mipmaps, bool p_invalidate_uniform_set, Size2i p_full_screen_size, const Projection &p_projection) { + UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton(); + ERR_FAIL_NULL(uniform_set_cache); + MaterialStorage *material_storage = MaterialStorage::get_singleton(); + ERR_FAIL_NULL(material_storage); + + // Downsample and deinterleave the depth buffer for SSAO and SSIL + RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(); + + int downsample_mode = SS_EFFECTS_DOWNSAMPLE; + bool use_mips = ssao_quality > RS::ENV_SSAO_QUALITY_MEDIUM || ssil_quality > RS::ENV_SSIL_QUALITY_MEDIUM; + + if (ssao_quality == RS::ENV_SSAO_QUALITY_VERY_LOW && ssil_quality == RS::ENV_SSIL_QUALITY_VERY_LOW) { + downsample_mode = SS_EFFECTS_DOWNSAMPLE_HALF; + } else if (use_mips) { + downsample_mode = SS_EFFECTS_DOWNSAMPLE_MIPMAP; + } + + bool use_half_size = false; + bool use_full_mips = false; + + if (ssao_half_size && ssil_half_size) { + downsample_mode++; + use_half_size = true; + } else if (ssao_half_size != ssil_half_size) { + if (use_mips) { + downsample_mode = SS_EFFECTS_DOWNSAMPLE_FULL_MIPS; + use_full_mips = true; + } else { + // Only need the first two mipmaps, but the cost to generate the next two is trivial + // TODO investigate the benefit of a shader version to generate only 2 mips + downsample_mode = SS_EFFECTS_DOWNSAMPLE_MIPMAP; + use_mips = true; + } + } + + int depth_index = use_half_size ? 1 : 0; + + RD::get_singleton()->draw_command_begin_label("Downsample Depth"); + if (p_invalidate_uniform_set || use_full_mips != ss_effects.used_full_mips_last_frame || use_half_size != ss_effects.used_half_size_last_frame || use_mips != ss_effects.used_mips_last_frame) { + if (ss_effects.downsample_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(ss_effects.downsample_uniform_set)) { + RD::get_singleton()->free(ss_effects.downsample_uniform_set); + ss_effects.downsample_uniform_set = RID(); + } + + Vector<RD::Uniform> uniforms; + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_IMAGE; + u.binding = 0; + u.append_id(p_depth_mipmaps[depth_index + 1]); + uniforms.push_back(u); + } + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_IMAGE; + u.binding = 1; + u.append_id(p_depth_mipmaps[depth_index + 2]); + uniforms.push_back(u); + } + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_IMAGE; + u.binding = 2; + u.append_id(p_depth_mipmaps[depth_index + 3]); + uniforms.push_back(u); + } + if (use_full_mips) { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_IMAGE; + u.binding = 3; + u.append_id(p_depth_mipmaps[4]); + uniforms.push_back(u); + } + ss_effects.downsample_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ss_effects.downsample_shader.version_get_shader(ss_effects.downsample_shader_version, use_full_mips ? 6 : 2), 2); + } + + float depth_linearize_mul = -p_projection.columns[3][2]; + float depth_linearize_add = p_projection.columns[2][2]; + if (depth_linearize_mul * depth_linearize_add < 0) { + depth_linearize_add = -depth_linearize_add; + } + + ss_effects.downsample_push_constant.orthogonal = p_projection.is_orthogonal(); + ss_effects.downsample_push_constant.z_near = depth_linearize_mul; + ss_effects.downsample_push_constant.z_far = depth_linearize_add; + if (ss_effects.downsample_push_constant.orthogonal) { + ss_effects.downsample_push_constant.z_near = p_projection.get_z_near(); + ss_effects.downsample_push_constant.z_far = p_projection.get_z_far(); + } + ss_effects.downsample_push_constant.pixel_size[0] = 1.0 / p_full_screen_size.x; + ss_effects.downsample_push_constant.pixel_size[1] = 1.0 / p_full_screen_size.y; + ss_effects.downsample_push_constant.radius_sq = 1.0; + + RID shader = ss_effects.downsample_shader.version_get_shader(ss_effects.downsample_shader_version, downsample_mode); + RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + + RD::Uniform u_depth_buffer(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_depth_buffer })); + RD::Uniform u_depth_mipmaps(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_depth_mipmaps[depth_index + 0] })); + + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ss_effects.pipelines[downsample_mode]); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_depth_buffer), 0); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_depth_mipmaps), 1); + if (use_mips) { + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, ss_effects.downsample_uniform_set, 2); + } + RD::get_singleton()->compute_list_set_push_constant(compute_list, &ss_effects.downsample_push_constant, sizeof(SSEffectsDownsamplePushConstant)); + + Size2i size(MAX(1, p_full_screen_size.x >> (use_half_size ? 2 : 1)), MAX(1, p_full_screen_size.y >> (use_half_size ? 2 : 1))); + + RD::get_singleton()->compute_list_dispatch_threads(compute_list, size.x, size.y, 1); + RD::get_singleton()->compute_list_add_barrier(compute_list); + RD::get_singleton()->draw_command_end_label(); + + RD::get_singleton()->compute_list_end(RD::BARRIER_MASK_COMPUTE); + + ss_effects.used_full_mips_last_frame = use_full_mips; + ss_effects.used_half_size_last_frame = use_half_size; + ss_effects.used_mips_last_frame = use_mips; +} + +/* SSIL */ + +void SSEffects::ssil_set_quality(RS::EnvironmentSSILQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to) { + ssil_quality = p_quality; + ssil_half_size = p_half_size; + ssil_adaptive_target = p_adaptive_target; + ssil_blur_passes = p_blur_passes; + ssil_fadeout_from = p_fadeout_from; + ssil_fadeout_to = p_fadeout_to; +} + +void SSEffects::gather_ssil(RD::ComputeListID p_compute_list, const Vector<RID> p_ssil_slices, const Vector<RID> p_edges_slices, const SSILSettings &p_settings, bool p_adaptive_base_pass, RID p_gather_uniform_set, RID p_importance_map_uniform_set, RID p_projection_uniform_set) { + UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton(); + ERR_FAIL_NULL(uniform_set_cache); + + RD::get_singleton()->compute_list_bind_uniform_set(p_compute_list, p_gather_uniform_set, 0); + if ((ssil_quality == RS::ENV_SSIL_QUALITY_ULTRA) && !p_adaptive_base_pass) { + RD::get_singleton()->compute_list_bind_uniform_set(p_compute_list, p_importance_map_uniform_set, 1); + } + RD::get_singleton()->compute_list_bind_uniform_set(p_compute_list, p_projection_uniform_set, 3); + + RID shader = ssil.gather_shader.version_get_shader(ssil.gather_shader_version, 0); + + for (int i = 0; i < 4; i++) { + if ((ssil_quality == RS::ENV_SSIL_QUALITY_VERY_LOW) && ((i == 1) || (i == 2))) { + continue; + } + + RD::Uniform u_ssil_slice(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssil_slices[i] })); + RD::Uniform u_edges_slice(RD::UNIFORM_TYPE_IMAGE, 1, Vector<RID>({ p_edges_slices[i] })); + + ssil.gather_push_constant.pass_coord_offset[0] = i % 2; + ssil.gather_push_constant.pass_coord_offset[1] = i / 2; + ssil.gather_push_constant.pass_uv_offset[0] = ((i % 2) - 0.0) / p_settings.full_screen_size.x; + ssil.gather_push_constant.pass_uv_offset[1] = ((i / 2) - 0.0) / p_settings.full_screen_size.y; + ssil.gather_push_constant.pass = i; + RD::get_singleton()->compute_list_bind_uniform_set(p_compute_list, uniform_set_cache->get_cache(shader, 2, u_ssil_slice, u_edges_slice), 2); + RD::get_singleton()->compute_list_set_push_constant(p_compute_list, &ssil.gather_push_constant, sizeof(SSILGatherPushConstant)); + + Size2i size = Size2i(p_settings.full_screen_size.x >> (ssil_half_size ? 2 : 1), p_settings.full_screen_size.y >> (ssil_half_size ? 2 : 1)); + + RD::get_singleton()->compute_list_dispatch_threads(p_compute_list, size.x, size.y, 1); + } + RD::get_singleton()->compute_list_add_barrier(p_compute_list); +} + +void SSEffects::ssil_allocate_buffers(SSILRenderBuffers &p_ssil_buffers, const SSILSettings &p_settings, RID p_linear_depth) { + if (p_ssil_buffers.half_size != ssil_half_size) { + ssil_free(p_ssil_buffers); + } + + if (ssil_half_size) { + p_ssil_buffers.buffer_width = (p_settings.full_screen_size.x + 3) / 4; + p_ssil_buffers.buffer_height = (p_settings.full_screen_size.y + 3) / 4; + p_ssil_buffers.half_buffer_width = (p_settings.full_screen_size.x + 7) / 8; + p_ssil_buffers.half_buffer_height = (p_settings.full_screen_size.y + 7) / 8; + } else { + p_ssil_buffers.buffer_width = (p_settings.full_screen_size.x + 1) / 2; + p_ssil_buffers.buffer_height = (p_settings.full_screen_size.y + 1) / 2; + p_ssil_buffers.half_buffer_width = (p_settings.full_screen_size.x + 3) / 4; + p_ssil_buffers.half_buffer_height = (p_settings.full_screen_size.y + 3) / 4; + } + + if (p_ssil_buffers.ssil_final.is_null()) { + { + p_ssil_buffers.depth_texture_view = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_linear_depth, 0, ssil_half_size ? 1 : 0, 4, RD::TEXTURE_SLICE_2D_ARRAY); + } + { + RD::TextureFormat tf; + tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT; + tf.width = p_settings.full_screen_size.x; + tf.height = p_settings.full_screen_size.y; + tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT; + p_ssil_buffers.ssil_final = RD::get_singleton()->texture_create(tf, RD::TextureView()); + RD::get_singleton()->set_resource_name(p_ssil_buffers.ssil_final, "SSIL texture"); + RD::get_singleton()->texture_clear(p_ssil_buffers.ssil_final, Color(0, 0, 0, 0), 0, 1, 0, 1); + if (p_ssil_buffers.last_frame.is_null()) { + tf.mipmaps = 6; + p_ssil_buffers.last_frame = RD::get_singleton()->texture_create(tf, RD::TextureView()); + RD::get_singleton()->set_resource_name(p_ssil_buffers.last_frame, "Last Frame Radiance"); + RD::get_singleton()->texture_clear(p_ssil_buffers.last_frame, Color(0, 0, 0, 0), 0, tf.mipmaps, 0, 1); + for (uint32_t i = 0; i < 6; i++) { + RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_ssil_buffers.last_frame, 0, i); + p_ssil_buffers.last_frame_slices.push_back(slice); + RD::get_singleton()->set_resource_name(slice, "Last Frame Radiance Mip " + itos(i) + " "); + } + } + } + { + RD::TextureFormat tf; + tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT; + tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY; + tf.width = p_ssil_buffers.buffer_width; + tf.height = p_ssil_buffers.buffer_height; + tf.array_layers = 4; + tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT; + p_ssil_buffers.deinterleaved = RD::get_singleton()->texture_create(tf, RD::TextureView()); + RD::get_singleton()->set_resource_name(p_ssil_buffers.deinterleaved, "SSIL deinterleaved buffer"); + for (uint32_t i = 0; i < 4; i++) { + RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_ssil_buffers.deinterleaved, i, 0); + p_ssil_buffers.deinterleaved_slices.push_back(slice); + RD::get_singleton()->set_resource_name(slice, "SSIL deinterleaved buffer array " + itos(i) + " "); + } + } + + { + RD::TextureFormat tf; + tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT; + tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY; + tf.width = p_ssil_buffers.buffer_width; + tf.height = p_ssil_buffers.buffer_height; + tf.array_layers = 4; + tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT; + p_ssil_buffers.pong = RD::get_singleton()->texture_create(tf, RD::TextureView()); + RD::get_singleton()->set_resource_name(p_ssil_buffers.pong, "SSIL deinterleaved pong buffer"); + for (uint32_t i = 0; i < 4; i++) { + RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_ssil_buffers.pong, i, 0); + p_ssil_buffers.pong_slices.push_back(slice); + RD::get_singleton()->set_resource_name(slice, "SSIL deinterleaved buffer pong array " + itos(i) + " "); + } + } + + { + RD::TextureFormat tf; + tf.format = RD::DATA_FORMAT_R8_UNORM; + tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY; + tf.width = p_ssil_buffers.buffer_width; + tf.height = p_ssil_buffers.buffer_height; + tf.array_layers = 4; + tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT; + p_ssil_buffers.edges = RD::get_singleton()->texture_create(tf, RD::TextureView()); + RD::get_singleton()->set_resource_name(p_ssil_buffers.edges, "SSIL edges buffer"); + for (uint32_t i = 0; i < 4; i++) { + RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_ssil_buffers.edges, i, 0); + p_ssil_buffers.edges_slices.push_back(slice); + RD::get_singleton()->set_resource_name(slice, "SSIL edges buffer slice " + itos(i) + " "); + } + } + + { + RD::TextureFormat tf; + tf.format = RD::DATA_FORMAT_R8_UNORM; + tf.width = p_ssil_buffers.half_buffer_width; + tf.height = p_ssil_buffers.half_buffer_height; + tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT; + p_ssil_buffers.importance_map[0] = RD::get_singleton()->texture_create(tf, RD::TextureView()); + RD::get_singleton()->set_resource_name(p_ssil_buffers.importance_map[0], "SSIL Importance Map"); + p_ssil_buffers.importance_map[1] = RD::get_singleton()->texture_create(tf, RD::TextureView()); + RD::get_singleton()->set_resource_name(p_ssil_buffers.importance_map[1], "SSIL Importance Map Pong"); + } + p_ssil_buffers.half_size = ssil_half_size; + } +} + +void SSEffects::screen_space_indirect_lighting(SSILRenderBuffers &p_ssil_buffers, RID p_normal_buffer, const Projection &p_projection, const Projection &p_last_projection, const SSILSettings &p_settings) { + UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton(); + ERR_FAIL_NULL(uniform_set_cache); + MaterialStorage *material_storage = MaterialStorage::get_singleton(); + ERR_FAIL_NULL(material_storage); + + RD::get_singleton()->draw_command_begin_label("Process Screen Space Indirect Lighting"); + //Store projection info before starting the compute list + SSILProjectionUniforms projection_uniforms; + store_camera(p_last_projection, projection_uniforms.inv_last_frame_projection_matrix); + + RD::get_singleton()->buffer_update(ssil.projection_uniform_buffer, 0, sizeof(SSILProjectionUniforms), &projection_uniforms); + + memset(&ssil.gather_push_constant, 0, sizeof(SSILGatherPushConstant)); + + RID shader = ssil.gather_shader.version_get_shader(ssil.gather_shader_version, 0); + RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + RID default_mipmap_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + + RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(); + { + RD::get_singleton()->draw_command_begin_label("Gather Samples"); + ssil.gather_push_constant.screen_size[0] = p_settings.full_screen_size.x; + ssil.gather_push_constant.screen_size[1] = p_settings.full_screen_size.y; + + ssil.gather_push_constant.half_screen_pixel_size[0] = 1.0 / p_ssil_buffers.buffer_width; + ssil.gather_push_constant.half_screen_pixel_size[1] = 1.0 / p_ssil_buffers.buffer_height; + float tan_half_fov_x = 1.0 / p_projection.columns[0][0]; + float tan_half_fov_y = 1.0 / p_projection.columns[1][1]; + ssil.gather_push_constant.NDC_to_view_mul[0] = tan_half_fov_x * 2.0; + ssil.gather_push_constant.NDC_to_view_mul[1] = tan_half_fov_y * -2.0; + ssil.gather_push_constant.NDC_to_view_add[0] = tan_half_fov_x * -1.0; + ssil.gather_push_constant.NDC_to_view_add[1] = tan_half_fov_y; + ssil.gather_push_constant.z_near = p_projection.get_z_near(); + ssil.gather_push_constant.z_far = p_projection.get_z_far(); + ssil.gather_push_constant.is_orthogonal = p_projection.is_orthogonal(); + + ssil.gather_push_constant.half_screen_pixel_size_x025[0] = ssil.gather_push_constant.half_screen_pixel_size[0] * 0.25; + ssil.gather_push_constant.half_screen_pixel_size_x025[1] = ssil.gather_push_constant.half_screen_pixel_size[1] * 0.25; + + ssil.gather_push_constant.radius = p_settings.radius; + float radius_near_limit = (p_settings.radius * 1.2f); + if (ssil_quality <= RS::ENV_SSIL_QUALITY_LOW) { + radius_near_limit *= 1.50f; + + if (ssil_quality == RS::ENV_SSIL_QUALITY_VERY_LOW) { + ssil.gather_push_constant.radius *= 0.8f; + } + } + radius_near_limit /= tan_half_fov_y; + ssil.gather_push_constant.intensity = p_settings.intensity * Math_PI; + ssil.gather_push_constant.fade_out_mul = -1.0 / (ssil_fadeout_to - ssil_fadeout_from); + ssil.gather_push_constant.fade_out_add = ssil_fadeout_from / (ssil_fadeout_to - ssil_fadeout_from) + 1.0; + ssil.gather_push_constant.inv_radius_near_limit = 1.0f / radius_near_limit; + ssil.gather_push_constant.neg_inv_radius = -1.0 / ssil.gather_push_constant.radius; + ssil.gather_push_constant.normal_rejection_amount = p_settings.normal_rejection; + + ssil.gather_push_constant.load_counter_avg_div = 9.0 / float((p_ssil_buffers.half_buffer_width) * (p_ssil_buffers.half_buffer_height) * 255); + ssil.gather_push_constant.adaptive_sample_limit = ssil_adaptive_target; + + ssil.gather_push_constant.quality = MAX(0, ssil_quality - 1); + ssil.gather_push_constant.size_multiplier = ssil_half_size ? 2 : 1; + + if (p_ssil_buffers.projection_uniform_set.is_null()) { + Vector<RD::Uniform> uniforms; + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE; + u.binding = 0; + u.append_id(default_mipmap_sampler); + u.append_id(p_ssil_buffers.last_frame); + uniforms.push_back(u); + } + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER; + u.binding = 1; + u.append_id(ssil.projection_uniform_buffer); + uniforms.push_back(u); + } + p_ssil_buffers.projection_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ssil.gather_shader.version_get_shader(ssil.gather_shader_version, 0), 3); + } + + if (p_ssil_buffers.gather_uniform_set.is_null()) { + Vector<RD::Uniform> uniforms; + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE; + u.binding = 0; + u.append_id(default_sampler); + u.append_id(p_ssil_buffers.depth_texture_view); + uniforms.push_back(u); + } + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_IMAGE; + u.binding = 1; + u.append_id(p_normal_buffer); + uniforms.push_back(u); + } + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER; + u.binding = 2; + u.append_id(ss_effects.gather_constants_buffer); + uniforms.push_back(u); + } + p_ssil_buffers.gather_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ssil.gather_shader.version_get_shader(ssil.gather_shader_version, 0), 0); + } + + if (p_ssil_buffers.importance_map_uniform_set.is_null()) { + Vector<RD::Uniform> uniforms; + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_IMAGE; + u.binding = 0; + u.append_id(p_ssil_buffers.pong); + uniforms.push_back(u); + } + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE; + u.binding = 1; + u.append_id(default_sampler); + u.append_id(p_ssil_buffers.importance_map[0]); + uniforms.push_back(u); + } + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; + u.binding = 2; + u.append_id(ssil.importance_map_load_counter); + uniforms.push_back(u); + } + p_ssil_buffers.importance_map_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ssil.gather_shader.version_get_shader(ssil.gather_shader_version, 2), 1); + } + + if (ssil_quality == RS::ENV_SSIL_QUALITY_ULTRA) { + RD::get_singleton()->draw_command_begin_label("Generate Importance Map"); + ssil.importance_map_push_constant.half_screen_pixel_size[0] = 1.0 / p_ssil_buffers.buffer_width; + ssil.importance_map_push_constant.half_screen_pixel_size[1] = 1.0 / p_ssil_buffers.buffer_height; + ssil.importance_map_push_constant.intensity = p_settings.intensity * Math_PI; + //base pass + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[SSIL_GATHER_BASE]); + gather_ssil(compute_list, p_ssil_buffers.pong_slices, p_ssil_buffers.edges_slices, p_settings, true, p_ssil_buffers.gather_uniform_set, p_ssil_buffers.importance_map_uniform_set, p_ssil_buffers.projection_uniform_set); + + //generate importance map + RD::Uniform u_ssil_pong_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_ssil_buffers.pong })); + RD::Uniform u_importance_map(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssil_buffers.importance_map[0] })); + + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[SSIL_GENERATE_IMPORTANCE_MAP]); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_ssil_pong_with_sampler), 0); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_importance_map), 1); + RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssil.importance_map_push_constant, sizeof(SSILImportanceMapPushConstant)); + RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_ssil_buffers.half_buffer_width, p_ssil_buffers.half_buffer_height, 1); + RD::get_singleton()->compute_list_add_barrier(compute_list); + + // process Importance Map A + RD::Uniform u_importance_map_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_ssil_buffers.importance_map[0] })); + RD::Uniform u_importance_map_pong(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssil_buffers.importance_map[1] })); + + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[SSIL_PROCESS_IMPORTANCE_MAPA]); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_importance_map_with_sampler), 0); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_importance_map_pong), 1); + RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssil.importance_map_push_constant, sizeof(SSILImportanceMapPushConstant)); + RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_ssil_buffers.half_buffer_width, p_ssil_buffers.half_buffer_height, 1); + RD::get_singleton()->compute_list_add_barrier(compute_list); + + // process Importance Map B + RD::Uniform u_importance_map_pong_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_ssil_buffers.importance_map[1] })); + + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[SSIL_PROCESS_IMPORTANCE_MAPB]); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_importance_map_pong_with_sampler), 0); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_importance_map), 1); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, ssil.counter_uniform_set, 2); + RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssil.importance_map_push_constant, sizeof(SSILImportanceMapPushConstant)); + RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_ssil_buffers.half_buffer_width, p_ssil_buffers.half_buffer_height, 1); + RD::get_singleton()->compute_list_add_barrier(compute_list); + + RD::get_singleton()->draw_command_end_label(); // Importance Map + + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[SSIL_GATHER_ADAPTIVE]); + } else { + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[SSIL_GATHER]); + } + + gather_ssil(compute_list, p_ssil_buffers.deinterleaved_slices, p_ssil_buffers.edges_slices, p_settings, false, p_ssil_buffers.gather_uniform_set, p_ssil_buffers.importance_map_uniform_set, p_ssil_buffers.projection_uniform_set); + RD::get_singleton()->draw_command_end_label(); //Gather + } + + { + RD::get_singleton()->draw_command_begin_label("Edge Aware Blur"); + ssil.blur_push_constant.edge_sharpness = 1.0 - p_settings.sharpness; + ssil.blur_push_constant.half_screen_pixel_size[0] = 1.0 / p_ssil_buffers.buffer_width; + ssil.blur_push_constant.half_screen_pixel_size[1] = 1.0 / p_ssil_buffers.buffer_height; + + int blur_passes = ssil_quality > RS::ENV_SSIL_QUALITY_VERY_LOW ? ssil_blur_passes : 1; + + shader = ssil.blur_shader.version_get_shader(ssil.blur_shader_version, 0); + + for (int pass = 0; pass < blur_passes; pass++) { + int blur_pipeline = SSIL_BLUR_PASS; + if (ssil_quality > RS::ENV_SSIL_QUALITY_VERY_LOW) { + blur_pipeline = SSIL_BLUR_PASS_SMART; + if (pass < blur_passes - 2) { + blur_pipeline = SSIL_BLUR_PASS_WIDE; + } + } + + for (int i = 0; i < 4; i++) { + if ((ssil_quality == RS::ENV_SSIL_QUALITY_VERY_LOW) && ((i == 1) || (i == 2))) { + continue; + } + + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[blur_pipeline]); + if (pass % 2 == 0) { + if (ssil_quality == RS::ENV_SSIL_QUALITY_VERY_LOW) { + RD::Uniform u_ssil_slice(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_ssil_buffers.deinterleaved_slices[i] })); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_ssil_slice), 0); + } else { + RD::Uniform u_ssil_slice(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ ss_effects.mirror_sampler, p_ssil_buffers.deinterleaved_slices[i] })); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_ssil_slice), 0); + } + + RD::Uniform u_ssil_pong_slice(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssil_buffers.pong_slices[i] })); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_ssil_pong_slice), 1); + } else { + if (ssil_quality == RS::ENV_SSIL_QUALITY_VERY_LOW) { + RD::Uniform u_ssil_pong_slice(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_ssil_buffers.pong_slices[i] })); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_ssil_pong_slice), 0); + } else { + RD::Uniform u_ssil_pong_slice(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ ss_effects.mirror_sampler, p_ssil_buffers.pong_slices[i] })); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_ssil_pong_slice), 0); + } + + RD::Uniform u_ssil_slice(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssil_buffers.deinterleaved_slices[i] })); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_ssil_slice), 1); + } + + RD::Uniform u_edges_slice(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssil_buffers.edges_slices[i] })); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 2, u_edges_slice), 2); + + RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssil.blur_push_constant, sizeof(SSILBlurPushConstant)); + + int x_groups = (p_settings.full_screen_size.x >> (ssil_half_size ? 2 : 1)); + int y_groups = (p_settings.full_screen_size.y >> (ssil_half_size ? 2 : 1)); + + RD::get_singleton()->compute_list_dispatch_threads(compute_list, x_groups, y_groups, 1); + if (ssil_quality > RS::ENV_SSIL_QUALITY_VERY_LOW) { + RD::get_singleton()->compute_list_add_barrier(compute_list); + } + } + } + + RD::get_singleton()->draw_command_end_label(); // Blur + } + + { + RD::get_singleton()->draw_command_begin_label("Interleave Buffers"); + ssil.interleave_push_constant.inv_sharpness = 1.0 - p_settings.sharpness; + ssil.interleave_push_constant.pixel_size[0] = 1.0 / p_settings.full_screen_size.x; + ssil.interleave_push_constant.pixel_size[1] = 1.0 / p_settings.full_screen_size.y; + ssil.interleave_push_constant.size_modifier = uint32_t(ssil_half_size ? 4 : 2); + + int interleave_pipeline = SSIL_INTERLEAVE_HALF; + if (ssil_quality == RS::ENV_SSIL_QUALITY_LOW) { + interleave_pipeline = SSIL_INTERLEAVE; + } else if (ssil_quality >= RS::ENV_SSIL_QUALITY_MEDIUM) { + interleave_pipeline = SSIL_INTERLEAVE_SMART; + } + + shader = ssil.interleave_shader.version_get_shader(ssil.interleave_shader_version, 0); + + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[interleave_pipeline]); + + RD::Uniform u_destination(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssil_buffers.ssil_final })); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_destination), 0); + + if (ssil_quality > RS::ENV_SSIL_QUALITY_VERY_LOW && ssil_blur_passes % 2 == 0) { + RD::Uniform u_ssil(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_ssil_buffers.deinterleaved })); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_ssil), 1); + } else { + RD::Uniform u_ssil_pong(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_ssil_buffers.pong })); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_ssil_pong), 1); + } + + RD::Uniform u_edges(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssil_buffers.edges })); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 2, u_edges), 2); + + RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssil.interleave_push_constant, sizeof(SSILInterleavePushConstant)); + + RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_settings.full_screen_size.x, p_settings.full_screen_size.y, 1); + RD::get_singleton()->compute_list_add_barrier(compute_list); + RD::get_singleton()->draw_command_end_label(); // Interleave + } + + RD::get_singleton()->draw_command_end_label(); // SSIL + + RD::get_singleton()->compute_list_end(RD::BARRIER_MASK_NO_BARRIER); + + int zero[1] = { 0 }; + RD::get_singleton()->buffer_update(ssil.importance_map_load_counter, 0, sizeof(uint32_t), &zero, 0); //no barrier +} + +void SSEffects::ssil_free(SSILRenderBuffers &p_ssil_buffers) { + if (p_ssil_buffers.ssil_final.is_valid()) { + RD::get_singleton()->free(p_ssil_buffers.ssil_final); + RD::get_singleton()->free(p_ssil_buffers.deinterleaved); + RD::get_singleton()->free(p_ssil_buffers.pong); + RD::get_singleton()->free(p_ssil_buffers.edges); + RD::get_singleton()->free(p_ssil_buffers.importance_map[0]); + RD::get_singleton()->free(p_ssil_buffers.importance_map[1]); + RD::get_singleton()->free(p_ssil_buffers.last_frame); + + p_ssil_buffers.ssil_final = RID(); + p_ssil_buffers.deinterleaved = RID(); + p_ssil_buffers.pong = RID(); + p_ssil_buffers.edges = RID(); + p_ssil_buffers.deinterleaved_slices.clear(); + p_ssil_buffers.pong_slices.clear(); + p_ssil_buffers.edges_slices.clear(); + p_ssil_buffers.importance_map[0] = RID(); + p_ssil_buffers.importance_map[1] = RID(); + p_ssil_buffers.last_frame = RID(); + p_ssil_buffers.last_frame_slices.clear(); + + p_ssil_buffers.gather_uniform_set = RID(); + p_ssil_buffers.importance_map_uniform_set = RID(); + p_ssil_buffers.projection_uniform_set = RID(); + } +} + +/* SSAO */ + +void SSEffects::ssao_set_quality(RS::EnvironmentSSAOQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to) { + ssao_quality = p_quality; + ssao_half_size = p_half_size; + ssao_adaptive_target = p_adaptive_target; + ssao_blur_passes = p_blur_passes; + ssao_fadeout_from = p_fadeout_from; + ssao_fadeout_to = p_fadeout_to; +} + +void SSEffects::gather_ssao(RD::ComputeListID p_compute_list, const Vector<RID> p_ao_slices, const SSAOSettings &p_settings, bool p_adaptive_base_pass, RID p_gather_uniform_set, RID p_importance_map_uniform_set) { + UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton(); + ERR_FAIL_NULL(uniform_set_cache); + + RD::get_singleton()->compute_list_bind_uniform_set(p_compute_list, p_gather_uniform_set, 0); + if ((ssao_quality == RS::ENV_SSAO_QUALITY_ULTRA) && !p_adaptive_base_pass) { + RD::get_singleton()->compute_list_bind_uniform_set(p_compute_list, p_importance_map_uniform_set, 0); + } + + RID shader = ssao.gather_shader.version_get_shader(ssao.gather_shader_version, 1); // + + for (int i = 0; i < 4; i++) { + if ((ssao_quality == RS::ENV_SSAO_QUALITY_VERY_LOW) && ((i == 1) || (i == 2))) { + continue; + } + + RD::Uniform u_ao_slice(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ao_slices[i] })); + + ssao.gather_push_constant.pass_coord_offset[0] = i % 2; + ssao.gather_push_constant.pass_coord_offset[1] = i / 2; + ssao.gather_push_constant.pass_uv_offset[0] = ((i % 2) - 0.0) / p_settings.full_screen_size.x; + ssao.gather_push_constant.pass_uv_offset[1] = ((i / 2) - 0.0) / p_settings.full_screen_size.y; + ssao.gather_push_constant.pass = i; + RD::get_singleton()->compute_list_bind_uniform_set(p_compute_list, uniform_set_cache->get_cache(shader, 2, u_ao_slice), 2); + RD::get_singleton()->compute_list_set_push_constant(p_compute_list, &ssao.gather_push_constant, sizeof(SSAOGatherPushConstant)); + + Size2i size = Size2i(p_settings.full_screen_size.x >> (ssao_half_size ? 2 : 1), p_settings.full_screen_size.y >> (ssao_half_size ? 2 : 1)); + + RD::get_singleton()->compute_list_dispatch_threads(p_compute_list, size.x, size.y, 1); + } + RD::get_singleton()->compute_list_add_barrier(p_compute_list); +} + +void SSEffects::ssao_allocate_buffers(SSAORenderBuffers &p_ssao_buffers, const SSAOSettings &p_settings, RID p_linear_depth) { + if (p_ssao_buffers.half_size != ssao_half_size) { + ssao_free(p_ssao_buffers); + } + + if (ssao_half_size) { + p_ssao_buffers.buffer_width = (p_settings.full_screen_size.x + 3) / 4; + p_ssao_buffers.buffer_height = (p_settings.full_screen_size.y + 3) / 4; + p_ssao_buffers.half_buffer_width = (p_settings.full_screen_size.x + 7) / 8; + p_ssao_buffers.half_buffer_height = (p_settings.full_screen_size.y + 7) / 8; + } else { + p_ssao_buffers.buffer_width = (p_settings.full_screen_size.x + 1) / 2; + p_ssao_buffers.buffer_height = (p_settings.full_screen_size.y + 1) / 2; + p_ssao_buffers.half_buffer_width = (p_settings.full_screen_size.x + 3) / 4; + p_ssao_buffers.half_buffer_height = (p_settings.full_screen_size.y + 3) / 4; + } + + if (p_ssao_buffers.ao_deinterleaved.is_null()) { + { + p_ssao_buffers.depth_texture_view = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_linear_depth, 0, ssao_half_size ? 1 : 0, 4, RD::TEXTURE_SLICE_2D_ARRAY); + } + { + RD::TextureFormat tf; + tf.format = RD::DATA_FORMAT_R8G8_UNORM; + tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY; + tf.width = p_ssao_buffers.buffer_width; + tf.height = p_ssao_buffers.buffer_height; + tf.array_layers = 4; + tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT; + p_ssao_buffers.ao_deinterleaved = RD::get_singleton()->texture_create(tf, RD::TextureView()); + RD::get_singleton()->set_resource_name(p_ssao_buffers.ao_deinterleaved, "SSAO De-interleaved Array"); + for (uint32_t i = 0; i < 4; i++) { + RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_ssao_buffers.ao_deinterleaved, i, 0); + p_ssao_buffers.ao_deinterleaved_slices.push_back(slice); + RD::get_singleton()->set_resource_name(slice, "SSAO De-interleaved Array Layer " + itos(i) + " "); + } + } + + { + RD::TextureFormat tf; + tf.format = RD::DATA_FORMAT_R8G8_UNORM; + tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY; + tf.width = p_ssao_buffers.buffer_width; + tf.height = p_ssao_buffers.buffer_height; + tf.array_layers = 4; + tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT; + p_ssao_buffers.ao_pong = RD::get_singleton()->texture_create(tf, RD::TextureView()); + RD::get_singleton()->set_resource_name(p_ssao_buffers.ao_pong, "SSAO De-interleaved Array Pong"); + for (uint32_t i = 0; i < 4; i++) { + RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_ssao_buffers.ao_pong, i, 0); + p_ssao_buffers.ao_pong_slices.push_back(slice); + RD::get_singleton()->set_resource_name(slice, "SSAO De-interleaved Array Layer " + itos(i) + " Pong"); + } + } + + { + RD::TextureFormat tf; + tf.format = RD::DATA_FORMAT_R8_UNORM; + tf.width = p_ssao_buffers.buffer_width; + tf.height = p_ssao_buffers.buffer_height; + tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT; + p_ssao_buffers.importance_map[0] = RD::get_singleton()->texture_create(tf, RD::TextureView()); + RD::get_singleton()->set_resource_name(p_ssao_buffers.importance_map[0], "SSAO Importance Map"); + p_ssao_buffers.importance_map[1] = RD::get_singleton()->texture_create(tf, RD::TextureView()); + RD::get_singleton()->set_resource_name(p_ssao_buffers.importance_map[1], "SSAO Importance Map Pong"); + } + { + RD::TextureFormat tf; + tf.format = RD::DATA_FORMAT_R8_UNORM; + tf.width = p_settings.full_screen_size.x; + tf.height = p_settings.full_screen_size.y; + tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT; + p_ssao_buffers.ao_final = RD::get_singleton()->texture_create(tf, RD::TextureView()); + RD::get_singleton()->set_resource_name(p_ssao_buffers.ao_final, "SSAO Final"); + } + p_ssao_buffers.half_size = ssao_half_size; + } +} + +void SSEffects::generate_ssao(SSAORenderBuffers &p_ssao_buffers, RID p_normal_buffer, const Projection &p_projection, const SSAOSettings &p_settings) { + UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton(); + ERR_FAIL_NULL(uniform_set_cache); + MaterialStorage *material_storage = MaterialStorage::get_singleton(); + ERR_FAIL_NULL(material_storage); + + RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(); + memset(&ssao.gather_push_constant, 0, sizeof(SSAOGatherPushConstant)); + /* FIRST PASS */ + + RID shader = ssao.gather_shader.version_get_shader(ssao.gather_shader_version, 0); + RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + + RD::get_singleton()->draw_command_begin_label("Process Screen Space Ambient Occlusion"); + /* SECOND PASS */ + // Sample SSAO + { + RD::get_singleton()->draw_command_begin_label("Gather Samples"); + ssao.gather_push_constant.screen_size[0] = p_settings.full_screen_size.x; + ssao.gather_push_constant.screen_size[1] = p_settings.full_screen_size.y; + + ssao.gather_push_constant.half_screen_pixel_size[0] = 1.0 / p_ssao_buffers.buffer_width; + ssao.gather_push_constant.half_screen_pixel_size[1] = 1.0 / p_ssao_buffers.buffer_height; + float tan_half_fov_x = 1.0 / p_projection.columns[0][0]; + float tan_half_fov_y = 1.0 / p_projection.columns[1][1]; + ssao.gather_push_constant.NDC_to_view_mul[0] = tan_half_fov_x * 2.0; + ssao.gather_push_constant.NDC_to_view_mul[1] = tan_half_fov_y * -2.0; + ssao.gather_push_constant.NDC_to_view_add[0] = tan_half_fov_x * -1.0; + ssao.gather_push_constant.NDC_to_view_add[1] = tan_half_fov_y; + ssao.gather_push_constant.is_orthogonal = p_projection.is_orthogonal(); + + ssao.gather_push_constant.half_screen_pixel_size_x025[0] = ssao.gather_push_constant.half_screen_pixel_size[0] * 0.25; + ssao.gather_push_constant.half_screen_pixel_size_x025[1] = ssao.gather_push_constant.half_screen_pixel_size[1] * 0.25; + + ssao.gather_push_constant.radius = p_settings.radius; + float radius_near_limit = (p_settings.radius * 1.2f); + if (ssao_quality <= RS::ENV_SSAO_QUALITY_LOW) { + radius_near_limit *= 1.50f; + + if (ssao_quality == RS::ENV_SSAO_QUALITY_VERY_LOW) { + ssao.gather_push_constant.radius *= 0.8f; + } + } + radius_near_limit /= tan_half_fov_y; + ssao.gather_push_constant.intensity = p_settings.intensity; + ssao.gather_push_constant.shadow_power = p_settings.power; + ssao.gather_push_constant.shadow_clamp = 0.98; + ssao.gather_push_constant.fade_out_mul = -1.0 / (ssao_fadeout_to - ssao_fadeout_from); + ssao.gather_push_constant.fade_out_add = ssao_fadeout_from / (ssao_fadeout_to - ssao_fadeout_from) + 1.0; + ssao.gather_push_constant.horizon_angle_threshold = p_settings.horizon; + ssao.gather_push_constant.inv_radius_near_limit = 1.0f / radius_near_limit; + ssao.gather_push_constant.neg_inv_radius = -1.0 / ssao.gather_push_constant.radius; + + ssao.gather_push_constant.load_counter_avg_div = 9.0 / float((p_ssao_buffers.half_buffer_width) * (p_ssao_buffers.half_buffer_height) * 255); + ssao.gather_push_constant.adaptive_sample_limit = ssao_adaptive_target; + + ssao.gather_push_constant.detail_intensity = p_settings.detail; + ssao.gather_push_constant.quality = MAX(0, ssao_quality - 1); + ssao.gather_push_constant.size_multiplier = ssao_half_size ? 2 : 1; + + if (p_ssao_buffers.gather_uniform_set.is_null()) { + Vector<RD::Uniform> uniforms; + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE; + u.binding = 0; + u.append_id(default_sampler); + u.append_id(p_ssao_buffers.depth_texture_view); + uniforms.push_back(u); + } + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_IMAGE; + u.binding = 1; + u.append_id(p_normal_buffer); + uniforms.push_back(u); + } + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER; + u.binding = 2; + u.append_id(ss_effects.gather_constants_buffer); + uniforms.push_back(u); + } + p_ssao_buffers.gather_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, shader, 0); + RD::get_singleton()->set_resource_name(p_ssao_buffers.gather_uniform_set, "SSAO Gather Uniform Set"); + } + + if (p_ssao_buffers.importance_map_uniform_set.is_null()) { + Vector<RD::Uniform> uniforms; + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_IMAGE; + u.binding = 0; + u.append_id(p_ssao_buffers.ao_pong); + uniforms.push_back(u); + } + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE; + u.binding = 1; + u.append_id(default_sampler); + u.append_id(p_ssao_buffers.importance_map[0]); + uniforms.push_back(u); + } + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; + u.binding = 2; + u.append_id(ssao.importance_map_load_counter); + uniforms.push_back(u); + } + p_ssao_buffers.importance_map_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ssao.gather_shader.version_get_shader(ssao.gather_shader_version, 2), 1); + RD::get_singleton()->set_resource_name(p_ssao_buffers.importance_map_uniform_set, "SSAO Importance Map Uniform Set"); + } + + if (ssao_quality == RS::ENV_SSAO_QUALITY_ULTRA) { + RD::get_singleton()->draw_command_begin_label("Generate Importance Map"); + ssao.importance_map_push_constant.half_screen_pixel_size[0] = 1.0 / p_ssao_buffers.buffer_width; + ssao.importance_map_push_constant.half_screen_pixel_size[1] = 1.0 / p_ssao_buffers.buffer_height; + ssao.importance_map_push_constant.intensity = p_settings.intensity; + ssao.importance_map_push_constant.power = p_settings.power; + + //base pass + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_GATHER_BASE]); + gather_ssao(compute_list, p_ssao_buffers.ao_pong_slices, p_settings, true, p_ssao_buffers.gather_uniform_set, RID()); + + //generate importance map + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_GENERATE_IMPORTANCE_MAP]); + + RD::Uniform u_ao_pong_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_ssao_buffers.ao_pong })); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_ao_pong_with_sampler), 0); + + RD::Uniform u_importance_map(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssao_buffers.importance_map[0] })); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_importance_map), 1); + + RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssao.importance_map_push_constant, sizeof(SSAOImportanceMapPushConstant)); + RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_ssao_buffers.half_buffer_width, p_ssao_buffers.half_buffer_height, 1); + RD::get_singleton()->compute_list_add_barrier(compute_list); + + //process importance map A + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_PROCESS_IMPORTANCE_MAPA]); + + RD::Uniform u_importance_map_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_ssao_buffers.importance_map[0] })); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_importance_map_with_sampler), 0); + + RD::Uniform u_importance_map_pong(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssao_buffers.importance_map[1] })); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_importance_map_pong), 1); + + RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssao.importance_map_push_constant, sizeof(SSAOImportanceMapPushConstant)); + RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_ssao_buffers.half_buffer_width, p_ssao_buffers.half_buffer_height, 1); + RD::get_singleton()->compute_list_add_barrier(compute_list); + + //process Importance Map B + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_PROCESS_IMPORTANCE_MAPB]); + + RD::Uniform u_importance_map_pong_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_ssao_buffers.importance_map[1] })); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_importance_map_pong_with_sampler), 0); + + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_importance_map), 1); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, ssao.counter_uniform_set, 2); + RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssao.importance_map_push_constant, sizeof(SSAOImportanceMapPushConstant)); + RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_ssao_buffers.half_buffer_width, p_ssao_buffers.half_buffer_height, 1); + RD::get_singleton()->compute_list_add_barrier(compute_list); + + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_GATHER_ADAPTIVE]); + RD::get_singleton()->draw_command_end_label(); // Importance Map + } else { + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_GATHER]); + } + + gather_ssao(compute_list, p_ssao_buffers.ao_deinterleaved_slices, p_settings, false, p_ssao_buffers.gather_uniform_set, p_ssao_buffers.importance_map_uniform_set); + RD::get_singleton()->draw_command_end_label(); // Gather SSAO + } + + // /* THIRD PASS */ + // // Blur + // + { + RD::get_singleton()->draw_command_begin_label("Edge Aware Blur"); + ssao.blur_push_constant.edge_sharpness = 1.0 - p_settings.sharpness; + ssao.blur_push_constant.half_screen_pixel_size[0] = 1.0 / p_ssao_buffers.buffer_width; + ssao.blur_push_constant.half_screen_pixel_size[1] = 1.0 / p_ssao_buffers.buffer_height; + + int blur_passes = ssao_quality > RS::ENV_SSAO_QUALITY_VERY_LOW ? ssao_blur_passes : 1; + + shader = ssao.blur_shader.version_get_shader(ssao.blur_shader_version, 0); + + for (int pass = 0; pass < blur_passes; pass++) { + int blur_pipeline = SSAO_BLUR_PASS; + if (ssao_quality > RS::ENV_SSAO_QUALITY_VERY_LOW) { + blur_pipeline = SSAO_BLUR_PASS_SMART; + if (pass < blur_passes - 2) { + blur_pipeline = SSAO_BLUR_PASS_WIDE; + } else { + blur_pipeline = SSAO_BLUR_PASS_SMART; + } + } + + for (int i = 0; i < 4; i++) { + if ((ssao_quality == RS::ENV_SSAO_QUALITY_VERY_LOW) && ((i == 1) || (i == 2))) { + continue; + } + + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[blur_pipeline]); + if (pass % 2 == 0) { + if (ssao_quality == RS::ENV_SSAO_QUALITY_VERY_LOW) { + RD::Uniform u_ao_slices_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_ssao_buffers.ao_deinterleaved_slices[i] })); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_ao_slices_with_sampler), 0); + } else { + RD::Uniform u_ao_slices_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ ss_effects.mirror_sampler, p_ssao_buffers.ao_deinterleaved_slices[i] })); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_ao_slices_with_sampler), 0); + } + + RD::Uniform u_ao_pong_slices(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssao_buffers.ao_pong_slices[i] })); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_ao_pong_slices), 1); + } else { + if (ssao_quality == RS::ENV_SSAO_QUALITY_VERY_LOW) { + RD::Uniform u_ao_pong_slices_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_ssao_buffers.ao_pong_slices[i] })); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_ao_pong_slices_with_sampler), 0); + } else { + RD::Uniform u_ao_pong_slices_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ ss_effects.mirror_sampler, p_ssao_buffers.ao_pong_slices[i] })); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_ao_pong_slices_with_sampler), 0); + } + + RD::Uniform u_ao_slices(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssao_buffers.ao_deinterleaved_slices[i] })); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_ao_slices), 1); + } + RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssao.blur_push_constant, sizeof(SSAOBlurPushConstant)); + + Size2i size(p_settings.full_screen_size.x >> (ssao_half_size ? 2 : 1), p_settings.full_screen_size.y >> (ssao_half_size ? 2 : 1)); + RD::get_singleton()->compute_list_dispatch_threads(compute_list, size.x, size.y, 1); + } + + if (ssao_quality > RS::ENV_SSAO_QUALITY_VERY_LOW) { + RD::get_singleton()->compute_list_add_barrier(compute_list); + } + } + RD::get_singleton()->draw_command_end_label(); // Blur + } + + /* FOURTH PASS */ + // Interleave buffers + // back to full size + { + RD::get_singleton()->draw_command_begin_label("Interleave Buffers"); + ssao.interleave_push_constant.inv_sharpness = 1.0 - p_settings.sharpness; + ssao.interleave_push_constant.pixel_size[0] = 1.0 / p_settings.full_screen_size.x; + ssao.interleave_push_constant.pixel_size[1] = 1.0 / p_settings.full_screen_size.y; + ssao.interleave_push_constant.size_modifier = uint32_t(ssao_half_size ? 4 : 2); + + shader = ssao.interleave_shader.version_get_shader(ssao.interleave_shader_version, 0); + + int interleave_pipeline = SSAO_INTERLEAVE_HALF; + if (ssao_quality == RS::ENV_SSAO_QUALITY_LOW) { + interleave_pipeline = SSAO_INTERLEAVE; + } else if (ssao_quality >= RS::ENV_SSAO_QUALITY_MEDIUM) { + interleave_pipeline = SSAO_INTERLEAVE_SMART; + } + + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[interleave_pipeline]); + + RD::Uniform u_upscale_buffer(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssao_buffers.ao_final })); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_upscale_buffer), 0); + + if (ssao_quality > RS::ENV_SSAO_QUALITY_VERY_LOW && ssao_blur_passes % 2 == 0) { + RD::Uniform u_ao(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_ssao_buffers.ao_deinterleaved })); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_ao), 1); + } else { + RD::Uniform u_ao(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_ssao_buffers.ao_pong })); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_ao), 1); + } + + RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssao.interleave_push_constant, sizeof(SSAOInterleavePushConstant)); + + RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_settings.full_screen_size.x, p_settings.full_screen_size.y, 1); + RD::get_singleton()->compute_list_add_barrier(compute_list); + RD::get_singleton()->draw_command_end_label(); // Interleave + } + RD::get_singleton()->draw_command_end_label(); //SSAO + RD::get_singleton()->compute_list_end(RD::BARRIER_MASK_NO_BARRIER); //wait for upcoming transfer + + int zero[1] = { 0 }; + RD::get_singleton()->buffer_update(ssao.importance_map_load_counter, 0, sizeof(uint32_t), &zero, 0); //no barrier +} + +void SSEffects::ssao_free(SSAORenderBuffers &p_ssao_buffers) { + if (p_ssao_buffers.ao_final.is_valid()) { + RD::get_singleton()->free(p_ssao_buffers.ao_deinterleaved); + RD::get_singleton()->free(p_ssao_buffers.ao_pong); + RD::get_singleton()->free(p_ssao_buffers.ao_final); + + RD::get_singleton()->free(p_ssao_buffers.importance_map[0]); + RD::get_singleton()->free(p_ssao_buffers.importance_map[1]); + + p_ssao_buffers.ao_deinterleaved = RID(); + p_ssao_buffers.ao_pong = RID(); + p_ssao_buffers.ao_final = RID(); + p_ssao_buffers.importance_map[0] = RID(); + p_ssao_buffers.importance_map[1] = RID(); + p_ssao_buffers.ao_deinterleaved_slices.clear(); + p_ssao_buffers.ao_pong_slices.clear(); + + p_ssao_buffers.gather_uniform_set = RID(); + p_ssao_buffers.importance_map_uniform_set = RID(); + } +} + +/* Screen Space Reflection */ + +void SSEffects::ssr_set_roughness_quality(RS::EnvironmentSSRRoughnessQuality p_quality) { + ssr_roughness_quality = p_quality; +} + +void SSEffects::ssr_allocate_buffers(SSRRenderBuffers &p_ssr_buffers, const RenderingDevice::DataFormat p_color_format, const Size2i &p_screen_size, const uint32_t p_view_count) { + // As we are processing one view at a time, we can reuse buffers, only our output needs to have layers for each view. + if (p_ssr_buffers.size != p_screen_size || p_ssr_buffers.roughness_quality != ssr_roughness_quality) { + ssr_free(p_ssr_buffers); + } + + if (p_ssr_buffers.output.is_valid()) { + // already allocated + return; + } + + p_ssr_buffers.size = p_screen_size; + p_ssr_buffers.roughness_quality = ssr_roughness_quality; + + if (p_ssr_buffers.depth_scaled.is_null()) { + RD::TextureFormat tf; + tf.format = RD::DATA_FORMAT_R32_SFLOAT; + tf.width = p_screen_size.x; + tf.height = p_screen_size.y; + tf.texture_type = RD::TEXTURE_TYPE_2D; + tf.array_layers = 1; + tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT; + + p_ssr_buffers.depth_scaled = RD::get_singleton()->texture_create(tf, RD::TextureView()); + RD::get_singleton()->set_resource_name(p_ssr_buffers.depth_scaled, "SSR Depth Scaled"); + + tf.format = RD::DATA_FORMAT_R8G8B8A8_UNORM; + + p_ssr_buffers.normal_scaled = RD::get_singleton()->texture_create(tf, RD::TextureView()); + RD::get_singleton()->set_resource_name(p_ssr_buffers.normal_scaled, "SSR Normal Scaled"); + } + + if (ssr_roughness_quality != RS::ENV_SSR_ROUGHNESS_QUALITY_DISABLED && !p_ssr_buffers.blur_radius[0].is_valid()) { + RD::TextureFormat tf; + tf.format = RD::DATA_FORMAT_R8_UNORM; + tf.width = p_screen_size.x; + tf.height = p_screen_size.y; + tf.texture_type = RD::TEXTURE_TYPE_2D; + tf.array_layers = 1; + tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT; + + p_ssr_buffers.blur_radius[0] = RD::get_singleton()->texture_create(tf, RD::TextureView()); + RD::get_singleton()->set_resource_name(p_ssr_buffers.blur_radius[0], "SSR Blur Radius 0"); + p_ssr_buffers.blur_radius[1] = RD::get_singleton()->texture_create(tf, RD::TextureView()); + RD::get_singleton()->set_resource_name(p_ssr_buffers.blur_radius[1], "SSR Blur Radius 1"); + } + + if (p_ssr_buffers.intermediate.is_null()) { + RD::TextureFormat tf; + tf.format = p_color_format; + tf.width = p_screen_size.x; + tf.height = p_screen_size.y; + tf.texture_type = RD::TEXTURE_TYPE_2D; + tf.array_layers = 1; + tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT | RD::TEXTURE_USAGE_STORAGE_BIT; + + p_ssr_buffers.intermediate = RD::get_singleton()->texture_create(tf, RD::TextureView()); + RD::get_singleton()->set_resource_name(p_ssr_buffers.intermediate, "SSR Intermediate"); + + if (p_view_count > 1) { + tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY; + tf.array_layers = p_view_count; + } else { + tf.texture_type = RD::TEXTURE_TYPE_2D; + tf.array_layers = 1; + } + + p_ssr_buffers.output = RD::get_singleton()->texture_create(tf, RD::TextureView()); + RD::get_singleton()->set_resource_name(p_ssr_buffers.output, "SSR Output"); + + for (uint32_t v = 0; v < p_view_count; v++) { + p_ssr_buffers.output_slices[v] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_ssr_buffers.output, v, 0); + } + } +} + +void SSEffects::screen_space_reflection(SSRRenderBuffers &p_ssr_buffers, const RID *p_diffuse_slices, const RID *p_normal_roughness_slices, const RID *p_metallic_slices, const RID *p_depth_slices, const Size2i &p_screen_size, int p_max_steps, float p_fade_in, float p_fade_out, float p_tolerance, const uint32_t p_view_count, const Projection *p_projections, const Vector3 *p_eye_offsets) { + UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton(); + ERR_FAIL_NULL(uniform_set_cache); + MaterialStorage *material_storage = MaterialStorage::get_singleton(); + ERR_FAIL_NULL(material_storage); + + RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + + { + // Store some scene data in a UBO, in the near future we will use a UBO shared with other shaders + ScreenSpaceReflectionSceneData scene_data; + + if (ssr.ubo.is_null()) { + ssr.ubo = RD::get_singleton()->uniform_buffer_create(sizeof(ScreenSpaceReflectionSceneData)); + } + + for (uint32_t v = 0; v < p_view_count; v++) { + store_camera(p_projections[v], scene_data.projection[v]); + store_camera(p_projections[v].inverse(), scene_data.inv_projection[v]); + scene_data.eye_offset[v][0] = p_eye_offsets[v].x; + scene_data.eye_offset[v][1] = p_eye_offsets[v].y; + scene_data.eye_offset[v][2] = p_eye_offsets[v].z; + scene_data.eye_offset[v][3] = 0.0; + } + + RD::get_singleton()->buffer_update(ssr.ubo, 0, sizeof(ScreenSpaceReflectionSceneData), &scene_data, RD::BARRIER_MASK_COMPUTE); + } + + uint32_t pipeline_specialization = 0; + if (p_view_count > 1) { + pipeline_specialization |= SSR_MULTIVIEW; + } + + RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(); + + for (uint32_t v = 0; v < p_view_count; v++) { + RD::get_singleton()->draw_command_begin_label(String("SSR View ") + itos(v)); + + { //scale color and depth to half + RD::get_singleton()->draw_command_begin_label("SSR Scale"); + + ScreenSpaceReflectionScalePushConstant push_constant; + push_constant.view_index = v; + push_constant.camera_z_far = p_projections[v].get_z_far(); + push_constant.camera_z_near = p_projections[v].get_z_near(); + push_constant.orthogonal = p_projections[v].is_orthogonal(); + push_constant.filter = false; //enabling causes arctifacts + push_constant.screen_size[0] = p_screen_size.x; + push_constant.screen_size[1] = p_screen_size.y; + + RID shader = ssr_scale.shader.version_get_shader(ssr_scale.shader_version, 0); + + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssr_scale.pipelines[pipeline_specialization]); + + RD::Uniform u_diffuse(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_diffuse_slices[v] })); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_diffuse), 0); + + RD::Uniform u_depth(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_depth_slices[v] })); + RD::Uniform u_normal_roughness(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 1, Vector<RID>({ default_sampler, p_normal_roughness_slices[v] })); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_depth, u_normal_roughness), 1); + + if (ssr_roughness_quality != RS::ENV_SSR_ROUGHNESS_QUALITY_DISABLED) { + RD::Uniform u_output(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssr_buffers.output_slices[v] })); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 2, u_output), 2); + } else { + RD::Uniform u_intermediate(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssr_buffers.intermediate })); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 2, u_intermediate), 2); + } + + RD::Uniform u_scale_depth(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssr_buffers.depth_scaled })); + RD::Uniform u_scale_normal(RD::UNIFORM_TYPE_IMAGE, 1, Vector<RID>({ p_ssr_buffers.normal_scaled })); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 3, u_scale_depth, u_scale_normal), 3); + + RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(ScreenSpaceReflectionScalePushConstant)); + RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_screen_size.width, p_screen_size.height, 1); + + RD::get_singleton()->compute_list_add_barrier(compute_list); + + RD::get_singleton()->draw_command_end_label(); + } + + { + RD::get_singleton()->draw_command_begin_label("SSR main"); + + ScreenSpaceReflectionPushConstant push_constant; + push_constant.view_index = v; + push_constant.camera_z_far = p_projections[v].get_z_far(); + push_constant.camera_z_near = p_projections[v].get_z_near(); + push_constant.orthogonal = p_projections[v].is_orthogonal(); + push_constant.screen_size[0] = p_screen_size.x; + push_constant.screen_size[1] = p_screen_size.y; + push_constant.curve_fade_in = p_fade_in; + push_constant.distance_fade = p_fade_out; + push_constant.num_steps = p_max_steps; + push_constant.depth_tolerance = p_tolerance; + push_constant.use_half_res = true; + push_constant.proj_info[0] = -2.0f / (p_screen_size.width * p_projections[v].columns[0][0]); + push_constant.proj_info[1] = -2.0f / (p_screen_size.height * p_projections[v].columns[1][1]); + push_constant.proj_info[2] = (1.0f - p_projections[v].columns[0][2]) / p_projections[v].columns[0][0]; + push_constant.proj_info[3] = (1.0f + p_projections[v].columns[1][2]) / p_projections[v].columns[1][1]; + + ScreenSpaceReflectionMode mode = (ssr_roughness_quality != RS::ENV_SSR_ROUGHNESS_QUALITY_DISABLED) ? SCREEN_SPACE_REFLECTION_ROUGH : SCREEN_SPACE_REFLECTION_NORMAL; + RID shader = ssr.shader.version_get_shader(ssr.shader_version, mode); + + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssr.pipelines[pipeline_specialization][mode]); + + RD::Uniform u_scene_data(RD::UNIFORM_TYPE_UNIFORM_BUFFER, 0, ssr.ubo); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 4, u_scene_data), 4); + + if (ssr_roughness_quality != RS::ENV_SSR_ROUGHNESS_QUALITY_DISABLED) { + // read from output slices (our scale wrote into these) + RD::Uniform u_output(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssr_buffers.output_slices[v] })); + RD::Uniform u_scale_depth(RD::UNIFORM_TYPE_IMAGE, 1, Vector<RID>({ p_ssr_buffers.depth_scaled })); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_output, u_scale_depth), 0); + + // write to intermediate (our roughness pass will output into output slices) + RD::Uniform u_intermediate(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssr_buffers.intermediate })); + RD::Uniform u_blur_radius(RD::UNIFORM_TYPE_IMAGE, 1, Vector<RID>({ p_ssr_buffers.blur_radius[0] })); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_intermediate, u_blur_radius), 1); + } else { + // read from intermediate (our scale wrote into these) + RD::Uniform u_intermediate(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssr_buffers.intermediate })); + RD::Uniform u_scale_depth(RD::UNIFORM_TYPE_IMAGE, 1, Vector<RID>({ p_ssr_buffers.depth_scaled })); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_intermediate, u_scale_depth), 0); + + // We are not performing our blur so go directly to output. + RD::Uniform u_output(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssr_buffers.output_slices[v] })); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_output), 1); + } + + RD::Uniform u_scale_normal(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssr_buffers.normal_scaled })); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 2, u_scale_normal), 2); + + RD::Uniform u_metallic(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_metallic_slices[v] })); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 3, u_metallic), 3); + + RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(ScreenSpaceReflectionPushConstant)); + RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_screen_size.width, p_screen_size.height, 1); + + RD::get_singleton()->draw_command_end_label(); + } + + if (ssr_roughness_quality != RS::ENV_SSR_ROUGHNESS_QUALITY_DISABLED) { + RD::get_singleton()->draw_command_begin_label("SSR filter"); + //blur + + RD::get_singleton()->compute_list_add_barrier(compute_list); + + ScreenSpaceReflectionFilterPushConstant push_constant; + push_constant.view_index = v; + push_constant.orthogonal = p_projections[v].is_orthogonal(); + push_constant.edge_tolerance = Math::sin(Math::deg_to_rad(15.0)); + push_constant.proj_info[0] = -2.0f / (p_screen_size.width * p_projections[v].columns[0][0]); + push_constant.proj_info[1] = -2.0f / (p_screen_size.height * p_projections[v].columns[1][1]); + push_constant.proj_info[2] = (1.0f - p_projections[v].columns[0][2]) / p_projections[v].columns[0][0]; + push_constant.proj_info[3] = (1.0f + p_projections[v].columns[1][2]) / p_projections[v].columns[1][1]; + push_constant.vertical = 0; + if (ssr_roughness_quality == RS::ENV_SSR_ROUGHNESS_QUALITY_LOW) { + push_constant.steps = p_max_steps / 3; + push_constant.increment = 3; + } else if (ssr_roughness_quality == RS::ENV_SSR_ROUGHNESS_QUALITY_MEDIUM) { + push_constant.steps = p_max_steps / 2; + push_constant.increment = 2; + } else { + push_constant.steps = p_max_steps; + push_constant.increment = 1; + } + + push_constant.screen_size[0] = p_screen_size.width; + push_constant.screen_size[1] = p_screen_size.height; + + // Horizontal pass + + SSRReflectionMode mode = SCREEN_SPACE_REFLECTION_FILTER_HORIZONTAL; + + RID shader = ssr_filter.shader.version_get_shader(ssr_filter.shader_version, mode); + + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssr_filter.pipelines[pipeline_specialization][mode]); + + RD::Uniform u_scene_data(RD::UNIFORM_TYPE_UNIFORM_BUFFER, 0, ssr.ubo); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 4, u_scene_data), 4); + + RD::Uniform u_intermediate(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssr_buffers.intermediate })); + RD::Uniform u_blur_radius(RD::UNIFORM_TYPE_IMAGE, 1, Vector<RID>({ p_ssr_buffers.blur_radius[0] })); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_intermediate, u_blur_radius), 0); + + RD::Uniform u_scale_normal(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssr_buffers.normal_scaled })); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_scale_normal), 1); + + RD::Uniform u_output_blur(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssr_buffers.output_slices[v] })); + RD::Uniform u_blur_radius2(RD::UNIFORM_TYPE_IMAGE, 1, Vector<RID>({ p_ssr_buffers.blur_radius[1] })); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 2, u_output_blur, u_blur_radius2), 2); + + RD::Uniform u_scale_depth(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssr_buffers.depth_scaled })); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 3, u_scale_depth), 3); + + RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(ScreenSpaceReflectionFilterPushConstant)); + RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_screen_size.width, p_screen_size.height, 1); + RD::get_singleton()->compute_list_add_barrier(compute_list); + + // Vertical pass + + mode = SCREEN_SPACE_REFLECTION_FILTER_VERTICAL; + shader = ssr_filter.shader.version_get_shader(ssr_filter.shader_version, mode); + + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssr_filter.pipelines[pipeline_specialization][mode]); + + push_constant.vertical = 1; + + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_output_blur, u_blur_radius2), 0); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_scale_normal), 1); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 2, u_intermediate), 2); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 3, u_scale_depth), 3); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 4, u_scene_data), 4); + + RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(ScreenSpaceReflectionFilterPushConstant)); + RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_screen_size.width, p_screen_size.height, 1); + + if (v != p_view_count - 1) { + RD::get_singleton()->compute_list_add_barrier(compute_list); + } + + RD::get_singleton()->draw_command_end_label(); + } + + RD::get_singleton()->draw_command_end_label(); + } + + RD::get_singleton()->compute_list_end(); +} + +void SSEffects::ssr_free(SSRRenderBuffers &p_ssr_buffers) { + for (uint32_t v = 0; v < RendererSceneRender::MAX_RENDER_VIEWS; v++) { + p_ssr_buffers.output_slices[v] = RID(); + } + + if (p_ssr_buffers.output.is_valid()) { + RD::get_singleton()->free(p_ssr_buffers.output); + p_ssr_buffers.output = RID(); + } + + if (p_ssr_buffers.intermediate.is_valid()) { + RD::get_singleton()->free(p_ssr_buffers.intermediate); + p_ssr_buffers.intermediate = RID(); + } + + if (p_ssr_buffers.blur_radius[0].is_valid()) { + RD::get_singleton()->free(p_ssr_buffers.blur_radius[0]); + RD::get_singleton()->free(p_ssr_buffers.blur_radius[1]); + p_ssr_buffers.blur_radius[0] = RID(); + p_ssr_buffers.blur_radius[1] = RID(); + } + + if (p_ssr_buffers.depth_scaled.is_valid()) { + RD::get_singleton()->free(p_ssr_buffers.depth_scaled); + p_ssr_buffers.depth_scaled = RID(); + RD::get_singleton()->free(p_ssr_buffers.normal_scaled); + p_ssr_buffers.normal_scaled = RID(); + } +} + +/* Subsurface scattering */ + +void SSEffects::sss_set_quality(RS::SubSurfaceScatteringQuality p_quality) { + sss_quality = p_quality; +} + +RS::SubSurfaceScatteringQuality SSEffects::sss_get_quality() const { + return sss_quality; +} + +void SSEffects::sss_set_scale(float p_scale, float p_depth_scale) { + sss_scale = p_scale; + sss_depth_scale = p_depth_scale; +} + +void SSEffects::sub_surface_scattering(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_diffuse, RID p_depth, const Projection &p_camera, const Size2i &p_screen_size) { + UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton(); + ERR_FAIL_NULL(uniform_set_cache); + MaterialStorage *material_storage = MaterialStorage::get_singleton(); + ERR_FAIL_NULL(material_storage); + + RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + + // Our intermediate buffer is only created if we haven't created it already. + RD::DataFormat format = p_render_buffers->get_base_data_format(); + uint32_t usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT | RD::TEXTURE_USAGE_STORAGE_BIT; + uint32_t layers = 1; // We only need one layer, we're handling one view at a time + uint32_t mipmaps = 1; // Image::get_image_required_mipmaps(p_screen_size.x, p_screen_size.y, Image::FORMAT_RGBAH); + RID intermediate = p_render_buffers->create_texture(SNAME("SSR"), SNAME("intermediate"), format, usage_bits, RD::TEXTURE_SAMPLES_1, p_screen_size, layers, mipmaps); + + Plane p = p_camera.xform4(Plane(1, 0, -1, 1)); + p.normal /= p.d; + float unit_size = p.normal.x; + + { //scale color and depth to half + RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(); + + sss.push_constant.camera_z_far = p_camera.get_z_far(); + sss.push_constant.camera_z_near = p_camera.get_z_near(); + sss.push_constant.orthogonal = p_camera.is_orthogonal(); + sss.push_constant.unit_size = unit_size; + sss.push_constant.screen_size[0] = p_screen_size.x; + sss.push_constant.screen_size[1] = p_screen_size.y; + sss.push_constant.vertical = false; + sss.push_constant.scale = sss_scale; + sss.push_constant.depth_scale = sss_depth_scale; + + RID shader = sss.shader.version_get_shader(sss.shader_version, sss_quality - 1); + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, sss.pipelines[sss_quality - 1]); + + RD::Uniform u_diffuse_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_diffuse })); + RD::Uniform u_diffuse(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_diffuse })); + RD::Uniform u_intermediate_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, intermediate })); + RD::Uniform u_intermediate(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ intermediate })); + RD::Uniform u_depth_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_depth })); + + // horizontal + + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_diffuse_with_sampler), 0); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_intermediate), 1); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 2, u_depth_with_sampler), 2); + + RD::get_singleton()->compute_list_set_push_constant(compute_list, &sss.push_constant, sizeof(SubSurfaceScatteringPushConstant)); + + RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_screen_size.width, p_screen_size.height, 1); + + RD::get_singleton()->compute_list_add_barrier(compute_list); + + // vertical + + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_intermediate_with_sampler), 0); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_diffuse), 1); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 2, u_depth_with_sampler), 2); + + sss.push_constant.vertical = true; + RD::get_singleton()->compute_list_set_push_constant(compute_list, &sss.push_constant, sizeof(SubSurfaceScatteringPushConstant)); + + RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_screen_size.width, p_screen_size.height, 1); + + RD::get_singleton()->compute_list_end(); + } +} diff --git a/servers/rendering/renderer_rd/effects/ss_effects.h b/servers/rendering/renderer_rd/effects/ss_effects.h new file mode 100644 index 0000000000..dfaf3881bb --- /dev/null +++ b/servers/rendering/renderer_rd/effects/ss_effects.h @@ -0,0 +1,552 @@ +/*************************************************************************/ +/* ss_effects.h */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/*************************************************************************/ + +#ifndef SS_EFFECTS_RD_H +#define SS_EFFECTS_RD_H + +#include "servers/rendering/renderer_rd/pipeline_cache_rd.h" +#include "servers/rendering/renderer_rd/shaders/effects/screen_space_reflection.glsl.gen.h" +#include "servers/rendering/renderer_rd/shaders/effects/screen_space_reflection_filter.glsl.gen.h" +#include "servers/rendering/renderer_rd/shaders/effects/screen_space_reflection_scale.glsl.gen.h" +#include "servers/rendering/renderer_rd/shaders/effects/ss_effects_downsample.glsl.gen.h" +#include "servers/rendering/renderer_rd/shaders/effects/ssao.glsl.gen.h" +#include "servers/rendering/renderer_rd/shaders/effects/ssao_blur.glsl.gen.h" +#include "servers/rendering/renderer_rd/shaders/effects/ssao_importance_map.glsl.gen.h" +#include "servers/rendering/renderer_rd/shaders/effects/ssao_interleave.glsl.gen.h" +#include "servers/rendering/renderer_rd/shaders/effects/ssil.glsl.gen.h" +#include "servers/rendering/renderer_rd/shaders/effects/ssil_blur.glsl.gen.h" +#include "servers/rendering/renderer_rd/shaders/effects/ssil_importance_map.glsl.gen.h" +#include "servers/rendering/renderer_rd/shaders/effects/ssil_interleave.glsl.gen.h" +#include "servers/rendering/renderer_rd/shaders/effects/subsurface_scattering.glsl.gen.h" +#include "servers/rendering/renderer_scene_render.h" +#include "servers/rendering_server.h" + +class RenderSceneBuffersRD; + +namespace RendererRD { + +class SSEffects { +private: + static SSEffects *singleton; + +public: + static SSEffects *get_singleton() { return singleton; } + + SSEffects(); + ~SSEffects(); + + /* SS Downsampler */ + + void downsample_depth(RID p_depth_buffer, const Vector<RID> &p_depth_mipmaps, bool p_invalidate_uniform_set, Size2i p_full_screen_size, const Projection &p_projection); + + /* SSIL */ + void ssil_set_quality(RS::EnvironmentSSILQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to); + + struct SSILRenderBuffers { + bool half_size = false; + int buffer_width; + int buffer_height; + int half_buffer_width; + int half_buffer_height; + + RID ssil_final; + RID deinterleaved; + Vector<RID> deinterleaved_slices; + RID pong; + Vector<RID> pong_slices; + RID edges; + Vector<RID> edges_slices; + RID importance_map[2]; + RID depth_texture_view; + + RID last_frame; + Vector<RID> last_frame_slices; + + RID gather_uniform_set; + RID importance_map_uniform_set; + RID projection_uniform_set; + }; + + struct SSILSettings { + float radius = 1.0; + float intensity = 2.0; + float sharpness = 0.98; + float normal_rejection = 1.0; + + Size2i full_screen_size = Size2i(); + }; + + void ssil_allocate_buffers(SSILRenderBuffers &p_ssil_buffers, const SSILSettings &p_settings, RID p_linear_depth); + void screen_space_indirect_lighting(SSILRenderBuffers &p_ssil_buffers, RID p_normal_buffer, const Projection &p_projection, const Projection &p_last_projection, const SSILSettings &p_settings); + void ssil_free(SSILRenderBuffers &p_ssil_buffers); + + /* SSAO */ + void ssao_set_quality(RS::EnvironmentSSAOQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to); + + struct SSAORenderBuffers { + bool half_size = false; + int buffer_width; + int buffer_height; + int half_buffer_width; + int half_buffer_height; + + RID ao_deinterleaved; + Vector<RID> ao_deinterleaved_slices; + RID ao_pong; + Vector<RID> ao_pong_slices; + RID ao_final; + RID importance_map[2]; + RID depth_texture_view; + + RID gather_uniform_set; + RID importance_map_uniform_set; + }; + + struct SSAOSettings { + float radius = 1.0; + float intensity = 2.0; + float power = 1.5; + float detail = 0.5; + float horizon = 0.06; + float sharpness = 0.98; + + Size2i full_screen_size = Size2i(); + }; + + void ssao_allocate_buffers(SSAORenderBuffers &p_ssao_buffers, const SSAOSettings &p_settings, RID p_linear_depth); + void generate_ssao(SSAORenderBuffers &p_ssao_buffers, RID p_normal_buffer, const Projection &p_projection, const SSAOSettings &p_settings); + void ssao_free(SSAORenderBuffers &p_ssao_buffers); + + /* Screen Space Reflection */ + void ssr_set_roughness_quality(RS::EnvironmentSSRRoughnessQuality p_quality); + + struct SSRRenderBuffers { + Size2i size; + RenderingServer::EnvironmentSSRRoughnessQuality roughness_quality = RenderingServer::ENV_SSR_ROUGHNESS_QUALITY_DISABLED; + + RID normal_scaled; + RID depth_scaled; + RID blur_radius[2]; + RID intermediate; + RID output; + RID output_slices[RendererSceneRender::MAX_RENDER_VIEWS]; + }; + + void ssr_allocate_buffers(SSRRenderBuffers &p_ssr_buffers, const RenderingDevice::DataFormat p_color_format, const Size2i &p_screen_size, const uint32_t p_view_count); + void screen_space_reflection(SSRRenderBuffers &p_ssr_buffers, const RID *p_diffuse_slices, const RID *p_normal_roughness_slices, const RID *p_metallic_slices, const RID *p_depth_slices, const Size2i &p_screen_size, int p_max_steps, float p_fade_in, float p_fade_out, float p_tolerance, const uint32_t p_view_count, const Projection *p_projections, const Vector3 *p_eye_offsets); + void ssr_free(SSRRenderBuffers &p_ssr_buffers); + + /* subsurface scattering */ + void sss_set_quality(RS::SubSurfaceScatteringQuality p_quality); + RS::SubSurfaceScatteringQuality sss_get_quality() const; + void sss_set_scale(float p_scale, float p_depth_scale); + + void sub_surface_scattering(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_diffuse, RID p_depth, const Projection &p_camera, const Size2i &p_screen_size); + +private: + /* Settings */ + + RS::EnvironmentSSAOQuality ssao_quality = RS::ENV_SSAO_QUALITY_MEDIUM; + bool ssao_half_size = false; + float ssao_adaptive_target = 0.5; + int ssao_blur_passes = 2; + float ssao_fadeout_from = 50.0; + float ssao_fadeout_to = 300.0; + + RS::EnvironmentSSILQuality ssil_quality = RS::ENV_SSIL_QUALITY_MEDIUM; + bool ssil_half_size = false; + float ssil_adaptive_target = 0.5; + int ssil_blur_passes = 4; + float ssil_fadeout_from = 50.0; + float ssil_fadeout_to = 300.0; + + RS::EnvironmentSSRRoughnessQuality ssr_roughness_quality = RS::ENV_SSR_ROUGHNESS_QUALITY_LOW; + + RS::SubSurfaceScatteringQuality sss_quality = RS::SUB_SURFACE_SCATTERING_QUALITY_MEDIUM; + float sss_scale = 0.05; + float sss_depth_scale = 0.01; + + /* SS Downsampler */ + + struct SSEffectsDownsamplePushConstant { + float pixel_size[2]; + float z_far; + float z_near; + uint32_t orthogonal; + float radius_sq; + uint32_t pad[2]; + }; + + enum SSEffectsMode { + SS_EFFECTS_DOWNSAMPLE, + SS_EFFECTS_DOWNSAMPLE_HALF_RES, + SS_EFFECTS_DOWNSAMPLE_MIPMAP, + SS_EFFECTS_DOWNSAMPLE_MIPMAP_HALF_RES, + SS_EFFECTS_DOWNSAMPLE_HALF, + SS_EFFECTS_DOWNSAMPLE_HALF_RES_HALF, + SS_EFFECTS_DOWNSAMPLE_FULL_MIPS, + SS_EFFECTS_MAX + }; + + struct SSEffectsGatherConstants { + float rotation_matrices[80]; //5 vec4s * 4 + }; + + struct SSEffectsShader { + SSEffectsDownsamplePushConstant downsample_push_constant; + SsEffectsDownsampleShaderRD downsample_shader; + RID downsample_shader_version; + RID downsample_uniform_set; + bool used_half_size_last_frame = false; + bool used_mips_last_frame = false; + bool used_full_mips_last_frame = false; + + RID gather_constants_buffer; + + RID mirror_sampler; + + RID pipelines[SS_EFFECTS_MAX]; + } ss_effects; + + /* SSIL */ + + enum SSILMode { + SSIL_GATHER, + SSIL_GATHER_BASE, + SSIL_GATHER_ADAPTIVE, + SSIL_GENERATE_IMPORTANCE_MAP, + SSIL_PROCESS_IMPORTANCE_MAPA, + SSIL_PROCESS_IMPORTANCE_MAPB, + SSIL_BLUR_PASS, + SSIL_BLUR_PASS_SMART, + SSIL_BLUR_PASS_WIDE, + SSIL_INTERLEAVE, + SSIL_INTERLEAVE_SMART, + SSIL_INTERLEAVE_HALF, + SSIL_MAX + }; + + struct SSILGatherPushConstant { + int32_t screen_size[2]; + int pass; + int quality; + + float half_screen_pixel_size[2]; + float half_screen_pixel_size_x025[2]; + + float NDC_to_view_mul[2]; + float NDC_to_view_add[2]; + + float pad2[2]; + float z_near; + float z_far; + + float radius; + float intensity; + int size_multiplier; + int pad; + + float fade_out_mul; + float fade_out_add; + float normal_rejection_amount; + float inv_radius_near_limit; + + uint32_t is_orthogonal; + float neg_inv_radius; + float load_counter_avg_div; + float adaptive_sample_limit; + + int32_t pass_coord_offset[2]; + float pass_uv_offset[2]; + }; + + struct SSILImportanceMapPushConstant { + float half_screen_pixel_size[2]; + float intensity; + float pad; + }; + + struct SSILBlurPushConstant { + float edge_sharpness; + float pad; + float half_screen_pixel_size[2]; + }; + + struct SSILInterleavePushConstant { + float inv_sharpness; + uint32_t size_modifier; + float pixel_size[2]; + }; + + struct SSILProjectionUniforms { + float inv_last_frame_projection_matrix[16]; + }; + + struct SSIL { + SSILGatherPushConstant gather_push_constant; + SsilShaderRD gather_shader; + RID gather_shader_version; + RID projection_uniform_buffer; + + SSILImportanceMapPushConstant importance_map_push_constant; + SsilImportanceMapShaderRD importance_map_shader; + RID importance_map_shader_version; + RID importance_map_load_counter; + RID counter_uniform_set; + + SSILBlurPushConstant blur_push_constant; + SsilBlurShaderRD blur_shader; + RID blur_shader_version; + + SSILInterleavePushConstant interleave_push_constant; + SsilInterleaveShaderRD interleave_shader; + RID interleave_shader_version; + + RID pipelines[SSIL_MAX]; + } ssil; + + void gather_ssil(RD::ComputeListID p_compute_list, const Vector<RID> p_ssil_slices, const Vector<RID> p_edges_slices, const SSILSettings &p_settings, bool p_adaptive_base_pass, RID p_gather_uniform_set, RID p_importance_map_uniform_set, RID p_projection_uniform_set); + + /* SSAO */ + + enum SSAOMode { + SSAO_GATHER, + SSAO_GATHER_BASE, + SSAO_GATHER_ADAPTIVE, + SSAO_GENERATE_IMPORTANCE_MAP, + SSAO_PROCESS_IMPORTANCE_MAPA, + SSAO_PROCESS_IMPORTANCE_MAPB, + SSAO_BLUR_PASS, + SSAO_BLUR_PASS_SMART, + SSAO_BLUR_PASS_WIDE, + SSAO_INTERLEAVE, + SSAO_INTERLEAVE_SMART, + SSAO_INTERLEAVE_HALF, + SSAO_MAX + }; + + struct SSAOGatherPushConstant { + int32_t screen_size[2]; + int pass; + int quality; + + float half_screen_pixel_size[2]; + int size_multiplier; + float detail_intensity; + + float NDC_to_view_mul[2]; + float NDC_to_view_add[2]; + + float pad[2]; + float half_screen_pixel_size_x025[2]; + + float radius; + float intensity; + float shadow_power; + float shadow_clamp; + + float fade_out_mul; + float fade_out_add; + float horizon_angle_threshold; + float inv_radius_near_limit; + + uint32_t is_orthogonal; + float neg_inv_radius; + float load_counter_avg_div; + float adaptive_sample_limit; + + int32_t pass_coord_offset[2]; + float pass_uv_offset[2]; + }; + + struct SSAOImportanceMapPushConstant { + float half_screen_pixel_size[2]; + float intensity; + float power; + }; + + struct SSAOBlurPushConstant { + float edge_sharpness; + float pad; + float half_screen_pixel_size[2]; + }; + + struct SSAOInterleavePushConstant { + float inv_sharpness; + uint32_t size_modifier; + float pixel_size[2]; + }; + + struct SSAO { + SSAOGatherPushConstant gather_push_constant; + SsaoShaderRD gather_shader; + RID gather_shader_version; + + SSAOImportanceMapPushConstant importance_map_push_constant; + SsaoImportanceMapShaderRD importance_map_shader; + RID importance_map_shader_version; + RID importance_map_load_counter; + RID counter_uniform_set; + + SSAOBlurPushConstant blur_push_constant; + SsaoBlurShaderRD blur_shader; + RID blur_shader_version; + + SSAOInterleavePushConstant interleave_push_constant; + SsaoInterleaveShaderRD interleave_shader; + RID interleave_shader_version; + + RID pipelines[SSAO_MAX]; + } ssao; + + void gather_ssao(RD::ComputeListID p_compute_list, const Vector<RID> p_ao_slices, const SSAOSettings &p_settings, bool p_adaptive_base_pass, RID p_gather_uniform_set, RID p_importance_map_uniform_set); + + /* Screen Space Reflection */ + + enum SSRShaderSpecializations { + SSR_MULTIVIEW = 1 << 0, + SSR_VARIATIONS = 2, + }; + + struct ScreenSpaceReflectionSceneData { + float projection[2][16]; + float inv_projection[2][16]; + float eye_offset[2][4]; + }; + + // SSR Scale + + struct ScreenSpaceReflectionScalePushConstant { + int32_t screen_size[2]; + float camera_z_near; + float camera_z_far; + + uint32_t orthogonal; + uint32_t filter; + uint32_t view_index; + uint32_t pad1; + }; + + struct ScreenSpaceReflectionScale { + ScreenSpaceReflectionScaleShaderRD shader; + RID shader_version; + RID pipelines[SSR_VARIATIONS]; + } ssr_scale; + + // SSR main + + enum ScreenSpaceReflectionMode { + SCREEN_SPACE_REFLECTION_NORMAL, + SCREEN_SPACE_REFLECTION_ROUGH, + SCREEN_SPACE_REFLECTION_MAX, + }; + + struct ScreenSpaceReflectionPushConstant { + float proj_info[4]; // 16 - 16 + + int32_t screen_size[2]; // 8 - 24 + float camera_z_near; // 4 - 28 + float camera_z_far; // 4 - 32 + + int32_t num_steps; // 4 - 36 + float depth_tolerance; // 4 - 40 + float distance_fade; // 4 - 44 + float curve_fade_in; // 4 - 48 + + uint32_t orthogonal; // 4 - 52 + float filter_mipmap_levels; // 4 - 56 + uint32_t use_half_res; // 4 - 60 + uint32_t view_index; // 4 - 64 + + // float projection[16]; // this is in our ScreenSpaceReflectionSceneData now + }; + + struct ScreenSpaceReflection { + ScreenSpaceReflectionShaderRD shader; + RID shader_version; + RID pipelines[SSR_VARIATIONS][SCREEN_SPACE_REFLECTION_MAX]; + + RID ubo; + } ssr; + + // SSR Filter + + struct ScreenSpaceReflectionFilterPushConstant { + float proj_info[4]; // 16 - 16 + + uint32_t orthogonal; // 4 - 20 + float edge_tolerance; // 4 - 24 + int32_t increment; // 4 - 28 + uint32_t view_index; // 4 - 32 + + int32_t screen_size[2]; // 8 - 40 + uint32_t vertical; // 4 - 44 + uint32_t steps; // 4 - 48 + }; + + enum SSRReflectionMode { + SCREEN_SPACE_REFLECTION_FILTER_HORIZONTAL, + SCREEN_SPACE_REFLECTION_FILTER_VERTICAL, + SCREEN_SPACE_REFLECTION_FILTER_MAX, + }; + + struct ScreenSpaceReflectionFilter { + ScreenSpaceReflectionFilterShaderRD shader; + RID shader_version; + RID pipelines[SSR_VARIATIONS][SCREEN_SPACE_REFLECTION_FILTER_MAX]; + } ssr_filter; + + /* Subsurface scattering */ + + struct SubSurfaceScatteringPushConstant { + int32_t screen_size[2]; + float camera_z_far; + float camera_z_near; + + uint32_t vertical; + uint32_t orthogonal; + float unit_size; + float scale; + + float depth_scale; + uint32_t pad[3]; + }; + + struct SubSurfaceScattering { + SubSurfaceScatteringPushConstant push_constant; + SubsurfaceScatteringShaderRD shader; + RID shader_version; + RID pipelines[3]; //3 quality levels + } sss; +}; + +} // namespace RendererRD + +#endif // SS_EFFECTS_RD_H diff --git a/servers/rendering/renderer_rd/effects/taa.cpp b/servers/rendering/renderer_rd/effects/taa.cpp new file mode 100644 index 0000000000..657385a509 --- /dev/null +++ b/servers/rendering/renderer_rd/effects/taa.cpp @@ -0,0 +1,138 @@ +/*************************************************************************/ +/* taa.cpp */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/*************************************************************************/ + +#include "taa.h" +#include "servers/rendering/renderer_rd/effects/copy_effects.h" +#include "servers/rendering/renderer_rd/storage_rd/material_storage.h" +#include "servers/rendering/renderer_rd/uniform_set_cache_rd.h" + +using namespace RendererRD; + +TAA::TAA() { + Vector<String> taa_modes; + taa_modes.push_back("\n#define MODE_TAA_RESOLVE"); + taa_shader.initialize(taa_modes); + shader_version = taa_shader.version_create(); + pipeline = RD::get_singleton()->compute_pipeline_create(taa_shader.version_get_shader(shader_version, 0)); +} + +TAA::~TAA() { + taa_shader.version_free(shader_version); +} + +void TAA::msaa_resolve(Ref<RenderSceneBuffersRD> p_render_buffers) { + if (!p_render_buffers->has_velocity_buffer(true)) { + // nothing to resolve + return; + } + + for (uint32_t v = 0; v < p_render_buffers->get_view_count(); v++) { + RID velocity_buffer_msaa = p_render_buffers->get_velocity_buffer(true, v); + RID velocity_buffer = p_render_buffers->get_velocity_buffer(false, v); + + RD::get_singleton()->texture_resolve_multisample(velocity_buffer_msaa, velocity_buffer); + } +} + +void TAA::resolve(RID p_frame, RID p_temp, RID p_depth, RID p_velocity, RID p_prev_velocity, RID p_history, Size2 p_resolution, float p_z_near, float p_z_far) { + UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton(); + ERR_FAIL_NULL(uniform_set_cache); + MaterialStorage *material_storage = MaterialStorage::get_singleton(); + ERR_FAIL_NULL(material_storage); + + RID shader = taa_shader.version_get_shader(shader_version, 0); + ERR_FAIL_COND(shader.is_null()); + + RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + + TAAResolvePushConstant push_constant; + memset(&push_constant, 0, sizeof(TAAResolvePushConstant)); + push_constant.resolution_width = p_resolution.width; + push_constant.resolution_height = p_resolution.height; + push_constant.disocclusion_threshold = 0.025f; + push_constant.disocclusion_scale = 10.0f; + + RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(); + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, pipeline); + + RD::Uniform u_frame_source(RD::UNIFORM_TYPE_IMAGE, 0, { p_frame }); + RD::Uniform u_depth(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 1, { default_sampler, p_depth }); + RD::Uniform u_velocity(RD::UNIFORM_TYPE_IMAGE, 2, { p_velocity }); + RD::Uniform u_prev_velocity(RD::UNIFORM_TYPE_IMAGE, 3, { p_prev_velocity }); + RD::Uniform u_history(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 4, { default_sampler, p_history }); + RD::Uniform u_frame_dest(RD::UNIFORM_TYPE_IMAGE, 5, { p_temp }); + + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_frame_source, u_depth, u_velocity, u_prev_velocity, u_history, u_frame_dest), 0); + RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(TAAResolvePushConstant)); + RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_resolution.width, p_resolution.height, 1); + RD::get_singleton()->compute_list_end(); +} + +void TAA::process(Ref<RenderSceneBuffersRD> p_render_buffers, RD::DataFormat p_format, float p_z_near, float p_z_far) { + CopyEffects *copy_effects = CopyEffects::get_singleton(); + + uint32_t view_count = p_render_buffers->get_view_count(); + Size2i internal_size = p_render_buffers->get_internal_size(); + Size2i target_size = p_render_buffers->get_target_size(); + + bool just_allocated = false; + if (!p_render_buffers->has_texture(SNAME("taa"), SNAME("history"))) { + uint32_t usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT; + + p_render_buffers->create_texture(SNAME("taa"), SNAME("history"), p_format, usage_bits); + p_render_buffers->create_texture(SNAME("taa"), SNAME("temp"), p_format, usage_bits); + + p_render_buffers->create_texture(SNAME("taa"), SNAME("prev_velocity"), RD::DATA_FORMAT_R16G16_SFLOAT, usage_bits); + + just_allocated = true; + } + + RD::get_singleton()->draw_command_begin_label("TAA"); + + for (uint32_t v = 0; v < view_count; v++) { + // Get our (cached) slices + RID internal_texture = p_render_buffers->get_internal_texture(v); + RID velocity_buffer = p_render_buffers->get_velocity_buffer(false, v); + RID taa_history = p_render_buffers->get_texture_slice(SNAME("taa"), SNAME("history"), v, 0); + RID taa_prev_velocity = p_render_buffers->get_texture_slice(SNAME("taa"), SNAME("prev_velocity"), v, 0); + + if (!just_allocated) { + RID depth_texture = p_render_buffers->get_depth_texture(v); + RID taa_temp = p_render_buffers->get_texture_slice(SNAME("taa"), SNAME("temp"), v, 0); + resolve(internal_texture, taa_temp, depth_texture, velocity_buffer, taa_prev_velocity, taa_history, Size2(internal_size.x, internal_size.y), p_z_near, p_z_far); + copy_effects->copy_to_rect(taa_temp, internal_texture, Rect2(0, 0, internal_size.x, internal_size.y)); + } + + copy_effects->copy_to_rect(internal_texture, taa_history, Rect2(0, 0, internal_size.x, internal_size.y)); + copy_effects->copy_to_rect(velocity_buffer, taa_prev_velocity, Rect2(0, 0, target_size.x, target_size.y)); + } + + RD::get_singleton()->draw_command_end_label(); +} diff --git a/servers/rendering/renderer_rd/effects/taa.h b/servers/rendering/renderer_rd/effects/taa.h new file mode 100644 index 0000000000..ce4af18866 --- /dev/null +++ b/servers/rendering/renderer_rd/effects/taa.h @@ -0,0 +1,68 @@ +/*************************************************************************/ +/* taa.h */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/*************************************************************************/ + +#ifndef TAA_RD_H +#define TAA_RD_H + +#include "servers/rendering/renderer_rd/pipeline_cache_rd.h" +#include "servers/rendering/renderer_rd/shaders/effects/taa_resolve.glsl.gen.h" +#include "servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.h" +#include "servers/rendering/renderer_scene_render.h" + +#include "servers/rendering_server.h" + +namespace RendererRD { + +class TAA { +public: + TAA(); + ~TAA(); + + void msaa_resolve(Ref<RenderSceneBuffersRD> p_render_buffers); + void process(Ref<RenderSceneBuffersRD> p_render_buffers, RD::DataFormat p_format, float p_z_near, float p_z_far); + +private: + struct TAAResolvePushConstant { + float resolution_width; + float resolution_height; + float disocclusion_threshold; + float disocclusion_scale; + }; + + TaaResolveShaderRD taa_shader; + RID shader_version; + RID pipeline; + + void resolve(RID p_frame, RID p_temp, RID p_depth, RID p_velocity, RID p_prev_velocity, RID p_history, Size2 p_resolution, float p_z_near, float p_z_far); +}; + +} // namespace RendererRD + +#endif // TAA_RD_H 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 a90849dbeb..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; @@ -149,4 +149,4 @@ public: } // namespace RendererRD -#endif // !TONE_MAPPER_RD_H +#endif // TONE_MAPPER_RD_H diff --git a/servers/rendering/renderer_rd/effects/vrs.cpp b/servers/rendering/renderer_rd/effects/vrs.cpp index 505a35a269..5ff00aa94c 100644 --- a/servers/rendering/renderer_rd/effects/vrs.cpp +++ b/servers/rendering/renderer_rd/effects/vrs.cpp @@ -91,47 +91,22 @@ void VRS::copy_vrs(RID p_source_rd_texture, RID p_dest_framebuffer, bool p_multi RD::get_singleton()->draw_list_end(); } -void VRS::create_vrs_texture(const int p_base_width, const int p_base_height, const uint32_t p_view_count, RID &p_vrs_texture, RID &p_vrs_fb) { - // TODO find a way to skip this if VRS is not supported, but we don't have access to VulkanContext here, even though we're in vulkan.. hmmm - +Size2i VRS::get_vrs_texture_size(const Size2i p_base_size) const { // TODO we should find some way to store this properly, we're assuming 16x16 as this seems to be the standard but in our vrs_capacities we - // obtain a minimum and maximum size, and we should choose something within this range and then make sure that is consistantly set when creating + // obtain a minimum and maximum size, and we should choose something within this range and then make sure that is consistently set when creating // our frame buffer. Also it is important that we make the resulting size we calculate down below available to the end user so they know the size // of the VRS buffer to supply. Size2i texel_size = Size2i(16, 16); - RD::TextureFormat tf; - if (p_view_count > 1) { - tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY; - } else { - tf.texture_type = RD::TEXTURE_TYPE_2D; - } - tf.format = RD::DATA_FORMAT_R8_UINT; - tf.width = p_base_width / texel_size.x; - if (p_base_width % texel_size.x != 0) { - tf.width++; + int width = p_base_size.x / texel_size.x; + if (p_base_size.x % texel_size.x != 0) { + width++; } - tf.height = p_base_height / texel_size.y; - if (p_base_height % texel_size.y != 0) { - tf.height++; + int height = p_base_size.y / texel_size.y; + if (p_base_size.y % texel_size.y != 0) { + height++; } - tf.array_layers = p_view_count; // create a layer for every view - tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_VRS_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT; - tf.samples = RD::TEXTURE_SAMPLES_1; - - p_vrs_texture = RD::get_singleton()->texture_create(tf, RD::TextureView()); - - // by default VRS is assumed to be our VRS attachment, but if we need to write into it, we need a bit more control - Vector<RID> fb; - fb.push_back(p_vrs_texture); - - RD::FramebufferPass pass; - pass.color_attachments.push_back(0); - - Vector<RD::FramebufferPass> passes; - passes.push_back(pass); - - p_vrs_fb = RD::get_singleton()->framebuffer_create_multipass(fb, passes, RenderingDevice::INVALID_ID, p_view_count); + return Size2i(width, height); } void VRS::update_vrs_texture(RID p_vrs_fb, RID p_render_target) { @@ -146,10 +121,11 @@ void VRS::update_vrs_texture(RID p_vrs_fb, RID p_render_target) { if (vrs_mode == RS::VIEWPORT_VRS_TEXTURE) { RID vrs_texture = texture_storage->render_target_get_vrs_texture(p_render_target); if (vrs_texture.is_valid()) { - Texture *texture = texture_storage->get_texture(vrs_texture); - if (texture) { + RID rd_texture = texture_storage->texture_get_rd_texture(vrs_texture); + int layers = texture_storage->texture_get_layers(vrs_texture); + if (rd_texture.is_valid()) { // Copy into our density buffer - copy_vrs(texture->rd_texture, p_vrs_fb, texture->layers > 1); + copy_vrs(rd_texture, p_vrs_fb, layers > 1); } } } else if (vrs_mode == RS::VIEWPORT_VRS_XR) { @@ -157,10 +133,12 @@ void VRS::update_vrs_texture(RID p_vrs_fb, RID p_render_target) { if (interface.is_valid()) { RID vrs_texture = interface->get_vrs_texture(); if (vrs_texture.is_valid()) { - Texture *texture = texture_storage->get_texture(vrs_texture); - if (texture) { + RID rd_texture = texture_storage->texture_get_rd_texture(vrs_texture); + int layers = texture_storage->texture_get_layers(vrs_texture); + + if (rd_texture.is_valid()) { // Copy into our density buffer - copy_vrs(texture->rd_texture, p_vrs_fb, texture->layers > 1); + copy_vrs(rd_texture, p_vrs_fb, layers > 1); } } } diff --git a/servers/rendering/renderer_rd/effects/vrs.h b/servers/rendering/renderer_rd/effects/vrs.h index 0f2bdd31b6..7125c6455d 100644 --- a/servers/rendering/renderer_rd/effects/vrs.h +++ b/servers/rendering/renderer_rd/effects/vrs.h @@ -66,10 +66,10 @@ public: void copy_vrs(RID p_source_rd_texture, RID p_dest_framebuffer, bool p_multiview = false); - void create_vrs_texture(const int p_base_width, const int p_base_height, const uint32_t p_view_count, RID &p_vrs_texture, RID &p_vrs_fb); + Size2i get_vrs_texture_size(const Size2i p_base_size) const; void update_vrs_texture(RID p_vrs_fb, RID p_render_target); }; } // namespace RendererRD -#endif // !VRS_RD_H +#endif // VRS_RD_H diff --git a/servers/rendering/renderer_rd/effects_rd.cpp b/servers/rendering/renderer_rd/effects_rd.cpp index f731a0007a..b03415f2e3 100644 --- a/servers/rendering/renderer_rd/effects_rd.cpp +++ b/servers/rendering/renderer_rd/effects_rd.cpp @@ -41,14 +41,6 @@ bool EffectsRD::get_prefer_raster_effects() { return prefer_raster_effects; } -static _FORCE_INLINE_ void store_camera(const CameraMatrix &p_mtx, float *p_array) { - for (int i = 0; i < 4; i++) { - for (int j = 0; j < 4; j++) { - p_array[i * 4 + j] = p_mtx.matrix[i][j]; - } - } -} - RID EffectsRD::_get_uniform_set_from_image(RID p_image) { if (image_to_uniform_set_cache.has(p_image)) { RID uniform_set = image_to_uniform_set_cache[p_image]; @@ -86,7 +78,7 @@ RID EffectsRD::_get_uniform_set_from_texture(RID p_texture, bool p_use_mipmaps) u.append_id(p_texture); uniforms.push_back(u); // anything with the same configuration (one texture in binding 0 for set 0), is good - RID uniform_set = RD::get_singleton()->uniform_set_create(uniforms, specular_merge.shader.version_get_shader(specular_merge.shader_version, 0), 0); + RID uniform_set = RD::get_singleton()->uniform_set_create(uniforms, luminance_reduce_raster.shader.version_get_shader(luminance_reduce_raster.shader_version, 0), 0); texture_to_uniform_set_cache[p_texture] = uniform_set; @@ -116,363 +108,6 @@ RID EffectsRD::_get_compute_uniform_set_from_texture(RID p_texture, bool p_use_m return uniform_set; } -RID EffectsRD::_get_compute_uniform_set_from_texture_and_sampler(RID p_texture, RID p_sampler) { - TextureSamplerPair tsp; - tsp.texture = p_texture; - tsp.sampler = p_sampler; - - if (texture_sampler_to_compute_uniform_set_cache.has(tsp)) { - RID uniform_set = texture_sampler_to_compute_uniform_set_cache[tsp]; - if (RD::get_singleton()->uniform_set_is_valid(uniform_set)) { - return uniform_set; - } - } - - Vector<RD::Uniform> uniforms; - RD::Uniform u; - u.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE; - u.binding = 0; - u.append_id(p_sampler); - u.append_id(p_texture); - uniforms.push_back(u); - //any thing with the same configuration (one texture in binding 0 for set 0), is good - RID uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ssao.blur_shader.version_get_shader(ssao.blur_shader_version, 0), 0); - - texture_sampler_to_compute_uniform_set_cache[tsp] = uniform_set; - - return uniform_set; -} - -RID EffectsRD::_get_compute_uniform_set_from_texture_pair(RID p_texture1, RID p_texture2, bool p_use_mipmaps) { - TexturePair tp; - tp.texture1 = p_texture1; - tp.texture2 = p_texture2; - - if (texture_pair_to_compute_uniform_set_cache.has(tp)) { - RID uniform_set = texture_pair_to_compute_uniform_set_cache[tp]; - if (RD::get_singleton()->uniform_set_is_valid(uniform_set)) { - return uniform_set; - } - } - - Vector<RD::Uniform> uniforms; - { - RD::Uniform u; - u.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE; - u.binding = 0; - u.append_id(p_use_mipmaps ? default_mipmap_sampler : default_sampler); - u.append_id(p_texture1); - uniforms.push_back(u); - } - { - RD::Uniform u; - u.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE; - u.binding = 1; - u.append_id(p_use_mipmaps ? default_mipmap_sampler : default_sampler); - u.append_id(p_texture2); - uniforms.push_back(u); - } - //any thing with the same configuration (one texture in binding 0 for set 0), is good - RID uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ssr_scale.shader.version_get_shader(ssr_scale.shader_version, 0), 1); - - texture_pair_to_compute_uniform_set_cache[tp] = uniform_set; - - return uniform_set; -} - -RID EffectsRD::_get_compute_uniform_set_from_image_pair(RID p_texture1, RID p_texture2) { - TexturePair tp; - tp.texture1 = p_texture1; - tp.texture2 = p_texture2; - - if (image_pair_to_compute_uniform_set_cache.has(tp)) { - RID uniform_set = image_pair_to_compute_uniform_set_cache[tp]; - if (RD::get_singleton()->uniform_set_is_valid(uniform_set)) { - return uniform_set; - } - } - - Vector<RD::Uniform> uniforms; - { - RD::Uniform u; - u.uniform_type = RD::UNIFORM_TYPE_IMAGE; - u.binding = 0; - u.append_id(p_texture1); - uniforms.push_back(u); - } - { - RD::Uniform u; - u.uniform_type = RD::UNIFORM_TYPE_IMAGE; - u.binding = 1; - u.append_id(p_texture2); - uniforms.push_back(u); - } - //any thing with the same configuration (one texture in binding 0 for set 0), is good - RID uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ssr_scale.shader.version_get_shader(ssr_scale.shader_version, 0), 3); - - image_pair_to_compute_uniform_set_cache[tp] = uniform_set; - - return uniform_set; -} - -void EffectsRD::fsr_upscale(RID p_source_rd_texture, RID p_secondary_texture, RID p_destination_texture, const Size2i &p_internal_size, const Size2i &p_size, float p_fsr_upscale_sharpness) { - memset(&FSR_upscale.push_constant, 0, sizeof(FSRUpscalePushConstant)); - - int dispatch_x = (p_size.x + 15) / 16; - int dispatch_y = (p_size.y + 15) / 16; - - RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(); - RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, FSR_upscale.pipeline); - - FSR_upscale.push_constant.resolution_width = p_internal_size.width; - FSR_upscale.push_constant.resolution_height = p_internal_size.height; - FSR_upscale.push_constant.upscaled_width = p_size.width; - FSR_upscale.push_constant.upscaled_height = p_size.height; - FSR_upscale.push_constant.sharpness = p_fsr_upscale_sharpness; - - //FSR Easc - FSR_upscale.push_constant.pass = FSR_UPSCALE_PASS_EASU; - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_source_rd_texture), 0); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_secondary_texture), 1); - - RD::get_singleton()->compute_list_set_push_constant(compute_list, &FSR_upscale.push_constant, sizeof(FSRUpscalePushConstant)); - - RD::get_singleton()->compute_list_dispatch(compute_list, dispatch_x, dispatch_y, 1); - RD::get_singleton()->compute_list_add_barrier(compute_list); - - //FSR Rcas - FSR_upscale.push_constant.pass = FSR_UPSCALE_PASS_RCAS; - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_secondary_texture), 0); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_destination_texture), 1); - - RD::get_singleton()->compute_list_set_push_constant(compute_list, &FSR_upscale.push_constant, sizeof(FSRUpscalePushConstant)); - - RD::get_singleton()->compute_list_dispatch(compute_list, dispatch_x, dispatch_y, 1); - - RD::get_singleton()->compute_list_end(compute_list); -} - -void EffectsRD::taa_resolve(RID p_frame, RID p_temp, RID p_depth, RID p_velocity, RID p_prev_velocity, RID p_history, Size2 p_resolution, float p_z_near, float p_z_far) { - UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton(); - ERR_FAIL_NULL(uniform_set_cache); - - RID shader = TAA_resolve.shader.version_get_shader(TAA_resolve.shader_version, 0); - ERR_FAIL_COND(shader.is_null()); - - memset(&TAA_resolve.push_constant, 0, sizeof(TAAResolvePushConstant)); - TAA_resolve.push_constant.resolution_width = p_resolution.width; - TAA_resolve.push_constant.resolution_height = p_resolution.height; - TAA_resolve.push_constant.disocclusion_threshold = 0.025f; - TAA_resolve.push_constant.disocclusion_scale = 10.0f; - - RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(); - RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, TAA_resolve.pipeline); - - RD::Uniform u_frame_source(RD::UNIFORM_TYPE_IMAGE, 0, { p_frame }); - RD::Uniform u_depth(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 1, { default_sampler, p_depth }); - RD::Uniform u_velocity(RD::UNIFORM_TYPE_IMAGE, 2, { p_velocity }); - RD::Uniform u_prev_velocity(RD::UNIFORM_TYPE_IMAGE, 3, { p_prev_velocity }); - RD::Uniform u_history(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 4, { default_sampler, p_history }); - RD::Uniform u_frame_dest(RD::UNIFORM_TYPE_IMAGE, 5, { p_temp }); - - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_frame_source, u_depth, u_velocity, u_prev_velocity, u_history, u_frame_dest), 0); - RD::get_singleton()->compute_list_set_push_constant(compute_list, &TAA_resolve.push_constant, sizeof(TAAResolvePushConstant)); - RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_resolution.width, p_resolution.height, 1); - RD::get_singleton()->compute_list_end(); -} - -void EffectsRD::screen_space_reflection(RID p_diffuse, RID p_normal_roughness, RenderingServer::EnvironmentSSRRoughnessQuality p_roughness_quality, RID p_blur_radius, RID p_blur_radius2, RID p_metallic, const Color &p_metallic_mask, RID p_depth, RID p_scale_depth, RID p_scale_normal, RID p_output, RID p_output_blur, const Size2i &p_screen_size, int p_max_steps, float p_fade_in, float p_fade_out, float p_tolerance, const CameraMatrix &p_camera) { - RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(); - - { //scale color and depth to half - ssr_scale.push_constant.camera_z_far = p_camera.get_z_far(); - ssr_scale.push_constant.camera_z_near = p_camera.get_z_near(); - ssr_scale.push_constant.orthogonal = p_camera.is_orthogonal(); - ssr_scale.push_constant.filter = false; //enabling causes arctifacts - ssr_scale.push_constant.screen_size[0] = p_screen_size.x; - ssr_scale.push_constant.screen_size[1] = p_screen_size.y; - - RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssr_scale.pipeline); - - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_diffuse), 0); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture_pair(p_depth, p_normal_roughness), 1); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_output_blur), 2); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_image_pair(p_scale_depth, p_scale_normal), 3); - - RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssr_scale.push_constant, sizeof(ScreenSpaceReflectionScalePushConstant)); - - RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_screen_size.width, p_screen_size.height, 1); - - RD::get_singleton()->compute_list_add_barrier(compute_list); - } - - { - ssr.push_constant.camera_z_far = p_camera.get_z_far(); - ssr.push_constant.camera_z_near = p_camera.get_z_near(); - ssr.push_constant.orthogonal = p_camera.is_orthogonal(); - ssr.push_constant.screen_size[0] = p_screen_size.x; - ssr.push_constant.screen_size[1] = p_screen_size.y; - ssr.push_constant.curve_fade_in = p_fade_in; - ssr.push_constant.distance_fade = p_fade_out; - ssr.push_constant.num_steps = p_max_steps; - ssr.push_constant.depth_tolerance = p_tolerance; - ssr.push_constant.use_half_res = true; - ssr.push_constant.proj_info[0] = -2.0f / (p_screen_size.width * p_camera.matrix[0][0]); - ssr.push_constant.proj_info[1] = -2.0f / (p_screen_size.height * p_camera.matrix[1][1]); - ssr.push_constant.proj_info[2] = (1.0f - p_camera.matrix[0][2]) / p_camera.matrix[0][0]; - ssr.push_constant.proj_info[3] = (1.0f + p_camera.matrix[1][2]) / p_camera.matrix[1][1]; - ssr.push_constant.metallic_mask[0] = CLAMP(p_metallic_mask.r * 255.0, 0, 255); - ssr.push_constant.metallic_mask[1] = CLAMP(p_metallic_mask.g * 255.0, 0, 255); - ssr.push_constant.metallic_mask[2] = CLAMP(p_metallic_mask.b * 255.0, 0, 255); - ssr.push_constant.metallic_mask[3] = CLAMP(p_metallic_mask.a * 255.0, 0, 255); - store_camera(p_camera, ssr.push_constant.projection); - - RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssr.pipelines[(p_roughness_quality != RS::ENV_SSR_ROUGHNESS_QUALITY_DISABLED) ? SCREEN_SPACE_REFLECTION_ROUGH : SCREEN_SPACE_REFLECTION_NORMAL]); - - RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssr.push_constant, sizeof(ScreenSpaceReflectionPushConstant)); - - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_image_pair(p_output_blur, p_scale_depth), 0); - - if (p_roughness_quality != RS::ENV_SSR_ROUGHNESS_QUALITY_DISABLED) { - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_image_pair(p_output, p_blur_radius), 1); - } else { - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_output), 1); - } - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_metallic), 3); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_scale_normal), 2); - - RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_screen_size.width, p_screen_size.height, 1); - } - - if (p_roughness_quality != RS::ENV_SSR_ROUGHNESS_QUALITY_DISABLED) { - //blur - - RD::get_singleton()->compute_list_add_barrier(compute_list); - - ssr_filter.push_constant.orthogonal = p_camera.is_orthogonal(); - ssr_filter.push_constant.edge_tolerance = Math::sin(Math::deg2rad(15.0)); - ssr_filter.push_constant.proj_info[0] = -2.0f / (p_screen_size.width * p_camera.matrix[0][0]); - ssr_filter.push_constant.proj_info[1] = -2.0f / (p_screen_size.height * p_camera.matrix[1][1]); - ssr_filter.push_constant.proj_info[2] = (1.0f - p_camera.matrix[0][2]) / p_camera.matrix[0][0]; - ssr_filter.push_constant.proj_info[3] = (1.0f + p_camera.matrix[1][2]) / p_camera.matrix[1][1]; - ssr_filter.push_constant.vertical = 0; - if (p_roughness_quality == RS::ENV_SSR_ROUGHNESS_QUALITY_LOW) { - ssr_filter.push_constant.steps = p_max_steps / 3; - ssr_filter.push_constant.increment = 3; - } else if (p_roughness_quality == RS::ENV_SSR_ROUGHNESS_QUALITY_MEDIUM) { - ssr_filter.push_constant.steps = p_max_steps / 2; - ssr_filter.push_constant.increment = 2; - } else { - ssr_filter.push_constant.steps = p_max_steps; - ssr_filter.push_constant.increment = 1; - } - - ssr_filter.push_constant.screen_size[0] = p_screen_size.width; - ssr_filter.push_constant.screen_size[1] = p_screen_size.height; - - RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssr_filter.pipelines[SCREEN_SPACE_REFLECTION_FILTER_HORIZONTAL]); - - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_image_pair(p_output, p_blur_radius), 0); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_scale_normal), 1); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_image_pair(p_output_blur, p_blur_radius2), 2); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_scale_depth), 3); - - RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssr_filter.push_constant, sizeof(ScreenSpaceReflectionFilterPushConstant)); - - RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_screen_size.width, p_screen_size.height, 1); - - RD::get_singleton()->compute_list_add_barrier(compute_list); - - RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssr_filter.pipelines[SCREEN_SPACE_REFLECTION_FILTER_VERTICAL]); - - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_image_pair(p_output_blur, p_blur_radius2), 0); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_scale_normal), 1); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_output), 2); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_scale_depth), 3); - - ssr_filter.push_constant.vertical = 1; - - RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssr_filter.push_constant, sizeof(ScreenSpaceReflectionFilterPushConstant)); - - RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_screen_size.width, p_screen_size.height, 1); - } - - RD::get_singleton()->compute_list_end(); -} - -void EffectsRD::sub_surface_scattering(RID p_diffuse, RID p_diffuse2, RID p_depth, const CameraMatrix &p_camera, const Size2i &p_screen_size, float p_scale, float p_depth_scale, RenderingServer::SubSurfaceScatteringQuality p_quality) { - RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(); - - Plane p = p_camera.xform4(Plane(1, 0, -1, 1)); - p.normal /= p.d; - float unit_size = p.normal.x; - - { //scale color and depth to half - sss.push_constant.camera_z_far = p_camera.get_z_far(); - sss.push_constant.camera_z_near = p_camera.get_z_near(); - sss.push_constant.orthogonal = p_camera.is_orthogonal(); - sss.push_constant.unit_size = unit_size; - sss.push_constant.screen_size[0] = p_screen_size.x; - sss.push_constant.screen_size[1] = p_screen_size.y; - sss.push_constant.vertical = false; - sss.push_constant.scale = p_scale; - sss.push_constant.depth_scale = p_depth_scale; - - RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, sss.pipelines[p_quality - 1]); - - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_diffuse), 0); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_diffuse2), 1); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_depth), 2); - - RD::get_singleton()->compute_list_set_push_constant(compute_list, &sss.push_constant, sizeof(SubSurfaceScatteringPushConstant)); - - RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_screen_size.width, p_screen_size.height, 1); - - RD::get_singleton()->compute_list_add_barrier(compute_list); - - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_diffuse2), 0); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_diffuse), 1); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_depth), 2); - - sss.push_constant.vertical = true; - RD::get_singleton()->compute_list_set_push_constant(compute_list, &sss.push_constant, sizeof(SubSurfaceScatteringPushConstant)); - - RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_screen_size.width, p_screen_size.height, 1); - - RD::get_singleton()->compute_list_end(); - } -} - -void EffectsRD::merge_specular(RID p_dest_framebuffer, RID p_specular, RID p_base, RID p_reflection) { - RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_dest_framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, Vector<Color>()); - - if (p_reflection.is_valid()) { - if (p_base.is_valid()) { - RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, specular_merge.pipelines[SPECULAR_MERGE_SSR].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dest_framebuffer))); - RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_base), 2); - } else { - RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, specular_merge.pipelines[SPECULAR_MERGE_ADDITIVE_SSR].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dest_framebuffer))); - } - - RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_specular), 0); - RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_reflection), 1); - - } else { - if (p_base.is_valid()) { - RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, specular_merge.pipelines[SPECULAR_MERGE_ADD].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dest_framebuffer))); - RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_base), 2); - } else { - RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, specular_merge.pipelines[SPECULAR_MERGE_ADDITIVE_ADD].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dest_framebuffer))); - } - - RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_specular), 0); - } - - RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array); - RD::get_singleton()->draw_list_draw(draw_list, true); - RD::get_singleton()->draw_list_end(); -} - void EffectsRD::luminance_reduction(RID p_source_texture, const Size2i p_source_size, const Vector<RID> p_reduce, RID p_prev_luminance, float p_min_luminance, float p_max_luminance, float p_adjust, bool p_set) { ERR_FAIL_COND_MSG(prefer_raster_effects, "Can't use compute version of luminance reduction with the mobile renderer."); @@ -546,674 +181,6 @@ void EffectsRD::luminance_reduction_raster(RID p_source_texture, const Size2i p_ } } -void EffectsRD::downsample_depth(RID p_depth_buffer, const Vector<RID> &p_depth_mipmaps, RS::EnvironmentSSAOQuality p_ssao_quality, RS::EnvironmentSSILQuality p_ssil_quality, bool p_invalidate_uniform_set, bool p_ssao_half_size, bool p_ssil_half_size, Size2i p_full_screen_size, const CameraMatrix &p_projection) { - // Downsample and deinterleave the depth buffer for SSAO and SSIL - RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(); - - int downsample_pipeline = SS_EFFECTS_DOWNSAMPLE; - bool use_mips = p_ssao_quality > RS::ENV_SSAO_QUALITY_MEDIUM || p_ssil_quality > RS::ENV_SSIL_QUALITY_MEDIUM; - - if (p_ssao_quality == RS::ENV_SSAO_QUALITY_VERY_LOW && p_ssil_quality == RS::ENV_SSIL_QUALITY_VERY_LOW) { - downsample_pipeline = SS_EFFECTS_DOWNSAMPLE_HALF; - } else if (use_mips) { - downsample_pipeline = SS_EFFECTS_DOWNSAMPLE_MIPMAP; - } - - bool use_half_size = false; - bool use_full_mips = false; - - if (p_ssao_half_size && p_ssil_half_size) { - downsample_pipeline++; - use_half_size = true; - } else if (p_ssao_half_size != p_ssil_half_size) { - if (use_mips) { - downsample_pipeline = SS_EFFECTS_DOWNSAMPLE_FULL_MIPS; - use_full_mips = true; - } else { - // Only need the first two mipmaps, but the cost to generate the next two is trivial - // TODO investigate the benefit of a shader version to generate only 2 mips - downsample_pipeline = SS_EFFECTS_DOWNSAMPLE_MIPMAP; - use_mips = true; - } - } - - int depth_index = use_half_size ? 1 : 0; - - RD::get_singleton()->draw_command_begin_label("Downsample Depth"); - if (p_invalidate_uniform_set || use_full_mips != ss_effects.used_full_mips_last_frame || use_half_size != ss_effects.used_half_size_last_frame || use_mips != ss_effects.used_mips_last_frame) { - Vector<RD::Uniform> uniforms; - { - RD::Uniform u; - u.uniform_type = RD::UNIFORM_TYPE_IMAGE; - u.binding = 0; - u.append_id(p_depth_mipmaps[depth_index + 1]); - uniforms.push_back(u); - } - { - RD::Uniform u; - u.uniform_type = RD::UNIFORM_TYPE_IMAGE; - u.binding = 1; - u.append_id(p_depth_mipmaps[depth_index + 2]); - uniforms.push_back(u); - } - { - RD::Uniform u; - u.uniform_type = RD::UNIFORM_TYPE_IMAGE; - u.binding = 2; - u.append_id(p_depth_mipmaps[depth_index + 3]); - uniforms.push_back(u); - } - if (use_full_mips) { - RD::Uniform u; - u.uniform_type = RD::UNIFORM_TYPE_IMAGE; - u.binding = 3; - u.append_id(p_depth_mipmaps[4]); - uniforms.push_back(u); - } - ss_effects.downsample_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ss_effects.downsample_shader.version_get_shader(ss_effects.downsample_shader_version, use_full_mips ? 6 : 2), 2); - } - - float depth_linearize_mul = -p_projection.matrix[3][2]; - float depth_linearize_add = p_projection.matrix[2][2]; - if (depth_linearize_mul * depth_linearize_add < 0) { - depth_linearize_add = -depth_linearize_add; - } - - ss_effects.downsample_push_constant.orthogonal = p_projection.is_orthogonal(); - ss_effects.downsample_push_constant.z_near = depth_linearize_mul; - ss_effects.downsample_push_constant.z_far = depth_linearize_add; - if (ss_effects.downsample_push_constant.orthogonal) { - ss_effects.downsample_push_constant.z_near = p_projection.get_z_near(); - ss_effects.downsample_push_constant.z_far = p_projection.get_z_far(); - } - ss_effects.downsample_push_constant.pixel_size[0] = 1.0 / p_full_screen_size.x; - ss_effects.downsample_push_constant.pixel_size[1] = 1.0 / p_full_screen_size.y; - ss_effects.downsample_push_constant.radius_sq = 1.0; - - RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ss_effects.pipelines[downsample_pipeline]); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_depth_buffer), 0); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_depth_mipmaps[depth_index + 0]), 1); - if (use_mips) { - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, ss_effects.downsample_uniform_set, 2); - } - RD::get_singleton()->compute_list_set_push_constant(compute_list, &ss_effects.downsample_push_constant, sizeof(SSEffectsDownsamplePushConstant)); - - Size2i size(MAX(1, p_full_screen_size.x >> (use_half_size ? 2 : 1)), MAX(1, p_full_screen_size.y >> (use_half_size ? 2 : 1))); - - RD::get_singleton()->compute_list_dispatch_threads(compute_list, size.x, size.y, 1); - RD::get_singleton()->compute_list_add_barrier(compute_list); - RD::get_singleton()->draw_command_end_label(); - - RD::get_singleton()->compute_list_end(RD::BARRIER_MASK_COMPUTE); - - ss_effects.used_full_mips_last_frame = use_full_mips; - ss_effects.used_half_size_last_frame = use_half_size; -} - -void EffectsRD::gather_ssao(RD::ComputeListID p_compute_list, const Vector<RID> p_ao_slices, const SSAOSettings &p_settings, bool p_adaptive_base_pass, RID p_gather_uniform_set, RID p_importance_map_uniform_set) { - RD::get_singleton()->compute_list_bind_uniform_set(p_compute_list, p_gather_uniform_set, 0); - if ((p_settings.quality == RS::ENV_SSAO_QUALITY_ULTRA) && !p_adaptive_base_pass) { - RD::get_singleton()->compute_list_bind_uniform_set(p_compute_list, p_importance_map_uniform_set, 1); - } - - for (int i = 0; i < 4; i++) { - if ((p_settings.quality == RS::ENV_SSAO_QUALITY_VERY_LOW) && ((i == 1) || (i == 2))) { - continue; - } - - ssao.gather_push_constant.pass_coord_offset[0] = i % 2; - ssao.gather_push_constant.pass_coord_offset[1] = i / 2; - ssao.gather_push_constant.pass_uv_offset[0] = ((i % 2) - 0.0) / p_settings.full_screen_size.x; - ssao.gather_push_constant.pass_uv_offset[1] = ((i / 2) - 0.0) / p_settings.full_screen_size.y; - ssao.gather_push_constant.pass = i; - RD::get_singleton()->compute_list_bind_uniform_set(p_compute_list, _get_uniform_set_from_image(p_ao_slices[i]), 2); - RD::get_singleton()->compute_list_set_push_constant(p_compute_list, &ssao.gather_push_constant, sizeof(SSAOGatherPushConstant)); - - Size2i size = Size2i(p_settings.full_screen_size.x >> (p_settings.half_size ? 2 : 1), p_settings.full_screen_size.y >> (p_settings.half_size ? 2 : 1)); - - RD::get_singleton()->compute_list_dispatch_threads(p_compute_list, size.x, size.y, 1); - } - RD::get_singleton()->compute_list_add_barrier(p_compute_list); -} - -void EffectsRD::generate_ssao(RID p_normal_buffer, RID p_depth_mipmaps_texture, RID p_ao, const Vector<RID> p_ao_slices, RID p_ao_pong, const Vector<RID> p_ao_pong_slices, RID p_upscale_buffer, RID p_importance_map, RID p_importance_map_pong, const CameraMatrix &p_projection, const SSAOSettings &p_settings, bool p_invalidate_uniform_sets, RID &r_gather_uniform_set, RID &r_importance_map_uniform_set) { - RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(); - memset(&ssao.gather_push_constant, 0, sizeof(SSAOGatherPushConstant)); - /* FIRST PASS */ - - RD::get_singleton()->draw_command_begin_label("Process Screen Space Ambient Occlusion"); - /* SECOND PASS */ - // Sample SSAO - { - RD::get_singleton()->draw_command_begin_label("Gather Samples"); - ssao.gather_push_constant.screen_size[0] = p_settings.full_screen_size.x; - ssao.gather_push_constant.screen_size[1] = p_settings.full_screen_size.y; - - ssao.gather_push_constant.half_screen_pixel_size[0] = 1.0 / p_settings.half_screen_size.x; - ssao.gather_push_constant.half_screen_pixel_size[1] = 1.0 / p_settings.half_screen_size.y; - float tan_half_fov_x = 1.0 / p_projection.matrix[0][0]; - float tan_half_fov_y = 1.0 / p_projection.matrix[1][1]; - ssao.gather_push_constant.NDC_to_view_mul[0] = tan_half_fov_x * 2.0; - ssao.gather_push_constant.NDC_to_view_mul[1] = tan_half_fov_y * -2.0; - ssao.gather_push_constant.NDC_to_view_add[0] = tan_half_fov_x * -1.0; - ssao.gather_push_constant.NDC_to_view_add[1] = tan_half_fov_y; - ssao.gather_push_constant.is_orthogonal = p_projection.is_orthogonal(); - - ssao.gather_push_constant.half_screen_pixel_size_x025[0] = ssao.gather_push_constant.half_screen_pixel_size[0] * 0.25; - ssao.gather_push_constant.half_screen_pixel_size_x025[1] = ssao.gather_push_constant.half_screen_pixel_size[1] * 0.25; - - ssao.gather_push_constant.radius = p_settings.radius; - float radius_near_limit = (p_settings.radius * 1.2f); - if (p_settings.quality <= RS::ENV_SSAO_QUALITY_LOW) { - radius_near_limit *= 1.50f; - - if (p_settings.quality == RS::ENV_SSAO_QUALITY_VERY_LOW) { - ssao.gather_push_constant.radius *= 0.8f; - } - } - radius_near_limit /= tan_half_fov_y; - ssao.gather_push_constant.intensity = p_settings.intensity; - ssao.gather_push_constant.shadow_power = p_settings.power; - ssao.gather_push_constant.shadow_clamp = 0.98; - ssao.gather_push_constant.fade_out_mul = -1.0 / (p_settings.fadeout_to - p_settings.fadeout_from); - ssao.gather_push_constant.fade_out_add = p_settings.fadeout_from / (p_settings.fadeout_to - p_settings.fadeout_from) + 1.0; - ssao.gather_push_constant.horizon_angle_threshold = p_settings.horizon; - ssao.gather_push_constant.inv_radius_near_limit = 1.0f / radius_near_limit; - ssao.gather_push_constant.neg_inv_radius = -1.0 / ssao.gather_push_constant.radius; - - ssao.gather_push_constant.load_counter_avg_div = 9.0 / float((p_settings.quarter_screen_size.x) * (p_settings.quarter_screen_size.y) * 255); - ssao.gather_push_constant.adaptive_sample_limit = p_settings.adaptive_target; - - ssao.gather_push_constant.detail_intensity = p_settings.detail; - ssao.gather_push_constant.quality = MAX(0, p_settings.quality - 1); - ssao.gather_push_constant.size_multiplier = p_settings.half_size ? 2 : 1; - - if (p_invalidate_uniform_sets) { - Vector<RD::Uniform> uniforms; - { - RD::Uniform u; - u.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE; - u.binding = 0; - u.append_id(default_sampler); - u.append_id(p_depth_mipmaps_texture); - uniforms.push_back(u); - } - { - RD::Uniform u; - u.uniform_type = RD::UNIFORM_TYPE_IMAGE; - u.binding = 1; - u.append_id(p_normal_buffer); - uniforms.push_back(u); - } - { - RD::Uniform u; - u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER; - u.binding = 2; - u.append_id(ss_effects.gather_constants_buffer); - uniforms.push_back(u); - } - r_gather_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ssao.gather_shader.version_get_shader(ssao.gather_shader_version, 0), 0); - } - - if (p_invalidate_uniform_sets) { - Vector<RD::Uniform> uniforms; - { - RD::Uniform u; - u.uniform_type = RD::UNIFORM_TYPE_IMAGE; - u.binding = 0; - u.append_id(p_ao_pong); - uniforms.push_back(u); - } - { - RD::Uniform u; - u.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE; - u.binding = 1; - u.append_id(default_sampler); - u.append_id(p_importance_map); - uniforms.push_back(u); - } - { - RD::Uniform u; - u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; - u.binding = 2; - u.append_id(ssao.importance_map_load_counter); - uniforms.push_back(u); - } - r_importance_map_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ssao.gather_shader.version_get_shader(ssao.gather_shader_version, 2), 1); - } - - if (p_settings.quality == RS::ENV_SSAO_QUALITY_ULTRA) { - RD::get_singleton()->draw_command_begin_label("Generate Importance Map"); - ssao.importance_map_push_constant.half_screen_pixel_size[0] = 1.0 / p_settings.half_screen_size.x; - ssao.importance_map_push_constant.half_screen_pixel_size[1] = 1.0 / p_settings.half_screen_size.y; - ssao.importance_map_push_constant.intensity = p_settings.intensity; - ssao.importance_map_push_constant.power = p_settings.power; - //base pass - RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_GATHER_BASE]); - gather_ssao(compute_list, p_ao_pong_slices, p_settings, true, r_gather_uniform_set, RID()); - //generate importance map - - RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_GENERATE_IMPORTANCE_MAP]); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_ao_pong), 0); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_importance_map), 1); - RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssao.importance_map_push_constant, sizeof(SSAOImportanceMapPushConstant)); - RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_settings.quarter_screen_size.x, p_settings.quarter_screen_size.y, 1); - RD::get_singleton()->compute_list_add_barrier(compute_list); - //process importance map A - RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_PROCESS_IMPORTANCE_MAPA]); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_importance_map), 0); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_importance_map_pong), 1); - RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssao.importance_map_push_constant, sizeof(SSAOImportanceMapPushConstant)); - RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_settings.quarter_screen_size.x, p_settings.quarter_screen_size.y, 1); - RD::get_singleton()->compute_list_add_barrier(compute_list); - //process Importance Map B - RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_PROCESS_IMPORTANCE_MAPB]); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_importance_map_pong), 0); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_importance_map), 1); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, ssao.counter_uniform_set, 2); - RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssao.importance_map_push_constant, sizeof(SSAOImportanceMapPushConstant)); - RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_settings.quarter_screen_size.x, p_settings.quarter_screen_size.y, 1); - RD::get_singleton()->compute_list_add_barrier(compute_list); - - RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_GATHER_ADAPTIVE]); - RD::get_singleton()->draw_command_end_label(); // Importance Map - } else { - RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_GATHER]); - } - - gather_ssao(compute_list, p_ao_slices, p_settings, false, r_gather_uniform_set, r_importance_map_uniform_set); - RD::get_singleton()->draw_command_end_label(); // Gather SSAO - } - - // /* THIRD PASS */ - // // Blur - // - { - RD::get_singleton()->draw_command_begin_label("Edge Aware Blur"); - ssao.blur_push_constant.edge_sharpness = 1.0 - p_settings.sharpness; - ssao.blur_push_constant.half_screen_pixel_size[0] = 1.0 / p_settings.half_screen_size.x; - ssao.blur_push_constant.half_screen_pixel_size[1] = 1.0 / p_settings.half_screen_size.y; - - int blur_passes = p_settings.quality > RS::ENV_SSAO_QUALITY_VERY_LOW ? p_settings.blur_passes : 1; - - for (int pass = 0; pass < blur_passes; pass++) { - int blur_pipeline = SSAO_BLUR_PASS; - if (p_settings.quality > RS::ENV_SSAO_QUALITY_VERY_LOW) { - blur_pipeline = SSAO_BLUR_PASS_SMART; - if (pass < blur_passes - 2) { - blur_pipeline = SSAO_BLUR_PASS_WIDE; - } else { - blur_pipeline = SSAO_BLUR_PASS_SMART; - } - } - - for (int i = 0; i < 4; i++) { - if ((p_settings.quality == RS::ENV_SSAO_QUALITY_VERY_LOW) && ((i == 1) || (i == 2))) { - continue; - } - - RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[blur_pipeline]); - if (pass % 2 == 0) { - if (p_settings.quality == RS::ENV_SSAO_QUALITY_VERY_LOW) { - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_ao_slices[i]), 0); - } else { - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture_and_sampler(p_ao_slices[i], ss_effects.mirror_sampler), 0); - } - - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_ao_pong_slices[i]), 1); - } else { - if (p_settings.quality == RS::ENV_SSAO_QUALITY_VERY_LOW) { - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_ao_pong_slices[i]), 0); - } else { - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture_and_sampler(p_ao_pong_slices[i], ss_effects.mirror_sampler), 0); - } - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_ao_slices[i]), 1); - } - RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssao.blur_push_constant, sizeof(SSAOBlurPushConstant)); - - Size2i size(p_settings.full_screen_size.x >> (p_settings.half_size ? 2 : 1), p_settings.full_screen_size.y >> (p_settings.half_size ? 2 : 1)); - RD::get_singleton()->compute_list_dispatch_threads(compute_list, size.x, size.y, 1); - } - - if (p_settings.quality > RS::ENV_SSAO_QUALITY_VERY_LOW) { - RD::get_singleton()->compute_list_add_barrier(compute_list); - } - } - RD::get_singleton()->draw_command_end_label(); // Blur - } - - /* FOURTH PASS */ - // Interleave buffers - // back to full size - { - RD::get_singleton()->draw_command_begin_label("Interleave Buffers"); - ssao.interleave_push_constant.inv_sharpness = 1.0 - p_settings.sharpness; - ssao.interleave_push_constant.pixel_size[0] = 1.0 / p_settings.full_screen_size.x; - ssao.interleave_push_constant.pixel_size[1] = 1.0 / p_settings.full_screen_size.y; - ssao.interleave_push_constant.size_modifier = uint32_t(p_settings.half_size ? 4 : 2); - - int interleave_pipeline = SSAO_INTERLEAVE_HALF; - if (p_settings.quality == RS::ENV_SSAO_QUALITY_LOW) { - interleave_pipeline = SSAO_INTERLEAVE; - } else if (p_settings.quality >= RS::ENV_SSAO_QUALITY_MEDIUM) { - interleave_pipeline = SSAO_INTERLEAVE_SMART; - } - - RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[interleave_pipeline]); - - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_upscale_buffer), 0); - if (p_settings.quality > RS::ENV_SSAO_QUALITY_VERY_LOW && p_settings.blur_passes % 2 == 0) { - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_ao), 1); - } else { - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_ao_pong), 1); - } - - RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssao.interleave_push_constant, sizeof(SSAOInterleavePushConstant)); - - RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_settings.full_screen_size.x, p_settings.full_screen_size.y, 1); - RD::get_singleton()->compute_list_add_barrier(compute_list); - RD::get_singleton()->draw_command_end_label(); // Interleave - } - RD::get_singleton()->draw_command_end_label(); //SSAO - RD::get_singleton()->compute_list_end(RD::BARRIER_MASK_NO_BARRIER); //wait for upcoming transfer - - int zero[1] = { 0 }; - RD::get_singleton()->buffer_update(ssao.importance_map_load_counter, 0, sizeof(uint32_t), &zero, 0); //no barrier -} - -void EffectsRD::gather_ssil(RD::ComputeListID p_compute_list, const Vector<RID> p_ssil_slices, const Vector<RID> p_edges_slices, const SSILSettings &p_settings, bool p_adaptive_base_pass, RID p_gather_uniform_set, RID p_importance_map_uniform_set, RID p_projection_uniform_set) { - RD::get_singleton()->compute_list_bind_uniform_set(p_compute_list, p_gather_uniform_set, 0); - if ((p_settings.quality == RS::ENV_SSIL_QUALITY_ULTRA) && !p_adaptive_base_pass) { - RD::get_singleton()->compute_list_bind_uniform_set(p_compute_list, p_importance_map_uniform_set, 1); - } - RD::get_singleton()->compute_list_bind_uniform_set(p_compute_list, p_projection_uniform_set, 3); - - for (int i = 0; i < 4; i++) { - if ((p_settings.quality == RS::ENV_SSIL_QUALITY_VERY_LOW) && ((i == 1) || (i == 2))) { - continue; - } - - ssil.gather_push_constant.pass_coord_offset[0] = i % 2; - ssil.gather_push_constant.pass_coord_offset[1] = i / 2; - ssil.gather_push_constant.pass_uv_offset[0] = ((i % 2) - 0.0) / p_settings.full_screen_size.x; - ssil.gather_push_constant.pass_uv_offset[1] = ((i / 2) - 0.0) / p_settings.full_screen_size.y; - ssil.gather_push_constant.pass = i; - RD::get_singleton()->compute_list_bind_uniform_set(p_compute_list, _get_compute_uniform_set_from_image_pair(p_ssil_slices[i], p_edges_slices[i]), 2); - RD::get_singleton()->compute_list_set_push_constant(p_compute_list, &ssil.gather_push_constant, sizeof(SSILGatherPushConstant)); - - Size2i size = Size2i(p_settings.full_screen_size.x >> (p_settings.half_size ? 2 : 1), p_settings.full_screen_size.y >> (p_settings.half_size ? 2 : 1)); - - RD::get_singleton()->compute_list_dispatch_threads(p_compute_list, size.x, size.y, 1); - } - RD::get_singleton()->compute_list_add_barrier(p_compute_list); -} - -void EffectsRD::screen_space_indirect_lighting(RID p_diffuse, RID p_destination, RID p_normal_buffer, RID p_depth_mipmaps_texture, RID p_ssil, const Vector<RID> p_ssil_slices, RID p_ssil_pong, const Vector<RID> p_ssil_pong_slices, RID p_importance_map, RID p_importance_map_pong, RID p_edges, const Vector<RID> p_edges_slices, const CameraMatrix &p_projection, const CameraMatrix &p_last_projection, const SSILSettings &p_settings, bool p_invalidate_uniform_sets, RID &r_gather_uniform_set, RID &r_importance_map_uniform_set, RID &r_projection_uniform_set) { - RD::get_singleton()->draw_command_begin_label("Process Screen Space Indirect Lighting"); - //Store projection info before starting the compute list - SSILProjectionUniforms projection_uniforms; - store_camera(p_last_projection, projection_uniforms.inv_last_frame_projection_matrix); - - RD::get_singleton()->buffer_update(ssil.projection_uniform_buffer, 0, sizeof(SSILProjectionUniforms), &projection_uniforms); - - memset(&ssil.gather_push_constant, 0, sizeof(SSILGatherPushConstant)); - - RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(); - { - RD::get_singleton()->draw_command_begin_label("Gather Samples"); - ssil.gather_push_constant.screen_size[0] = p_settings.full_screen_size.x; - ssil.gather_push_constant.screen_size[1] = p_settings.full_screen_size.y; - - ssil.gather_push_constant.half_screen_pixel_size[0] = 1.0 / p_settings.half_screen_size.x; - ssil.gather_push_constant.half_screen_pixel_size[1] = 1.0 / p_settings.half_screen_size.y; - float tan_half_fov_x = 1.0 / p_projection.matrix[0][0]; - float tan_half_fov_y = 1.0 / p_projection.matrix[1][1]; - ssil.gather_push_constant.NDC_to_view_mul[0] = tan_half_fov_x * 2.0; - ssil.gather_push_constant.NDC_to_view_mul[1] = tan_half_fov_y * -2.0; - ssil.gather_push_constant.NDC_to_view_add[0] = tan_half_fov_x * -1.0; - ssil.gather_push_constant.NDC_to_view_add[1] = tan_half_fov_y; - ssil.gather_push_constant.z_near = p_projection.get_z_near(); - ssil.gather_push_constant.z_far = p_projection.get_z_far(); - ssil.gather_push_constant.is_orthogonal = p_projection.is_orthogonal(); - - ssil.gather_push_constant.half_screen_pixel_size_x025[0] = ssil.gather_push_constant.half_screen_pixel_size[0] * 0.25; - ssil.gather_push_constant.half_screen_pixel_size_x025[1] = ssil.gather_push_constant.half_screen_pixel_size[1] * 0.25; - - ssil.gather_push_constant.radius = p_settings.radius; - float radius_near_limit = (p_settings.radius * 1.2f); - if (p_settings.quality <= RS::ENV_SSIL_QUALITY_LOW) { - radius_near_limit *= 1.50f; - - if (p_settings.quality == RS::ENV_SSIL_QUALITY_VERY_LOW) { - ssil.gather_push_constant.radius *= 0.8f; - } - } - radius_near_limit /= tan_half_fov_y; - ssil.gather_push_constant.intensity = p_settings.intensity * Math_PI; - ssil.gather_push_constant.fade_out_mul = -1.0 / (p_settings.fadeout_to - p_settings.fadeout_from); - ssil.gather_push_constant.fade_out_add = p_settings.fadeout_from / (p_settings.fadeout_to - p_settings.fadeout_from) + 1.0; - ssil.gather_push_constant.inv_radius_near_limit = 1.0f / radius_near_limit; - ssil.gather_push_constant.neg_inv_radius = -1.0 / ssil.gather_push_constant.radius; - ssil.gather_push_constant.normal_rejection_amount = p_settings.normal_rejection; - - ssil.gather_push_constant.load_counter_avg_div = 9.0 / float((p_settings.quarter_screen_size.x) * (p_settings.quarter_screen_size.y) * 255); - ssil.gather_push_constant.adaptive_sample_limit = p_settings.adaptive_target; - - ssil.gather_push_constant.quality = MAX(0, p_settings.quality - 1); - ssil.gather_push_constant.size_multiplier = p_settings.half_size ? 2 : 1; - - if (p_invalidate_uniform_sets) { - Vector<RD::Uniform> uniforms; - { - RD::Uniform u; - u.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE; - u.binding = 0; - u.append_id(default_mipmap_sampler); - u.append_id(p_diffuse); - uniforms.push_back(u); - } - { - RD::Uniform u; - u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER; - u.binding = 1; - u.append_id(ssil.projection_uniform_buffer); - uniforms.push_back(u); - } - r_projection_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ssil.gather_shader.version_get_shader(ssil.gather_shader_version, 0), 3); - } - - if (p_invalidate_uniform_sets) { - Vector<RD::Uniform> uniforms; - { - RD::Uniform u; - u.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE; - u.binding = 0; - u.append_id(default_sampler); - u.append_id(p_depth_mipmaps_texture); - uniforms.push_back(u); - } - { - RD::Uniform u; - u.uniform_type = RD::UNIFORM_TYPE_IMAGE; - u.binding = 1; - u.append_id(p_normal_buffer); - uniforms.push_back(u); - } - { - RD::Uniform u; - u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER; - u.binding = 2; - u.append_id(ss_effects.gather_constants_buffer); - uniforms.push_back(u); - } - r_gather_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ssil.gather_shader.version_get_shader(ssil.gather_shader_version, 0), 0); - } - - if (p_invalidate_uniform_sets) { - Vector<RD::Uniform> uniforms; - { - RD::Uniform u; - u.uniform_type = RD::UNIFORM_TYPE_IMAGE; - u.binding = 0; - u.append_id(p_ssil_pong); - uniforms.push_back(u); - } - { - RD::Uniform u; - u.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE; - u.binding = 1; - u.append_id(default_sampler); - u.append_id(p_importance_map); - uniforms.push_back(u); - } - { - RD::Uniform u; - u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; - u.binding = 2; - u.append_id(ssil.importance_map_load_counter); - uniforms.push_back(u); - } - r_importance_map_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ssil.gather_shader.version_get_shader(ssil.gather_shader_version, 2), 1); - } - - if (p_settings.quality == RS::ENV_SSIL_QUALITY_ULTRA) { - RD::get_singleton()->draw_command_begin_label("Generate Importance Map"); - ssil.importance_map_push_constant.half_screen_pixel_size[0] = 1.0 / p_settings.half_screen_size.x; - ssil.importance_map_push_constant.half_screen_pixel_size[1] = 1.0 / p_settings.half_screen_size.y; - ssil.importance_map_push_constant.intensity = p_settings.intensity * Math_PI; - //base pass - RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[SSIL_GATHER_BASE]); - gather_ssil(compute_list, p_ssil_pong_slices, p_edges_slices, p_settings, true, r_gather_uniform_set, r_importance_map_uniform_set, r_projection_uniform_set); - //generate importance map - - RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[SSIL_GENERATE_IMPORTANCE_MAP]); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_ssil_pong), 0); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_importance_map), 1); - RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssil.importance_map_push_constant, sizeof(SSILImportanceMapPushConstant)); - RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_settings.quarter_screen_size.x, p_settings.quarter_screen_size.y, 1); - RD::get_singleton()->compute_list_add_barrier(compute_list); - // process Importance Map A - RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[SSIL_PROCESS_IMPORTANCE_MAPA]); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_importance_map), 0); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_importance_map_pong), 1); - RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssil.importance_map_push_constant, sizeof(SSILImportanceMapPushConstant)); - RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_settings.quarter_screen_size.x, p_settings.quarter_screen_size.y, 1); - RD::get_singleton()->compute_list_add_barrier(compute_list); - // process Importance Map B - RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[SSIL_PROCESS_IMPORTANCE_MAPB]); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_importance_map_pong), 0); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_importance_map), 1); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, ssil.counter_uniform_set, 2); - RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssil.importance_map_push_constant, sizeof(SSILImportanceMapPushConstant)); - RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_settings.quarter_screen_size.x, p_settings.quarter_screen_size.y, 1); - RD::get_singleton()->compute_list_add_barrier(compute_list); - - RD::get_singleton()->draw_command_end_label(); // Importance Map - - RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[SSIL_GATHER_ADAPTIVE]); - } else { - RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[SSIL_GATHER]); - } - - gather_ssil(compute_list, p_ssil_slices, p_edges_slices, p_settings, false, r_gather_uniform_set, r_importance_map_uniform_set, r_projection_uniform_set); - RD::get_singleton()->draw_command_end_label(); //Gather - } - - { - RD::get_singleton()->draw_command_begin_label("Edge Aware Blur"); - ssil.blur_push_constant.edge_sharpness = 1.0 - p_settings.sharpness; - ssil.blur_push_constant.half_screen_pixel_size[0] = 1.0 / p_settings.half_screen_size.x; - ssil.blur_push_constant.half_screen_pixel_size[1] = 1.0 / p_settings.half_screen_size.y; - - int blur_passes = p_settings.quality > RS::ENV_SSIL_QUALITY_VERY_LOW ? p_settings.blur_passes : 1; - - for (int pass = 0; pass < blur_passes; pass++) { - int blur_pipeline = SSIL_BLUR_PASS; - if (p_settings.quality > RS::ENV_SSIL_QUALITY_VERY_LOW) { - blur_pipeline = SSIL_BLUR_PASS_SMART; - if (pass < blur_passes - 2) { - blur_pipeline = SSIL_BLUR_PASS_WIDE; - } - } - - for (int i = 0; i < 4; i++) { - if ((p_settings.quality == RS::ENV_SSIL_QUALITY_VERY_LOW) && ((i == 1) || (i == 2))) { - continue; - } - - RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[blur_pipeline]); - if (pass % 2 == 0) { - if (p_settings.quality == RS::ENV_SSIL_QUALITY_VERY_LOW) { - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_ssil_slices[i]), 0); - } else { - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture_and_sampler(p_ssil_slices[i], ss_effects.mirror_sampler), 0); - } - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_ssil_pong_slices[i]), 1); - } else { - if (p_settings.quality == RS::ENV_SSIL_QUALITY_VERY_LOW) { - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_ssil_pong_slices[i]), 0); - } else { - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture_and_sampler(p_ssil_pong_slices[i], ss_effects.mirror_sampler), 0); - } - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_ssil_slices[i]), 1); - } - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_edges_slices[i]), 2); - - RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssil.blur_push_constant, sizeof(SSILBlurPushConstant)); - - int x_groups = (p_settings.full_screen_size.x >> (p_settings.half_size ? 2 : 1)); - int y_groups = (p_settings.full_screen_size.y >> (p_settings.half_size ? 2 : 1)); - - RD::get_singleton()->compute_list_dispatch_threads(compute_list, x_groups, y_groups, 1); - if (p_settings.quality > RS::ENV_SSIL_QUALITY_VERY_LOW) { - RD::get_singleton()->compute_list_add_barrier(compute_list); - } - } - } - - RD::get_singleton()->draw_command_end_label(); // Blur - } - - { - RD::get_singleton()->draw_command_begin_label("Interleave Buffers"); - ssil.interleave_push_constant.inv_sharpness = 1.0 - p_settings.sharpness; - ssil.interleave_push_constant.pixel_size[0] = 1.0 / p_settings.full_screen_size.x; - ssil.interleave_push_constant.pixel_size[1] = 1.0 / p_settings.full_screen_size.y; - ssil.interleave_push_constant.size_modifier = uint32_t(p_settings.half_size ? 4 : 2); - - int interleave_pipeline = SSIL_INTERLEAVE_HALF; - if (p_settings.quality == RS::ENV_SSIL_QUALITY_LOW) { - interleave_pipeline = SSIL_INTERLEAVE; - } else if (p_settings.quality >= RS::ENV_SSIL_QUALITY_MEDIUM) { - interleave_pipeline = SSIL_INTERLEAVE_SMART; - } - - RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[interleave_pipeline]); - - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_destination), 0); - - if (p_settings.quality > RS::ENV_SSIL_QUALITY_VERY_LOW && p_settings.blur_passes % 2 == 0) { - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_ssil), 1); - } else { - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_ssil_pong), 1); - } - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_edges), 2); - - RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssil.interleave_push_constant, sizeof(SSILInterleavePushConstant)); - - RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_settings.full_screen_size.x, p_settings.full_screen_size.y, 1); - RD::get_singleton()->compute_list_add_barrier(compute_list); - RD::get_singleton()->draw_command_end_label(); // Interleave - } - - RD::get_singleton()->draw_command_end_label(); // SSIL - - RD::get_singleton()->compute_list_end(RD::BARRIER_MASK_NO_BARRIER); - - int zero[1] = { 0 }; - RD::get_singleton()->buffer_update(ssil.importance_map_load_counter, 0, sizeof(uint32_t), &zero, 0); //no barrier -} - void EffectsRD::roughness_limit(RID p_source_normal, RID p_roughness, const Size2i &p_size, float p_curve) { roughness_limiter.push_constant.screen_size[0] = p_size.x; roughness_limiter.push_constant.screen_size[1] = p_size.y; @@ -1301,27 +268,6 @@ void EffectsRD::sort_buffer(RID p_uniform_set, int p_size) { } EffectsRD::EffectsRD(bool p_prefer_raster_effects) { - { - Vector<String> FSR_upscale_modes; - -#if defined(OSX_ENABLED) || defined(IPHONE_ENABLED) - // MoltenVK does not support some of the operations used by the normal mode of FSR. Fallback works just fine though. - FSR_upscale_modes.push_back("\n#define MODE_FSR_UPSCALE_FALLBACK\n"); -#else - // Everyone else can use normal mode when available. - if (RD::get_singleton()->has_feature(RD::SUPPORTS_FSR_HALF_FLOAT)) { - FSR_upscale_modes.push_back("\n#define MODE_FSR_UPSCALE_NORMAL\n"); - } else { - FSR_upscale_modes.push_back("\n#define MODE_FSR_UPSCALE_FALLBACK\n"); - } -#endif - - FSR_upscale.shader.initialize(FSR_upscale_modes); - - FSR_upscale.shader_version = FSR_upscale.shader.version_create(); - FSR_upscale.pipeline = RD::get_singleton()->compute_pipeline_create(FSR_upscale.shader.version_get_shader(FSR_upscale.shader_version, 0)); - } - prefer_raster_effects = p_prefer_raster_effects; if (prefer_raster_effects) { @@ -1358,154 +304,6 @@ EffectsRD::EffectsRD(bool p_prefer_raster_effects) { } if (!prefer_raster_effects) { - { - // Initialize depth buffer for screen space effects - Vector<String> downsampler_modes; - downsampler_modes.push_back("\n"); - downsampler_modes.push_back("\n#define USE_HALF_SIZE\n"); - downsampler_modes.push_back("\n#define GENERATE_MIPS\n"); - downsampler_modes.push_back("\n#define GENERATE_MIPS\n#define USE_HALF_SIZE\n"); - downsampler_modes.push_back("\n#define USE_HALF_BUFFERS\n"); - downsampler_modes.push_back("\n#define USE_HALF_BUFFERS\n#define USE_HALF_SIZE\n"); - downsampler_modes.push_back("\n#define GENERATE_MIPS\n#define GENERATE_FULL_MIPS"); - - ss_effects.downsample_shader.initialize(downsampler_modes); - - ss_effects.downsample_shader_version = ss_effects.downsample_shader.version_create(); - - for (int i = 0; i < SS_EFFECTS_MAX; i++) { - ss_effects.pipelines[i] = RD::get_singleton()->compute_pipeline_create(ss_effects.downsample_shader.version_get_shader(ss_effects.downsample_shader_version, i)); - } - - ss_effects.gather_constants_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(SSEffectsGatherConstants)); - SSEffectsGatherConstants gather_constants; - - const int sub_pass_count = 5; - for (int pass = 0; pass < 4; pass++) { - for (int subPass = 0; subPass < sub_pass_count; subPass++) { - int a = pass; - int b = subPass; - - int spmap[5]{ 0, 1, 4, 3, 2 }; - b = spmap[subPass]; - - float ca, sa; - float angle0 = (float(a) + float(b) / float(sub_pass_count)) * Math_PI * 0.5f; - - ca = Math::cos(angle0); - sa = Math::sin(angle0); - - float scale = 1.0f + (a - 1.5f + (b - (sub_pass_count - 1.0f) * 0.5f) / float(sub_pass_count)) * 0.07f; - - gather_constants.rotation_matrices[pass * 20 + subPass * 4 + 0] = scale * ca; - gather_constants.rotation_matrices[pass * 20 + subPass * 4 + 1] = scale * -sa; - gather_constants.rotation_matrices[pass * 20 + subPass * 4 + 2] = -scale * sa; - gather_constants.rotation_matrices[pass * 20 + subPass * 4 + 3] = -scale * ca; - } - } - - RD::get_singleton()->buffer_update(ss_effects.gather_constants_buffer, 0, sizeof(SSEffectsGatherConstants), &gather_constants); - } - - { - // Initialize ssao - - RD::SamplerState sampler; - sampler.mag_filter = RD::SAMPLER_FILTER_NEAREST; - sampler.min_filter = RD::SAMPLER_FILTER_NEAREST; - sampler.mip_filter = RD::SAMPLER_FILTER_NEAREST; - sampler.repeat_u = RD::SAMPLER_REPEAT_MODE_MIRRORED_REPEAT; - sampler.repeat_v = RD::SAMPLER_REPEAT_MODE_MIRRORED_REPEAT; - sampler.repeat_w = RD::SAMPLER_REPEAT_MODE_MIRRORED_REPEAT; - sampler.max_lod = 4; - - ss_effects.mirror_sampler = RD::get_singleton()->sampler_create(sampler); - - uint32_t pipeline = 0; - { - Vector<String> ssao_modes; - - ssao_modes.push_back("\n"); - ssao_modes.push_back("\n#define SSAO_BASE\n"); - ssao_modes.push_back("\n#define ADAPTIVE\n"); - - ssao.gather_shader.initialize(ssao_modes); - - ssao.gather_shader_version = ssao.gather_shader.version_create(); - - for (int i = 0; i <= SSAO_GATHER_ADAPTIVE; i++) { - ssao.pipelines[pipeline] = RD::get_singleton()->compute_pipeline_create(ssao.gather_shader.version_get_shader(ssao.gather_shader_version, i)); - pipeline++; - } - } - { - Vector<String> ssao_modes; - ssao_modes.push_back("\n#define GENERATE_MAP\n"); - ssao_modes.push_back("\n#define PROCESS_MAPA\n"); - ssao_modes.push_back("\n#define PROCESS_MAPB\n"); - - ssao.importance_map_shader.initialize(ssao_modes); - - ssao.importance_map_shader_version = ssao.importance_map_shader.version_create(); - - for (int i = SSAO_GENERATE_IMPORTANCE_MAP; i <= SSAO_PROCESS_IMPORTANCE_MAPB; i++) { - ssao.pipelines[pipeline] = RD::get_singleton()->compute_pipeline_create(ssao.importance_map_shader.version_get_shader(ssao.importance_map_shader_version, i - SSAO_GENERATE_IMPORTANCE_MAP)); - - pipeline++; - } - ssao.importance_map_load_counter = RD::get_singleton()->storage_buffer_create(sizeof(uint32_t)); - int zero[1] = { 0 }; - RD::get_singleton()->buffer_update(ssao.importance_map_load_counter, 0, sizeof(uint32_t), &zero); - RD::get_singleton()->set_resource_name(ssao.importance_map_load_counter, "Importance Map Load Counter"); - - Vector<RD::Uniform> uniforms; - { - RD::Uniform u; - u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; - u.binding = 0; - u.append_id(ssao.importance_map_load_counter); - uniforms.push_back(u); - } - ssao.counter_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ssao.importance_map_shader.version_get_shader(ssao.importance_map_shader_version, 2), 2); - RD::get_singleton()->set_resource_name(ssao.counter_uniform_set, "Load Counter Uniform Set"); - } - { - Vector<String> ssao_modes; - ssao_modes.push_back("\n#define MODE_NON_SMART\n"); - ssao_modes.push_back("\n#define MODE_SMART\n"); - ssao_modes.push_back("\n#define MODE_WIDE\n"); - - ssao.blur_shader.initialize(ssao_modes); - - ssao.blur_shader_version = ssao.blur_shader.version_create(); - - for (int i = SSAO_BLUR_PASS; i <= SSAO_BLUR_PASS_WIDE; i++) { - ssao.pipelines[pipeline] = RD::get_singleton()->compute_pipeline_create(ssao.blur_shader.version_get_shader(ssao.blur_shader_version, i - SSAO_BLUR_PASS)); - - pipeline++; - } - } - { - Vector<String> ssao_modes; - ssao_modes.push_back("\n#define MODE_NON_SMART\n"); - ssao_modes.push_back("\n#define MODE_SMART\n"); - ssao_modes.push_back("\n#define MODE_HALF\n"); - - ssao.interleave_shader.initialize(ssao_modes); - - ssao.interleave_shader_version = ssao.interleave_shader.version_create(); - for (int i = SSAO_INTERLEAVE; i <= SSAO_INTERLEAVE_HALF; i++) { - ssao.pipelines[pipeline] = RD::get_singleton()->compute_pipeline_create(ssao.interleave_shader.version_get_shader(ssao.interleave_shader_version, i - SSAO_INTERLEAVE)); - RD::get_singleton()->set_resource_name(ssao.pipelines[pipeline], "Interleave Pipeline " + itos(i)); - pipeline++; - } - } - - ERR_FAIL_COND(pipeline != SSAO_MAX); - } - } - - if (!prefer_raster_effects) { // Initialize roughness limiter Vector<String> shader_modes; shader_modes.push_back(""); @@ -1517,171 +315,6 @@ EffectsRD::EffectsRD(bool p_prefer_raster_effects) { roughness_limiter.pipeline = RD::get_singleton()->compute_pipeline_create(roughness_limiter.shader.version_get_shader(roughness_limiter.shader_version, 0)); } - if (!prefer_raster_effects) { - Vector<String> specular_modes; - specular_modes.push_back("\n#define MODE_MERGE\n"); - specular_modes.push_back("\n#define MODE_MERGE\n#define MODE_SSR\n"); - specular_modes.push_back("\n"); - specular_modes.push_back("\n#define MODE_SSR\n"); - - specular_merge.shader.initialize(specular_modes); - - specular_merge.shader_version = specular_merge.shader.version_create(); - - //use additive - - RD::PipelineColorBlendState::Attachment ba; - ba.enable_blend = true; - ba.src_color_blend_factor = RD::BLEND_FACTOR_ONE; - ba.dst_color_blend_factor = RD::BLEND_FACTOR_ONE; - ba.src_alpha_blend_factor = RD::BLEND_FACTOR_ONE; - ba.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE; - ba.color_blend_op = RD::BLEND_OP_ADD; - ba.alpha_blend_op = RD::BLEND_OP_ADD; - - RD::PipelineColorBlendState blend_additive; - blend_additive.attachments.push_back(ba); - - for (int i = 0; i < SPECULAR_MERGE_MAX; i++) { - RD::PipelineColorBlendState blend_state; - if (i == SPECULAR_MERGE_ADDITIVE_ADD || i == SPECULAR_MERGE_ADDITIVE_SSR) { - blend_state = blend_additive; - } else { - blend_state = RD::PipelineColorBlendState::create_disabled(); - } - specular_merge.pipelines[i].setup(specular_merge.shader.version_get_shader(specular_merge.shader_version, i), RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), blend_state, 0); - } - } - - if (!prefer_raster_effects) { - { - Vector<String> ssr_modes; - ssr_modes.push_back("\n"); - ssr_modes.push_back("\n#define MODE_ROUGH\n"); - - ssr.shader.initialize(ssr_modes); - - ssr.shader_version = ssr.shader.version_create(); - - for (int i = 0; i < SCREEN_SPACE_REFLECTION_MAX; i++) { - ssr.pipelines[i] = RD::get_singleton()->compute_pipeline_create(ssr.shader.version_get_shader(ssr.shader_version, i)); - } - } - - { - Vector<String> ssr_filter_modes; - ssr_filter_modes.push_back("\n"); - ssr_filter_modes.push_back("\n#define VERTICAL_PASS\n"); - - ssr_filter.shader.initialize(ssr_filter_modes); - - ssr_filter.shader_version = ssr_filter.shader.version_create(); - - for (int i = 0; i < SCREEN_SPACE_REFLECTION_FILTER_MAX; i++) { - ssr_filter.pipelines[i] = RD::get_singleton()->compute_pipeline_create(ssr_filter.shader.version_get_shader(ssr_filter.shader_version, i)); - } - } - - { - Vector<String> ssr_scale_modes; - ssr_scale_modes.push_back("\n"); - - ssr_scale.shader.initialize(ssr_scale_modes); - - ssr_scale.shader_version = ssr_scale.shader.version_create(); - - ssr_scale.pipeline = RD::get_singleton()->compute_pipeline_create(ssr_scale.shader.version_get_shader(ssr_scale.shader_version, 0)); - } - - { - Vector<String> sss_modes; - sss_modes.push_back("\n#define USE_11_SAMPLES\n"); - sss_modes.push_back("\n#define USE_17_SAMPLES\n"); - sss_modes.push_back("\n#define USE_25_SAMPLES\n"); - - sss.shader.initialize(sss_modes); - - sss.shader_version = sss.shader.version_create(); - - for (int i = 0; i < sss_modes.size(); i++) { - sss.pipelines[i] = RD::get_singleton()->compute_pipeline_create(sss.shader.version_get_shader(sss.shader_version, i)); - } - } - - { - Vector<String> ssil_modes; - ssil_modes.push_back("\n"); - ssil_modes.push_back("\n#define SSIL_BASE\n"); - ssil_modes.push_back("\n#define ADAPTIVE\n"); - - ssil.gather_shader.initialize(ssil_modes); - - ssil.gather_shader_version = ssil.gather_shader.version_create(); - - for (int i = SSIL_GATHER; i <= SSIL_GATHER_ADAPTIVE; i++) { - ssil.pipelines[i] = RD::get_singleton()->compute_pipeline_create(ssil.gather_shader.version_get_shader(ssil.gather_shader_version, i)); - } - ssil.projection_uniform_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(SSILProjectionUniforms)); - } - - { - Vector<String> ssil_modes; - ssil_modes.push_back("\n#define GENERATE_MAP\n"); - ssil_modes.push_back("\n#define PROCESS_MAPA\n"); - ssil_modes.push_back("\n#define PROCESS_MAPB\n"); - - ssil.importance_map_shader.initialize(ssil_modes); - - ssil.importance_map_shader_version = ssil.importance_map_shader.version_create(); - - for (int i = SSIL_GENERATE_IMPORTANCE_MAP; i <= SSIL_PROCESS_IMPORTANCE_MAPB; i++) { - ssil.pipelines[i] = RD::get_singleton()->compute_pipeline_create(ssil.importance_map_shader.version_get_shader(ssil.importance_map_shader_version, i - SSIL_GENERATE_IMPORTANCE_MAP)); - } - ssil.importance_map_load_counter = RD::get_singleton()->storage_buffer_create(sizeof(uint32_t)); - int zero[1] = { 0 }; - RD::get_singleton()->buffer_update(ssil.importance_map_load_counter, 0, sizeof(uint32_t), &zero); - RD::get_singleton()->set_resource_name(ssil.importance_map_load_counter, "Importance Map Load Counter"); - - Vector<RD::Uniform> uniforms; - { - RD::Uniform u; - u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; - u.binding = 0; - u.append_id(ssil.importance_map_load_counter); - uniforms.push_back(u); - } - ssil.counter_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ssil.importance_map_shader.version_get_shader(ssil.importance_map_shader_version, 2), 2); - RD::get_singleton()->set_resource_name(ssil.counter_uniform_set, "Load Counter Uniform Set"); - } - { - Vector<String> ssil_modes; - ssil_modes.push_back("\n#define MODE_NON_SMART\n"); - ssil_modes.push_back("\n#define MODE_SMART\n"); - ssil_modes.push_back("\n#define MODE_WIDE\n"); - - ssil.blur_shader.initialize(ssil_modes); - - ssil.blur_shader_version = ssil.blur_shader.version_create(); - for (int i = SSIL_BLUR_PASS; i <= SSIL_BLUR_PASS_WIDE; i++) { - ssil.pipelines[i] = RD::get_singleton()->compute_pipeline_create(ssil.blur_shader.version_get_shader(ssil.blur_shader_version, i - SSIL_BLUR_PASS)); - } - } - - { - Vector<String> ssil_modes; - ssil_modes.push_back("\n#define MODE_NON_SMART\n"); - ssil_modes.push_back("\n#define MODE_SMART\n"); - ssil_modes.push_back("\n#define MODE_HALF\n"); - - ssil.interleave_shader.initialize(ssil_modes); - - ssil.interleave_shader_version = ssil.interleave_shader.version_create(); - for (int i = SSIL_INTERLEAVE; i <= SSIL_INTERLEAVE_HALF; i++) { - ssil.pipelines[i] = RD::get_singleton()->compute_pipeline_create(ssil.interleave_shader.version_get_shader(ssil.interleave_shader_version, i - SSIL_INTERLEAVE)); - } - } - } - { Vector<String> sort_modes; sort_modes.push_back("\n#define MODE_SORT_BLOCK\n"); @@ -1697,14 +330,6 @@ EffectsRD::EffectsRD(bool p_prefer_raster_effects) { } } - { - Vector<String> taa_modes; - taa_modes.push_back("\n#define MODE_TAA_RESOLVE"); - TAA_resolve.shader.initialize(taa_modes); - TAA_resolve.shader_version = TAA_resolve.shader.version_create(); - TAA_resolve.pipeline = RD::get_singleton()->compute_pipeline_create(TAA_resolve.shader.version_get_shader(TAA_resolve.shader_version, 0)); - } - RD::SamplerState sampler; sampler.mag_filter = RD::SAMPLER_FILTER_LINEAR; sampler.min_filter = RD::SAMPLER_FILTER_LINEAR; @@ -1743,35 +368,13 @@ EffectsRD::~EffectsRD() { RD::get_singleton()->free(default_mipmap_sampler); RD::get_singleton()->free(index_buffer); //array gets freed as dependency - FSR_upscale.shader.version_free(FSR_upscale.shader_version); - TAA_resolve.shader.version_free(TAA_resolve.shader_version); if (prefer_raster_effects) { luminance_reduce_raster.shader.version_free(luminance_reduce_raster.shader_version); } else { luminance_reduce.shader.version_free(luminance_reduce.shader_version); } if (!prefer_raster_effects) { - specular_merge.shader.version_free(specular_merge.shader_version); - ss_effects.downsample_shader.version_free(ss_effects.downsample_shader_version); - ssao.blur_shader.version_free(ssao.blur_shader_version); - ssao.gather_shader.version_free(ssao.gather_shader_version); - ssao.interleave_shader.version_free(ssao.interleave_shader_version); - ssao.importance_map_shader.version_free(ssao.importance_map_shader_version); - ssil.blur_shader.version_free(ssil.blur_shader_version); - ssil.gather_shader.version_free(ssil.gather_shader_version); - ssil.interleave_shader.version_free(ssil.interleave_shader_version); - ssil.importance_map_shader.version_free(ssil.importance_map_shader_version); roughness_limiter.shader.version_free(roughness_limiter.shader_version); - ssr.shader.version_free(ssr.shader_version); - ssr_filter.shader.version_free(ssr_filter.shader_version); - ssr_scale.shader.version_free(ssr_scale.shader_version); - sss.shader.version_free(sss.shader_version); - - RD::get_singleton()->free(ss_effects.mirror_sampler); - RD::get_singleton()->free(ss_effects.gather_constants_buffer); - RD::get_singleton()->free(ssao.importance_map_load_counter); - RD::get_singleton()->free(ssil.importance_map_load_counter); - RD::get_singleton()->free(ssil.projection_uniform_buffer); } sort.shader.version_free(sort.shader_version); } diff --git a/servers/rendering/renderer_rd/effects_rd.h b/servers/rendering/renderer_rd/effects_rd.h index 76627a8d7d..b05af73cf3 100644 --- a/servers/rendering/renderer_rd/effects_rd.h +++ b/servers/rendering/renderer_rd/effects_rd.h @@ -31,28 +31,12 @@ #ifndef EFFECTS_RD_H #define EFFECTS_RD_H -#include "core/math/camera_matrix.h" +#include "core/math/projection.h" #include "servers/rendering/renderer_rd/pipeline_cache_rd.h" -#include "servers/rendering/renderer_rd/shaders/fsr_upscale.glsl.gen.h" #include "servers/rendering/renderer_rd/shaders/luminance_reduce.glsl.gen.h" #include "servers/rendering/renderer_rd/shaders/luminance_reduce_raster.glsl.gen.h" #include "servers/rendering/renderer_rd/shaders/roughness_limiter.glsl.gen.h" -#include "servers/rendering/renderer_rd/shaders/screen_space_reflection.glsl.gen.h" -#include "servers/rendering/renderer_rd/shaders/screen_space_reflection_filter.glsl.gen.h" -#include "servers/rendering/renderer_rd/shaders/screen_space_reflection_scale.glsl.gen.h" #include "servers/rendering/renderer_rd/shaders/sort.glsl.gen.h" -#include "servers/rendering/renderer_rd/shaders/specular_merge.glsl.gen.h" -#include "servers/rendering/renderer_rd/shaders/ss_effects_downsample.glsl.gen.h" -#include "servers/rendering/renderer_rd/shaders/ssao.glsl.gen.h" -#include "servers/rendering/renderer_rd/shaders/ssao_blur.glsl.gen.h" -#include "servers/rendering/renderer_rd/shaders/ssao_importance_map.glsl.gen.h" -#include "servers/rendering/renderer_rd/shaders/ssao_interleave.glsl.gen.h" -#include "servers/rendering/renderer_rd/shaders/ssil.glsl.gen.h" -#include "servers/rendering/renderer_rd/shaders/ssil_blur.glsl.gen.h" -#include "servers/rendering/renderer_rd/shaders/ssil_importance_map.glsl.gen.h" -#include "servers/rendering/renderer_rd/shaders/ssil_interleave.glsl.gen.h" -#include "servers/rendering/renderer_rd/shaders/subsurface_scattering.glsl.gen.h" -#include "servers/rendering/renderer_rd/shaders/taa_resolve.glsl.gen.h" #include "servers/rendering/renderer_scene_render.h" #include "servers/rendering_server.h" @@ -61,42 +45,6 @@ class EffectsRD { private: bool prefer_raster_effects; - enum FSRUpscalePass { - FSR_UPSCALE_PASS_EASU = 0, - FSR_UPSCALE_PASS_RCAS = 1 - }; - - struct FSRUpscalePushConstant { - float resolution_width; - float resolution_height; - float upscaled_width; - float upscaled_height; - float sharpness; - int pass; - int _unused0, _unused1; - }; - - struct FSRUpscale { - FSRUpscalePushConstant push_constant; - FsrUpscaleShaderRD shader; - RID shader_version; - RID pipeline; - } FSR_upscale; - - struct TAAResolvePushConstant { - float resolution_width; - float resolution_height; - float disocclusion_threshold; - float disocclusion_scale; - }; - - struct TAAResolve { - TAAResolvePushConstant push_constant; - TaaResolveShaderRD shader; - RID shader_version; - RID pipeline; - } TAA_resolve; - enum LuminanceReduceMode { LUMINANCE_REDUCE_READ, LUMINANCE_REDUCE, @@ -142,231 +90,6 @@ private: PipelineCacheRD pipelines[LUMINANCE_REDUCE_FRAGMENT_MAX]; } luminance_reduce_raster; - struct SSEffectsDownsamplePushConstant { - float pixel_size[2]; - float z_far; - float z_near; - uint32_t orthogonal; - float radius_sq; - uint32_t pad[2]; - }; - - enum SSEffectsMode { - SS_EFFECTS_DOWNSAMPLE, - SS_EFFECTS_DOWNSAMPLE_HALF_RES, - SS_EFFECTS_DOWNSAMPLE_MIPMAP, - SS_EFFECTS_DOWNSAMPLE_MIPMAP_HALF_RES, - SS_EFFECTS_DOWNSAMPLE_HALF, - SS_EFFECTS_DOWNSAMPLE_HALF_RES_HALF, - SS_EFFECTS_DOWNSAMPLE_FULL_MIPS, - SS_EFFECTS_MAX - }; - - struct SSEffectsGatherConstants { - float rotation_matrices[80]; //5 vec4s * 4 - }; - - struct SSEffects { - SSEffectsDownsamplePushConstant downsample_push_constant; - SsEffectsDownsampleShaderRD downsample_shader; - RID downsample_shader_version; - RID downsample_uniform_set; - bool used_half_size_last_frame = false; - bool used_mips_last_frame = false; - bool used_full_mips_last_frame = false; - - RID gather_constants_buffer; - - RID mirror_sampler; - - RID pipelines[SS_EFFECTS_MAX]; - } ss_effects; - - enum SSAOMode { - SSAO_GATHER, - SSAO_GATHER_BASE, - SSAO_GATHER_ADAPTIVE, - SSAO_GENERATE_IMPORTANCE_MAP, - SSAO_PROCESS_IMPORTANCE_MAPA, - SSAO_PROCESS_IMPORTANCE_MAPB, - SSAO_BLUR_PASS, - SSAO_BLUR_PASS_SMART, - SSAO_BLUR_PASS_WIDE, - SSAO_INTERLEAVE, - SSAO_INTERLEAVE_SMART, - SSAO_INTERLEAVE_HALF, - SSAO_MAX - }; - - struct SSAOGatherPushConstant { - int32_t screen_size[2]; - int pass; - int quality; - - float half_screen_pixel_size[2]; - int size_multiplier; - float detail_intensity; - - float NDC_to_view_mul[2]; - float NDC_to_view_add[2]; - - float pad[2]; - float half_screen_pixel_size_x025[2]; - - float radius; - float intensity; - float shadow_power; - float shadow_clamp; - - float fade_out_mul; - float fade_out_add; - float horizon_angle_threshold; - float inv_radius_near_limit; - - uint32_t is_orthogonal; - float neg_inv_radius; - float load_counter_avg_div; - float adaptive_sample_limit; - - int32_t pass_coord_offset[2]; - float pass_uv_offset[2]; - }; - - struct SSAOImportanceMapPushConstant { - float half_screen_pixel_size[2]; - float intensity; - float power; - }; - - struct SSAOBlurPushConstant { - float edge_sharpness; - float pad; - float half_screen_pixel_size[2]; - }; - - struct SSAOInterleavePushConstant { - float inv_sharpness; - uint32_t size_modifier; - float pixel_size[2]; - }; - - struct SSAO { - SSAOGatherPushConstant gather_push_constant; - SsaoShaderRD gather_shader; - RID gather_shader_version; - - SSAOImportanceMapPushConstant importance_map_push_constant; - SsaoImportanceMapShaderRD importance_map_shader; - RID importance_map_shader_version; - RID importance_map_load_counter; - RID counter_uniform_set; - - SSAOBlurPushConstant blur_push_constant; - SsaoBlurShaderRD blur_shader; - RID blur_shader_version; - - SSAOInterleavePushConstant interleave_push_constant; - SsaoInterleaveShaderRD interleave_shader; - RID interleave_shader_version; - - RID pipelines[SSAO_MAX]; - } ssao; - - enum SSILMode { - SSIL_GATHER, - SSIL_GATHER_BASE, - SSIL_GATHER_ADAPTIVE, - SSIL_GENERATE_IMPORTANCE_MAP, - SSIL_PROCESS_IMPORTANCE_MAPA, - SSIL_PROCESS_IMPORTANCE_MAPB, - SSIL_BLUR_PASS, - SSIL_BLUR_PASS_SMART, - SSIL_BLUR_PASS_WIDE, - SSIL_INTERLEAVE, - SSIL_INTERLEAVE_SMART, - SSIL_INTERLEAVE_HALF, - SSIL_MAX - }; - - struct SSILGatherPushConstant { - int32_t screen_size[2]; - int pass; - int quality; - - float half_screen_pixel_size[2]; - float half_screen_pixel_size_x025[2]; - - float NDC_to_view_mul[2]; - float NDC_to_view_add[2]; - - float pad2[2]; - float z_near; - float z_far; - - float radius; - float intensity; - int size_multiplier; - int pad; - - float fade_out_mul; - float fade_out_add; - float normal_rejection_amount; - float inv_radius_near_limit; - - uint32_t is_orthogonal; - float neg_inv_radius; - float load_counter_avg_div; - float adaptive_sample_limit; - - int32_t pass_coord_offset[2]; - float pass_uv_offset[2]; - }; - - struct SSILImportanceMapPushConstant { - float half_screen_pixel_size[2]; - float intensity; - float pad; - }; - - struct SSILBlurPushConstant { - float edge_sharpness; - float pad; - float half_screen_pixel_size[2]; - }; - - struct SSILInterleavePushConstant { - float inv_sharpness; - uint32_t size_modifier; - float pixel_size[2]; - }; - - struct SSILProjectionUniforms { - float inv_last_frame_projection_matrix[16]; - }; - - struct SSIL { - SSILGatherPushConstant gather_push_constant; - SsilShaderRD gather_shader; - RID gather_shader_version; - RID projection_uniform_buffer; - - SSILImportanceMapPushConstant importance_map_push_constant; - SsilImportanceMapShaderRD importance_map_shader; - RID importance_map_shader_version; - RID importance_map_load_counter; - RID counter_uniform_set; - - SSILBlurPushConstant blur_push_constant; - SsilBlurShaderRD blur_shader; - RID blur_shader_version; - - SSILInterleavePushConstant interleave_push_constant; - SsilInterleaveShaderRD interleave_shader; - RID interleave_shader_version; - - RID pipelines[SSIL_MAX]; - } ssil; - struct RoughnessLimiterPushConstant { int32_t screen_size[2]; float curve; @@ -381,122 +104,6 @@ private: } roughness_limiter; - enum SpecularMergeMode { - SPECULAR_MERGE_ADD, - SPECULAR_MERGE_SSR, - SPECULAR_MERGE_ADDITIVE_ADD, - SPECULAR_MERGE_ADDITIVE_SSR, - SPECULAR_MERGE_MAX - }; - - /* Specular merge must be done using raster, rather than compute - * because it must continue the existing color buffer - */ - - struct SpecularMerge { - SpecularMergeShaderRD shader; - RID shader_version; - PipelineCacheRD pipelines[SPECULAR_MERGE_MAX]; - - } specular_merge; - - enum ScreenSpaceReflectionMode { - SCREEN_SPACE_REFLECTION_NORMAL, - SCREEN_SPACE_REFLECTION_ROUGH, - SCREEN_SPACE_REFLECTION_MAX, - }; - - struct ScreenSpaceReflectionPushConstant { - float proj_info[4]; - - int32_t screen_size[2]; - float camera_z_near; - float camera_z_far; - - int32_t num_steps; - float depth_tolerance; - float distance_fade; - float curve_fade_in; - - uint32_t orthogonal; - float filter_mipmap_levels; - uint32_t use_half_res; - uint8_t metallic_mask[4]; - - float projection[16]; - }; - - struct ScreenSpaceReflection { - ScreenSpaceReflectionPushConstant push_constant; - ScreenSpaceReflectionShaderRD shader; - RID shader_version; - RID pipelines[SCREEN_SPACE_REFLECTION_MAX]; - - } ssr; - - struct ScreenSpaceReflectionFilterPushConstant { - float proj_info[4]; - - uint32_t orthogonal; - float edge_tolerance; - int32_t increment; - uint32_t pad; - - int32_t screen_size[2]; - uint32_t vertical; - uint32_t steps; - }; - enum { - SCREEN_SPACE_REFLECTION_FILTER_HORIZONTAL, - SCREEN_SPACE_REFLECTION_FILTER_VERTICAL, - SCREEN_SPACE_REFLECTION_FILTER_MAX, - }; - - struct ScreenSpaceReflectionFilter { - ScreenSpaceReflectionFilterPushConstant push_constant; - ScreenSpaceReflectionFilterShaderRD shader; - RID shader_version; - RID pipelines[SCREEN_SPACE_REFLECTION_FILTER_MAX]; - } ssr_filter; - - struct ScreenSpaceReflectionScalePushConstant { - int32_t screen_size[2]; - float camera_z_near; - float camera_z_far; - - uint32_t orthogonal; - uint32_t filter; - uint32_t pad[2]; - }; - - struct ScreenSpaceReflectionScale { - ScreenSpaceReflectionScalePushConstant push_constant; - ScreenSpaceReflectionScaleShaderRD shader; - RID shader_version; - RID pipeline; - } ssr_scale; - - struct SubSurfaceScatteringPushConstant { - int32_t screen_size[2]; - float camera_z_far; - float camera_z_near; - - uint32_t vertical; - uint32_t orthogonal; - float unit_size; - float scale; - - float depth_scale; - uint32_t pad[3]; - }; - - struct SubSurfaceScattering { - SubSurfaceScatteringPushConstant push_constant; - SubsurfaceScatteringShaderRD shader; - RID shader_version; - RID pipelines[3]; //3 quality levels - } sss; - enum SortMode { SORT_MODE_BLOCK, SORT_MODE_STEP, @@ -559,75 +166,19 @@ private: RID _get_uniform_set_from_image(RID p_texture); RID _get_uniform_set_from_texture(RID p_texture, bool p_use_mipmaps = false); RID _get_compute_uniform_set_from_texture(RID p_texture, bool p_use_mipmaps = false); - RID _get_compute_uniform_set_from_texture_and_sampler(RID p_texture, RID p_sampler); - RID _get_compute_uniform_set_from_texture_pair(RID p_texture, RID p_texture2, bool p_use_mipmaps = false); - RID _get_compute_uniform_set_from_image_pair(RID p_texture, RID p_texture2); public: bool get_prefer_raster_effects(); - void fsr_upscale(RID p_source_rd_texture, RID p_secondary_texture, RID p_destination_texture, const Size2i &p_internal_size, const Size2i &p_size, float p_fsr_upscale_sharpness); - void taa_resolve(RID p_frame, RID p_temp, RID p_depth, RID p_velocity, RID p_prev_velocity, RID p_history, Size2 p_resolution, float p_z_near, float p_z_far); - void luminance_reduction(RID p_source_texture, const Size2i p_source_size, const Vector<RID> p_reduce, RID p_prev_luminance, float p_min_luminance, float p_max_luminance, float p_adjust, bool p_set = false); void luminance_reduction_raster(RID p_source_texture, const Size2i p_source_size, const Vector<RID> p_reduce, Vector<RID> p_fb, RID p_prev_luminance, float p_min_luminance, float p_max_luminance, float p_adjust, bool p_set = false); - struct SSAOSettings { - float radius = 1.0; - float intensity = 2.0; - float power = 1.5; - float detail = 0.5; - float horizon = 0.06; - float sharpness = 0.98; - - RS::EnvironmentSSAOQuality quality = RS::ENV_SSAO_QUALITY_MEDIUM; - bool half_size = false; - float adaptive_target = 0.5; - int blur_passes = 2; - float fadeout_from = 50.0; - float fadeout_to = 300.0; - - Size2i full_screen_size = Size2i(); - Size2i half_screen_size = Size2i(); - Size2i quarter_screen_size = Size2i(); - }; - - struct SSILSettings { - float radius = 1.0; - float intensity = 2.0; - float sharpness = 0.98; - float normal_rejection = 1.0; - - RS::EnvironmentSSILQuality quality = RS::ENV_SSIL_QUALITY_MEDIUM; - bool half_size = true; - float adaptive_target = 0.5; - int blur_passes = 4; - float fadeout_from = 50.0; - float fadeout_to = 300.0; - - Size2i full_screen_size = Size2i(); - Size2i half_screen_size = Size2i(); - Size2i quarter_screen_size = Size2i(); - }; - - void downsample_depth(RID p_depth_buffer, const Vector<RID> &p_depth_mipmaps, RS::EnvironmentSSAOQuality p_ssao_quality, RS::EnvironmentSSILQuality p_ssil_quality, bool p_invalidate_uniform_set, bool p_ssao_half_size, bool p_ssil_half_size, Size2i p_full_screen_size, const CameraMatrix &p_projection); - - void gather_ssao(RD::ComputeListID p_compute_list, const Vector<RID> p_ao_slices, const SSAOSettings &p_settings, bool p_adaptive_base_pass, RID p_gather_uniform_set, RID p_importance_map_uniform_set); - void generate_ssao(RID p_normal_buffer, RID p_depth_mipmaps_texture, RID p_ao, const Vector<RID> p_ao_slices, RID p_ao_pong, const Vector<RID> p_ao_pong_slices, RID p_upscale_buffer, RID p_importance_map, RID p_importance_map_pong, const CameraMatrix &p_projection, const SSAOSettings &p_settings, bool p_invalidate_uniform_sets, RID &r_gather_uniform_set, RID &r_importance_map_uniform_set); - - void gather_ssil(RD::ComputeListID p_compute_list, const Vector<RID> p_ssil_slices, const Vector<RID> p_edges_slices, const SSILSettings &p_settings, bool p_adaptive_base_pass, RID p_gather_uniform_set, RID p_importance_map_uniform_set, RID p_projection_uniform_set); - void screen_space_indirect_lighting(RID p_diffuse, RID p_destination, RID p_normal_buffer, RID p_depth_mipmaps_texture, RID p_ao, const Vector<RID> p_ao_slices, RID p_ao_pong, const Vector<RID> p_ao_pong_slices, RID p_importance_map, RID p_importance_map_pong, RID p_edges, const Vector<RID> p_edges_slices, const CameraMatrix &p_projection, const CameraMatrix &p_last_projection, const SSILSettings &p_settings, bool p_invalidate_uniform_sets, RID &r_gather_uniform_set, RID &r_importance_map_uniform_set, RID &r_projection_uniform_set); - void roughness_limit(RID p_source_normal, RID p_roughness, const Size2i &p_size, float p_curve); - void screen_space_reflection(RID p_diffuse, RID p_normal_roughness, RS::EnvironmentSSRRoughnessQuality p_roughness_quality, RID p_blur_radius, RID p_blur_radius2, RID p_metallic, const Color &p_metallic_mask, RID p_depth, RID p_scale_depth, RID p_scale_normal, RID p_output, RID p_output_blur, const Size2i &p_screen_size, int p_max_steps, float p_fade_in, float p_fade_out, float p_tolerance, const CameraMatrix &p_camera); - void merge_specular(RID p_dest_framebuffer, RID p_specular, RID p_base, RID p_reflection); - void sub_surface_scattering(RID p_diffuse, RID p_diffuse2, RID p_depth, const CameraMatrix &p_camera, const Size2i &p_screen_size, float p_scale, float p_depth_scale, RS::SubSurfaceScatteringQuality p_quality); - void sort_buffer(RID p_uniform_set, int p_size); EffectsRD(bool p_prefer_raster_effects); ~EffectsRD(); }; -#endif // !RASTERIZER_EFFECTS_RD_H +#endif // EFFECTS_RD_H diff --git a/servers/rendering/renderer_rd/environment/fog.cpp b/servers/rendering/renderer_rd/environment/fog.cpp index 2a6c96480e..74082906c4 100644 --- a/servers/rendering/renderer_rd/environment/fog.cpp +++ b/servers/rendering/renderer_rd/environment/fog.cpp @@ -30,6 +30,11 @@ #include "fog.h" +#include "servers/rendering/renderer_rd/renderer_compositor_rd.h" +#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" + using namespace RendererRD; Fog *Fog::singleton = nullptr; @@ -52,12 +57,19 @@ void Fog::fog_volume_initialize(RID p_rid) { fog_volume_owner.initialize_rid(p_rid, FogVolume()); } -void Fog::fog_free(RID p_rid) { +void Fog::fog_volume_free(RID p_rid) { FogVolume *fog_volume = fog_volume_owner.get_or_null(p_rid); fog_volume->dependency.deleted_notify(p_rid); fog_volume_owner.free(p_rid); } +Dependency *Fog::fog_volume_get_dependency(RID p_fog_volume) const { + FogVolume *fog_volume = fog_volume_owner.get_or_null(p_fog_volume); + ERR_FAIL_NULL_V(fog_volume, nullptr); + + return &fog_volume->dependency; +} + void Fog::fog_volume_set_shape(RID p_fog_volume, RS::FogVolumeShape p_shape) { FogVolume *fog_volume = fog_volume_owner.get_or_null(p_fog_volume); ERR_FAIL_COND(!fog_volume); @@ -117,8 +129,6 @@ AABB Fog::fog_volume_get_aabb(RID p_fog_volume) const { return AABB(Vector3(-1, -1, -1), Vector3(2, 2, 2)); } } - - return AABB(); } Vector3 Fog::fog_volume_get_extents(RID p_fog_volume) const { @@ -126,3 +136,1077 @@ Vector3 Fog::fog_volume_get_extents(RID p_fog_volume) const { ERR_FAIL_COND_V(!fog_volume, Vector3()); return fog_volume->extents; } + +//////////////////////////////////////////////////////////////////////////////// +// Fog material + +bool Fog::FogMaterialData::update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) { + uniform_set_updated = true; + + return update_parameters_uniform_set(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size, uniform_set, Fog::get_singleton()->volumetric_fog.shader.version_get_shader(shader_data->version, 0), VolumetricFogShader::FogSet::FOG_SET_MATERIAL, true); +} + +Fog::FogMaterialData::~FogMaterialData() { + free_parameters_uniform_set(uniform_set); +} + +RendererRD::MaterialStorage::ShaderData *Fog::_create_fog_shader_func() { + FogShaderData *shader_data = memnew(FogShaderData); + return shader_data; +} + +RendererRD::MaterialStorage::ShaderData *Fog::_create_fog_shader_funcs() { + return Fog::get_singleton()->_create_fog_shader_func(); +}; + +RendererRD::MaterialStorage::MaterialData *Fog::_create_fog_material_func(FogShaderData *p_shader) { + FogMaterialData *material_data = memnew(FogMaterialData); + material_data->shader_data = p_shader; + //update will happen later anyway so do nothing. + return material_data; +} + +RendererRD::MaterialStorage::MaterialData *Fog::_create_fog_material_funcs(RendererRD::MaterialStorage::ShaderData *p_shader) { + return Fog::get_singleton()->_create_fog_material_func(static_cast<FogShaderData *>(p_shader)); +}; + +//////////////////////////////////////////////////////////////////////////////// +// FOG VOLUMES INSTANCE + +RID Fog::fog_volume_instance_create(RID p_fog_volume) { + FogVolumeInstance fvi; + fvi.volume = p_fog_volume; + return fog_volume_instance_owner.make_rid(fvi); +} + +void Fog::fog_instance_free(RID p_rid) { + fog_volume_instance_owner.free(p_rid); +} + +//////////////////////////////////////////////////////////////////////////////// +// Volumetric Fog Shader + +void Fog::init_fog_shader(uint32_t p_max_directional_lights, int p_roughness_layers, bool p_is_using_radiance_cubemap_array) { + MaterialStorage *material_storage = MaterialStorage::get_singleton(); + + { + // Initialize local fog shader + Vector<String> volumetric_fog_modes; + volumetric_fog_modes.push_back(""); + volumetric_fog.shader.initialize(volumetric_fog_modes); + + material_storage->shader_set_data_request_function(RendererRD::MaterialStorage::SHADER_TYPE_FOG, _create_fog_shader_funcs); + material_storage->material_set_data_request_function(RendererRD::MaterialStorage::SHADER_TYPE_FOG, _create_fog_material_funcs); + volumetric_fog.volume_ubo = RD::get_singleton()->uniform_buffer_create(sizeof(VolumetricFogShader::VolumeUBO)); + } + + { + ShaderCompiler::DefaultIdentifierActions actions; + + actions.renames["TIME"] = "scene_params.time"; + actions.renames["PI"] = _MKSTR(Math_PI); + actions.renames["TAU"] = _MKSTR(Math_TAU); + actions.renames["E"] = _MKSTR(Math_E); + actions.renames["WORLD_POSITION"] = "world.xyz"; + actions.renames["OBJECT_POSITION"] = "params.position"; + actions.renames["UVW"] = "uvw"; + actions.renames["EXTENTS"] = "params.extents"; + actions.renames["ALBEDO"] = "albedo"; + actions.renames["DENSITY"] = "density"; + actions.renames["EMISSION"] = "emission"; + actions.renames["SDF"] = "sdf"; + + actions.usage_defines["SDF"] = "#define SDF_USED\n"; + actions.usage_defines["DENSITY"] = "#define DENSITY_USED\n"; + actions.usage_defines["ALBEDO"] = "#define ALBEDO_USED\n"; + actions.usage_defines["EMISSION"] = "#define EMISSION_USED\n"; + + actions.sampler_array_name = "material_samplers"; + actions.base_texture_binding_index = 1; + actions.texture_layout_set = VolumetricFogShader::FogSet::FOG_SET_MATERIAL; + actions.base_uniform_string = "material."; + + actions.default_filter = ShaderLanguage::FILTER_LINEAR_MIPMAP; + actions.default_repeat = ShaderLanguage::REPEAT_DISABLE; + actions.global_buffer_array_variable = "global_variables.data"; + + volumetric_fog.compiler.initialize(actions); + } + + { + // default material and shader for fog shader + volumetric_fog.default_shader = material_storage->shader_allocate(); + material_storage->shader_initialize(volumetric_fog.default_shader); + material_storage->shader_set_code(volumetric_fog.default_shader, R"( +// Default fog shader. + +shader_type fog; + +void fog() { +DENSITY = 1.0; +ALBEDO = vec3(1.0); +} +)"); + volumetric_fog.default_material = material_storage->material_allocate(); + material_storage->material_initialize(volumetric_fog.default_material); + material_storage->material_set_shader(volumetric_fog.default_material, volumetric_fog.default_shader); + + FogMaterialData *md = static_cast<FogMaterialData *>(material_storage->material_get_data(volumetric_fog.default_material, RendererRD::MaterialStorage::SHADER_TYPE_FOG)); + volumetric_fog.default_shader_rd = volumetric_fog.shader.version_get_shader(md->shader_data->version, 0); + + Vector<RD::Uniform> uniforms; + + { + Vector<RID> ids; + ids.resize(12); + RID *ids_ptr = ids.ptrw(); + ids_ptr[0] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + ids_ptr[1] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + ids_ptr[2] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + ids_ptr[3] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + ids_ptr[4] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + ids_ptr[5] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + ids_ptr[6] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED); + ids_ptr[7] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED); + ids_ptr[8] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED); + ids_ptr[9] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED); + ids_ptr[10] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED); + ids_ptr[11] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED); + + RD::Uniform u(RD::UNIFORM_TYPE_SAMPLER, 1, ids); + uniforms.push_back(u); + } + + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; + u.binding = 2; + u.append_id(RendererRD::MaterialStorage::get_singleton()->global_shader_uniforms_get_storage_buffer()); + uniforms.push_back(u); + } + + volumetric_fog.base_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.default_shader_rd, VolumetricFogShader::FogSet::FOG_SET_BASE); + } + { + String defines = "\n#define MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS " + itos(p_max_directional_lights) + "\n"; + defines += "\n#define MAX_SKY_LOD " + itos(p_roughness_layers - 1) + ".0\n"; + if (p_is_using_radiance_cubemap_array) { + defines += "\n#define USE_RADIANCE_CUBEMAP_ARRAY \n"; + } + Vector<String> volumetric_fog_modes; + volumetric_fog_modes.push_back("\n#define MODE_DENSITY\n"); + volumetric_fog_modes.push_back("\n#define MODE_DENSITY\n#define ENABLE_SDFGI\n"); + volumetric_fog_modes.push_back("\n#define MODE_FILTER\n"); + volumetric_fog_modes.push_back("\n#define MODE_FOG\n"); + volumetric_fog_modes.push_back("\n#define MODE_COPY\n"); + + volumetric_fog.process_shader.initialize(volumetric_fog_modes, defines); + volumetric_fog.process_shader_version = volumetric_fog.process_shader.version_create(); + for (int i = 0; i < VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_MAX; i++) { + volumetric_fog.process_pipelines[i] = RD::get_singleton()->compute_pipeline_create(volumetric_fog.process_shader.version_get_shader(volumetric_fog.process_shader_version, i)); + } + volumetric_fog.params_ubo = RD::get_singleton()->uniform_buffer_create(sizeof(VolumetricFogShader::ParamsUBO)); + } +} + +void Fog::free_fog_shader() { + MaterialStorage *material_storage = MaterialStorage::get_singleton(); + + volumetric_fog.process_shader.version_free(volumetric_fog.process_shader_version); + RD::get_singleton()->free(volumetric_fog.volume_ubo); + RD::get_singleton()->free(volumetric_fog.params_ubo); + material_storage->shader_free(volumetric_fog.default_shader); + material_storage->material_free(volumetric_fog.default_material); +} + +void Fog::FogShaderData::set_path_hint(const String &p_path) { + path = p_path; +} + +void Fog::FogShaderData::set_code(const String &p_code) { + //compile + + code = p_code; + valid = false; + ubo_size = 0; + uniforms.clear(); + + if (code.is_empty()) { + return; //just invalid, but no error + } + + ShaderCompiler::GeneratedCode gen_code; + ShaderCompiler::IdentifierActions actions; + actions.entry_point_stages["fog"] = ShaderCompiler::STAGE_COMPUTE; + + uses_time = false; + + actions.usage_flag_pointers["TIME"] = &uses_time; + + actions.uniforms = &uniforms; + + Fog *fog_singleton = Fog::get_singleton(); + + Error err = fog_singleton->volumetric_fog.compiler.compile(RS::SHADER_FOG, code, &actions, path, gen_code); + ERR_FAIL_COND_MSG(err != OK, "Fog shader compilation failed."); + + if (version.is_null()) { + version = fog_singleton->volumetric_fog.shader.version_create(); + } + + fog_singleton->volumetric_fog.shader.version_set_compute_code(version, gen_code.code, gen_code.uniforms, gen_code.stage_globals[ShaderCompiler::STAGE_COMPUTE], gen_code.defines); + ERR_FAIL_COND(!fog_singleton->volumetric_fog.shader.version_is_valid(version)); + + ubo_size = gen_code.uniform_total_size; + ubo_offsets = gen_code.uniform_offsets; + texture_uniforms = gen_code.texture_uniforms; + + pipeline = RD::get_singleton()->compute_pipeline_create(fog_singleton->volumetric_fog.shader.version_get_shader(version, 0)); + + valid = true; +} + +void Fog::FogShaderData::set_default_texture_parameter(const StringName &p_name, RID p_texture, int p_index) { + if (!p_texture.is_valid()) { + if (default_texture_params.has(p_name) && default_texture_params[p_name].has(p_index)) { + default_texture_params[p_name].erase(p_index); + + if (default_texture_params[p_name].is_empty()) { + default_texture_params.erase(p_name); + } + } + } else { + if (!default_texture_params.has(p_name)) { + default_texture_params[p_name] = HashMap<int, RID>(); + } + default_texture_params[p_name][p_index] = p_texture; + } +} + +void Fog::FogShaderData::get_shader_uniform_list(List<PropertyInfo> *p_param_list) const { + RBMap<int, StringName> order; + + for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) { + if (E.value.scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_GLOBAL || E.value.scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) { + continue; + } + + if (E.value.texture_order >= 0) { + order[E.value.texture_order + 100000] = E.key; + } else { + order[E.value.order] = E.key; + } + } + + String last_group; + for (const KeyValue<int, StringName> &E : order) { + String group = uniforms[E.value].group; + if (!uniforms[E.value].subgroup.is_empty()) { + group += "::" + uniforms[E.value].subgroup; + } + + if (group != last_group) { + PropertyInfo pi; + pi.usage = PROPERTY_USAGE_GROUP; + pi.name = group; + p_param_list->push_back(pi); + + last_group = group; + } + + PropertyInfo pi = ShaderLanguage::uniform_to_property_info(uniforms[E.value]); + pi.name = E.value; + p_param_list->push_back(pi); + } +} + +void Fog::FogShaderData::get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const { + for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) { + if (E.value.scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) { + continue; + } + + RendererMaterialStorage::InstanceShaderParam p; + p.info = ShaderLanguage::uniform_to_property_info(E.value); + p.info.name = E.key; //supply name + p.index = E.value.instance_index; + p.default_value = ShaderLanguage::constant_value_to_variant(E.value.default_value, E.value.type, E.value.array_size, E.value.hint); + p_param_list->push_back(p); + } +} + +bool Fog::FogShaderData::is_parameter_texture(const StringName &p_param) const { + if (!uniforms.has(p_param)) { + return false; + } + + return uniforms[p_param].texture_order >= 0; +} + +bool Fog::FogShaderData::is_animated() const { + return false; +} + +bool Fog::FogShaderData::casts_shadows() const { + return false; +} + +Variant Fog::FogShaderData::get_default_parameter(const StringName &p_parameter) const { + if (uniforms.has(p_parameter)) { + ShaderLanguage::ShaderNode::Uniform uniform = uniforms[p_parameter]; + Vector<ShaderLanguage::ConstantNode::Value> default_value = uniform.default_value; + return ShaderLanguage::constant_value_to_variant(default_value, uniform.type, uniform.array_size, uniform.hint); + } + return Variant(); +} + +RS::ShaderNativeSourceCode Fog::FogShaderData::get_native_source_code() const { + Fog *fog_singleton = Fog::get_singleton(); + + return fog_singleton->volumetric_fog.shader.version_get_native_source_code(version); +} + +Fog::FogShaderData::~FogShaderData() { + Fog *fog_singleton = Fog::get_singleton(); + ERR_FAIL_COND(!fog_singleton); + //pipeline variants will clear themselves if shader is gone + if (version.is_valid()) { + fog_singleton->volumetric_fog.shader.version_free(version); + } +} + +//////////////////////////////////////////////////////////////////////////////// +// Volumetric Fog + +void Fog::VolumetricFog::init(const Vector3i &fog_size, RID p_sky_shader) { + width = fog_size.x; + height = fog_size.y; + depth = fog_size.z; + + RD::TextureFormat tf; + tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT; + tf.width = fog_size.x; + tf.height = fog_size.y; + tf.depth = fog_size.z; + tf.texture_type = RD::TEXTURE_TYPE_3D; + tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT; + + light_density_map = RD::get_singleton()->texture_create(tf, RD::TextureView()); + RD::get_singleton()->set_resource_name(light_density_map, "Fog light-density map"); + + tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT; + + prev_light_density_map = RD::get_singleton()->texture_create(tf, RD::TextureView()); + RD::get_singleton()->set_resource_name(prev_light_density_map, "Fog previous light-density map"); + RD::get_singleton()->texture_clear(prev_light_density_map, Color(0, 0, 0, 0), 0, 1, 0, 1); + + tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT; + + fog_map = RD::get_singleton()->texture_create(tf, RD::TextureView()); + RD::get_singleton()->set_resource_name(fog_map, "Fog map"); + +#if defined(MACOS_ENABLED) || defined(IOS_ENABLED) + Vector<uint8_t> dm; + dm.resize(fog_size.x * fog_size.y * fog_size.z * 4); + dm.fill(0); + + density_map = RD::get_singleton()->storage_buffer_create(dm.size(), dm); + RD::get_singleton()->set_resource_name(density_map, "Fog density map"); + light_map = RD::get_singleton()->storage_buffer_create(dm.size(), dm); + RD::get_singleton()->set_resource_name(light_map, "Fog light map"); + emissive_map = RD::get_singleton()->storage_buffer_create(dm.size(), dm); + RD::get_singleton()->set_resource_name(emissive_map, "Fog emissive map"); +#else + tf.format = RD::DATA_FORMAT_R32_UINT; + tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT; + density_map = RD::get_singleton()->texture_create(tf, RD::TextureView()); + RD::get_singleton()->set_resource_name(density_map, "Fog density map"); + RD::get_singleton()->texture_clear(density_map, Color(0, 0, 0, 0), 0, 1, 0, 1); + light_map = RD::get_singleton()->texture_create(tf, RD::TextureView()); + RD::get_singleton()->set_resource_name(light_map, "Fog light map"); + RD::get_singleton()->texture_clear(light_map, Color(0, 0, 0, 0), 0, 1, 0, 1); + emissive_map = RD::get_singleton()->texture_create(tf, RD::TextureView()); + RD::get_singleton()->set_resource_name(emissive_map, "Fog emissive map"); + RD::get_singleton()->texture_clear(emissive_map, Color(0, 0, 0, 0), 0, 1, 0, 1); +#endif + + Vector<RD::Uniform> uniforms; + { + RD::Uniform u; + u.binding = 0; + u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; + u.append_id(fog_map); + uniforms.push_back(u); + } + + sky_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, p_sky_shader, RendererRD::SkyRD::SKY_SET_FOG); +} + +Fog::VolumetricFog::~VolumetricFog() { + RD::get_singleton()->free(prev_light_density_map); + RD::get_singleton()->free(light_density_map); + RD::get_singleton()->free(fog_map); + RD::get_singleton()->free(density_map); + RD::get_singleton()->free(light_map); + RD::get_singleton()->free(emissive_map); + + if (fog_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(fog_uniform_set)) { + RD::get_singleton()->free(fog_uniform_set); + } + if (process_uniform_set_density.is_valid() && RD::get_singleton()->uniform_set_is_valid(process_uniform_set_density)) { + RD::get_singleton()->free(process_uniform_set_density); + } + if (process_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(process_uniform_set)) { + RD::get_singleton()->free(process_uniform_set); + } + if (process_uniform_set2.is_valid() && RD::get_singleton()->uniform_set_is_valid(process_uniform_set2)) { + RD::get_singleton()->free(process_uniform_set2); + } + if (sdfgi_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(sdfgi_uniform_set)) { + RD::get_singleton()->free(sdfgi_uniform_set); + } + if (sky_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(sky_uniform_set)) { + RD::get_singleton()->free(sky_uniform_set); + } +} + +Vector3i Fog::_point_get_position_in_froxel_volume(const Vector3 &p_point, float fog_end, const Vector2 &fog_near_size, const Vector2 &fog_far_size, float volumetric_fog_detail_spread, const Vector3 &fog_size, const Transform3D &p_cam_transform) { + Vector3 view_position = p_cam_transform.affine_inverse().xform(p_point); + view_position.z = MIN(view_position.z, -0.01); // Clamp to the front of camera + Vector3 fog_position = Vector3(0, 0, 0); + + view_position.y = -view_position.y; + fog_position.z = -view_position.z / fog_end; + fog_position.x = (view_position.x / (2 * (fog_near_size.x * (1.0 - fog_position.z) + fog_far_size.x * fog_position.z))) + 0.5; + fog_position.y = (view_position.y / (2 * (fog_near_size.y * (1.0 - fog_position.z) + fog_far_size.y * fog_position.z))) + 0.5; + fog_position.z = Math::pow(float(fog_position.z), float(1.0 / volumetric_fog_detail_spread)); + fog_position = fog_position * fog_size - Vector3(0.5, 0.5, 0.5); + + fog_position.x = CLAMP(fog_position.x, 0.0, fog_size.x); + fog_position.y = CLAMP(fog_position.y, 0.0, fog_size.y); + fog_position.z = CLAMP(fog_position.z, 0.0, fog_size.z); + + return Vector3i(fog_position); +} + +void Fog::volumetric_fog_update(const VolumetricFogSettings &p_settings, const Projection &p_cam_projection, const Transform3D &p_cam_transform, const Transform3D &p_prev_cam_inv_transform, RID p_shadow_atlas, int p_directional_light_count, bool p_use_directional_shadows, int p_positional_light_count, int p_voxel_gi_count, const PagedArray<RID> &p_fog_volumes) { + RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton(); + RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton(); + + RENDER_TIMESTAMP("> Volumetric Fog"); + RD::get_singleton()->draw_command_begin_label("Volumetric Fog"); + + Ref<VolumetricFog> fog = p_settings.vfog; + + if (p_fog_volumes.size() > 0) { + RD::get_singleton()->draw_command_begin_label("Render Volumetric Fog Volumes"); + + RENDER_TIMESTAMP("Render FogVolumes"); + + VolumetricFogShader::VolumeUBO params; + + Vector2 frustum_near_size = p_cam_projection.get_viewport_half_extents(); + Vector2 frustum_far_size = p_cam_projection.get_far_plane_half_extents(); + float z_near = p_cam_projection.get_z_near(); + float z_far = p_cam_projection.get_z_far(); + float fog_end = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_length(p_settings.env); + + Vector2 fog_far_size = frustum_near_size.lerp(frustum_far_size, (fog_end - z_near) / (z_far - z_near)); + Vector2 fog_near_size; + if (p_cam_projection.is_orthogonal()) { + fog_near_size = fog_far_size; + } else { + fog_near_size = Vector2(); + } + + params.fog_frustum_size_begin[0] = fog_near_size.x; + params.fog_frustum_size_begin[1] = fog_near_size.y; + + params.fog_frustum_size_end[0] = fog_far_size.x; + params.fog_frustum_size_end[1] = fog_far_size.y; + + params.fog_frustum_end = fog_end; + params.z_near = z_near; + params.z_far = z_far; + params.time = p_settings.time; + + params.fog_volume_size[0] = fog->width; + params.fog_volume_size[1] = fog->height; + params.fog_volume_size[2] = fog->depth; + + params.use_temporal_reprojection = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_temporal_reprojection(p_settings.env); + params.temporal_frame = RSG::rasterizer->get_frame_number() % VolumetricFog::MAX_TEMPORAL_FRAMES; + params.detail_spread = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_detail_spread(p_settings.env); + params.temporal_blend = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_temporal_reprojection_amount(p_settings.env); + + Transform3D to_prev_cam_view = p_prev_cam_inv_transform * p_cam_transform; + RendererRD::MaterialStorage::store_transform(to_prev_cam_view, params.to_prev_view); + RendererRD::MaterialStorage::store_transform(p_cam_transform, params.transform); + + RD::get_singleton()->buffer_update(volumetric_fog.volume_ubo, 0, sizeof(VolumetricFogShader::VolumeUBO), ¶ms, RD::BARRIER_MASK_COMPUTE); + + if (fog->fog_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(fog->fog_uniform_set)) { + Vector<RD::Uniform> uniforms; + + { + RD::Uniform u; +#if defined(MACOS_ENABLED) || defined(IOS_ENABLED) + u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; +#else + u.uniform_type = RD::UNIFORM_TYPE_IMAGE; +#endif + u.binding = 1; + u.append_id(fog->emissive_map); + uniforms.push_back(u); + } + + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER; + u.binding = 2; + u.append_id(volumetric_fog.volume_ubo); + uniforms.push_back(u); + } + + { + RD::Uniform u; +#if defined(MACOS_ENABLED) || defined(IOS_ENABLED) + u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; +#else + u.uniform_type = RD::UNIFORM_TYPE_IMAGE; +#endif + u.binding = 3; + u.append_id(fog->density_map); + uniforms.push_back(u); + } + + { + RD::Uniform u; +#if defined(MACOS_ENABLED) || defined(IOS_ENABLED) + u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; +#else + u.uniform_type = RD::UNIFORM_TYPE_IMAGE; +#endif + u.binding = 4; + u.append_id(fog->light_map); + uniforms.push_back(u); + } + + fog->fog_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.default_shader_rd, VolumetricFogShader::FogSet::FOG_SET_UNIFORMS); + } + + RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(); + bool any_uses_time = false; + + for (int i = 0; i < (int)p_fog_volumes.size(); i++) { + FogVolumeInstance *fog_volume_instance = fog_volume_instance_owner.get_or_null(p_fog_volumes[i]); + ERR_FAIL_COND(!fog_volume_instance); + RID fog_volume = fog_volume_instance->volume; + + RID fog_material = RendererRD::Fog::get_singleton()->fog_volume_get_material(fog_volume); + + FogMaterialData *material = nullptr; + + if (fog_material.is_valid()) { + material = static_cast<FogMaterialData *>(material_storage->material_get_data(fog_material, RendererRD::MaterialStorage::SHADER_TYPE_FOG)); + if (!material || !material->shader_data->valid) { + material = nullptr; + } + } + + if (!material) { + fog_material = volumetric_fog.default_material; + material = static_cast<FogMaterialData *>(material_storage->material_get_data(fog_material, RendererRD::MaterialStorage::SHADER_TYPE_FOG)); + } + + ERR_FAIL_COND(!material); + + FogShaderData *shader_data = material->shader_data; + + ERR_FAIL_COND(!shader_data); + + any_uses_time |= shader_data->uses_time; + + Vector3i min = Vector3i(); + Vector3i max = Vector3i(); + Vector3i kernel_size = Vector3i(); + + Vector3 position = fog_volume_instance->transform.get_origin(); + RS::FogVolumeShape volume_type = RendererRD::Fog::get_singleton()->fog_volume_get_shape(fog_volume); + Vector3 extents = RendererRD::Fog::get_singleton()->fog_volume_get_extents(fog_volume); + + if (volume_type != RS::FOG_VOLUME_SHAPE_WORLD) { + // Local fog volume. + Vector3i points[8]; + Vector3 fog_size = Vector3(fog->width, fog->height, fog->depth); + float volumetric_fog_detail_spread = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_detail_spread(p_settings.env); + points[0] = _point_get_position_in_froxel_volume(fog_volume_instance->transform.xform(Vector3(extents.x, extents.y, extents.z)), fog_end, fog_near_size, fog_far_size, volumetric_fog_detail_spread, fog_size, p_cam_transform); + points[1] = _point_get_position_in_froxel_volume(fog_volume_instance->transform.xform(Vector3(-extents.x, extents.y, extents.z)), fog_end, fog_near_size, fog_far_size, volumetric_fog_detail_spread, fog_size, p_cam_transform); + points[2] = _point_get_position_in_froxel_volume(fog_volume_instance->transform.xform(Vector3(extents.x, -extents.y, extents.z)), fog_end, fog_near_size, fog_far_size, volumetric_fog_detail_spread, fog_size, p_cam_transform); + points[3] = _point_get_position_in_froxel_volume(fog_volume_instance->transform.xform(Vector3(-extents.x, -extents.y, extents.z)), fog_end, fog_near_size, fog_far_size, volumetric_fog_detail_spread, fog_size, p_cam_transform); + points[4] = _point_get_position_in_froxel_volume(fog_volume_instance->transform.xform(Vector3(extents.x, extents.y, -extents.z)), fog_end, fog_near_size, fog_far_size, volumetric_fog_detail_spread, fog_size, p_cam_transform); + points[5] = _point_get_position_in_froxel_volume(fog_volume_instance->transform.xform(Vector3(-extents.x, extents.y, -extents.z)), fog_end, fog_near_size, fog_far_size, volumetric_fog_detail_spread, fog_size, p_cam_transform); + points[6] = _point_get_position_in_froxel_volume(fog_volume_instance->transform.xform(Vector3(extents.x, -extents.y, -extents.z)), fog_end, fog_near_size, fog_far_size, volumetric_fog_detail_spread, fog_size, p_cam_transform); + points[7] = _point_get_position_in_froxel_volume(fog_volume_instance->transform.xform(Vector3(-extents.x, -extents.y, -extents.z)), fog_end, fog_near_size, fog_far_size, volumetric_fog_detail_spread, fog_size, p_cam_transform); + + min = Vector3i(int32_t(fog->width) - 1, int32_t(fog->height) - 1, int32_t(fog->depth) - 1); + max = Vector3i(1, 1, 1); + + for (int j = 0; j < 8; j++) { + min = Vector3i(MIN(min.x, points[j].x), MIN(min.y, points[j].y), MIN(min.z, points[j].z)); + max = Vector3i(MAX(max.x, points[j].x), MAX(max.y, points[j].y), MAX(max.z, points[j].z)); + } + + kernel_size = max - min; + } else { + // Volume type global runs on all cells + extents = Vector3(fog->width, fog->height, fog->depth); + min = Vector3i(0, 0, 0); + kernel_size = Vector3i(int32_t(fog->width), int32_t(fog->height), int32_t(fog->depth)); + } + + if (kernel_size.x == 0 || kernel_size.y == 0 || kernel_size.z == 0) { + continue; + } + + VolumetricFogShader::FogPushConstant push_constant; + push_constant.position[0] = position.x; + push_constant.position[1] = position.y; + push_constant.position[2] = position.z; + push_constant.extents[0] = extents.x; + push_constant.extents[1] = extents.y; + push_constant.extents[2] = extents.z; + push_constant.corner[0] = min.x; + push_constant.corner[1] = min.y; + push_constant.corner[2] = min.z; + push_constant.shape = uint32_t(RendererRD::Fog::get_singleton()->fog_volume_get_shape(fog_volume)); + RendererRD::MaterialStorage::store_transform(fog_volume_instance->transform.affine_inverse(), push_constant.transform); + + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, shader_data->pipeline); + + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, fog->fog_uniform_set, VolumetricFogShader::FogSet::FOG_SET_UNIFORMS); + RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(VolumetricFogShader::FogPushConstant)); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, volumetric_fog.base_uniform_set, VolumetricFogShader::FogSet::FOG_SET_BASE); + if (material->uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(material->uniform_set)) { // Material may not have a uniform set. + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, material->uniform_set, VolumetricFogShader::FogSet::FOG_SET_MATERIAL); + } + + RD::get_singleton()->compute_list_dispatch_threads(compute_list, kernel_size.x, kernel_size.y, kernel_size.z); + } + if (any_uses_time || RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_temporal_reprojection(p_settings.env)) { + RenderingServerDefault::redraw_request(); + } + + RD::get_singleton()->draw_command_end_label(); + + RD::get_singleton()->compute_list_end(); + } + + if (fog->process_uniform_set_density.is_null() || !RD::get_singleton()->uniform_set_is_valid(fog->process_uniform_set_density)) { + //re create uniform set if needed + Vector<RD::Uniform> uniforms; + Vector<RD::Uniform> copy_uniforms; + + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; + u.binding = 1; + if (p_settings.shadow_atlas_depth.is_null()) { + u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK)); + } else { + u.append_id(p_settings.shadow_atlas_depth); + } + + uniforms.push_back(u); + copy_uniforms.push_back(u); + } + + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; + u.binding = 2; + if (p_settings.directional_shadow_depth.is_valid()) { + u.append_id(p_settings.directional_shadow_depth); + } else { + u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK)); + } + uniforms.push_back(u); + copy_uniforms.push_back(u); + } + + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; + u.binding = 3; + u.append_id(p_settings.omni_light_buffer); + uniforms.push_back(u); + copy_uniforms.push_back(u); + } + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; + u.binding = 4; + u.append_id(p_settings.spot_light_buffer); + uniforms.push_back(u); + copy_uniforms.push_back(u); + } + + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER; + u.binding = 5; + u.append_id(p_settings.directional_light_buffer); + uniforms.push_back(u); + copy_uniforms.push_back(u); + } + + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; + u.binding = 6; + u.append_id(p_settings.cluster_builder->get_cluster_buffer()); + uniforms.push_back(u); + copy_uniforms.push_back(u); + } + + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_SAMPLER; + u.binding = 7; + u.append_id(material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED)); + uniforms.push_back(u); + copy_uniforms.push_back(u); + } + + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_IMAGE; + u.binding = 8; + u.append_id(fog->light_density_map); + uniforms.push_back(u); + copy_uniforms.push_back(u); + } + + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_IMAGE; + u.binding = 9; + u.append_id(fog->fog_map); + uniforms.push_back(u); + } + + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_IMAGE; + u.binding = 9; + u.append_id(fog->prev_light_density_map); + copy_uniforms.push_back(u); + } + + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_SAMPLER; + u.binding = 10; + u.append_id(p_settings.shadow_sampler); + uniforms.push_back(u); + copy_uniforms.push_back(u); + } + + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER; + u.binding = 11; + u.append_id(p_settings.voxel_gi_buffer); + uniforms.push_back(u); + copy_uniforms.push_back(u); + } + + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; + u.binding = 12; + for (int i = 0; i < RendererRD::GI::MAX_VOXEL_GI_INSTANCES; i++) { + u.append_id(p_settings.rbgi->voxel_gi_textures[i]); + } + uniforms.push_back(u); + copy_uniforms.push_back(u); + } + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_SAMPLER; + u.binding = 13; + u.append_id(material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED)); + uniforms.push_back(u); + copy_uniforms.push_back(u); + } + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER; + u.binding = 14; + u.append_id(volumetric_fog.params_ubo); + uniforms.push_back(u); + copy_uniforms.push_back(u); + } + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; + u.binding = 15; + u.append_id(fog->prev_light_density_map); + uniforms.push_back(u); + } + { + RD::Uniform u; +#if defined(MACOS_ENABLED) || defined(IOS_ENABLED) + u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; +#else + u.uniform_type = RD::UNIFORM_TYPE_IMAGE; +#endif + u.binding = 16; + u.append_id(fog->density_map); + uniforms.push_back(u); + } + { + RD::Uniform u; +#if defined(MACOS_ENABLED) || defined(IOS_ENABLED) + u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; +#else + u.uniform_type = RD::UNIFORM_TYPE_IMAGE; +#endif + u.binding = 17; + u.append_id(fog->light_map); + uniforms.push_back(u); + } + + { + RD::Uniform u; +#if defined(MACOS_ENABLED) || defined(IOS_ENABLED) + u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; +#else + u.uniform_type = RD::UNIFORM_TYPE_IMAGE; +#endif + u.binding = 18; + u.append_id(fog->emissive_map); + uniforms.push_back(u); + } + + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; + u.binding = 19; + RID radiance_texture = texture_storage->texture_rd_get_default(p_settings.is_using_radiance_cubemap_array ? RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK : RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK); + RID sky_texture = RendererSceneRenderRD::get_singleton()->environment_get_sky(p_settings.env).is_valid() ? p_settings.sky->sky_get_radiance_texture_rd(RendererSceneRenderRD::get_singleton()->environment_get_sky(p_settings.env)) : RID(); + u.append_id(sky_texture.is_valid() ? sky_texture : radiance_texture); + uniforms.push_back(u); + } + + fog->copy_uniform_set = RD::get_singleton()->uniform_set_create(copy_uniforms, volumetric_fog.process_shader.version_get_shader(volumetric_fog.process_shader_version, VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_COPY), 0); + + fog->process_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.process_shader.version_get_shader(volumetric_fog.process_shader_version, VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_FOG), 0); + + RID aux7 = uniforms.write[7].get_id(0); + RID aux8 = uniforms.write[8].get_id(0); + + uniforms.write[7].set_id(0, aux8); + uniforms.write[8].set_id(0, aux7); + + fog->process_uniform_set2 = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.process_shader.version_get_shader(volumetric_fog.process_shader_version, VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_FOG), 0); + + uniforms.remove_at(8); + uniforms.write[7].set_id(0, aux7); + fog->process_uniform_set_density = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.process_shader.version_get_shader(volumetric_fog.process_shader_version, VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_DENSITY), 0); + } + + bool using_sdfgi = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_gi_inject(p_settings.env) > 0.0001 && RendererSceneRenderRD::get_singleton()->environment_get_sdfgi_enabled(p_settings.env) && (p_settings.sdfgi.is_valid()); + + if (using_sdfgi) { + if (fog->sdfgi_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(fog->sdfgi_uniform_set)) { + Vector<RD::Uniform> uniforms; + + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER; + u.binding = 0; + u.append_id(p_settings.gi->sdfgi_ubo); + uniforms.push_back(u); + } + + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; + u.binding = 1; + u.append_id(p_settings.sdfgi->ambient_texture); + uniforms.push_back(u); + } + + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; + u.binding = 2; + u.append_id(p_settings.sdfgi->occlusion_texture); + uniforms.push_back(u); + } + + fog->sdfgi_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.process_shader.version_get_shader(volumetric_fog.process_shader_version, VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_DENSITY_WITH_SDFGI), 1); + } + } + + fog->length = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_length(p_settings.env); + fog->spread = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_detail_spread(p_settings.env); + + VolumetricFogShader::ParamsUBO params; + + Vector2 frustum_near_size = p_cam_projection.get_viewport_half_extents(); + Vector2 frustum_far_size = p_cam_projection.get_far_plane_half_extents(); + float z_near = p_cam_projection.get_z_near(); + float z_far = p_cam_projection.get_z_far(); + float fog_end = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_length(p_settings.env); + + Vector2 fog_far_size = frustum_near_size.lerp(frustum_far_size, (fog_end - z_near) / (z_far - z_near)); + Vector2 fog_near_size; + if (p_cam_projection.is_orthogonal()) { + fog_near_size = fog_far_size; + } else { + fog_near_size = Vector2(); + } + + params.fog_frustum_size_begin[0] = fog_near_size.x; + params.fog_frustum_size_begin[1] = fog_near_size.y; + + params.fog_frustum_size_end[0] = fog_far_size.x; + params.fog_frustum_size_end[1] = fog_far_size.y; + + params.ambient_inject = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_ambient_inject(p_settings.env) * RendererSceneRenderRD::get_singleton()->environment_get_ambient_light_energy(p_settings.env); + params.z_far = z_far; + + params.fog_frustum_end = fog_end; + + Color ambient_color = RendererSceneRenderRD::get_singleton()->environment_get_ambient_light(p_settings.env).srgb_to_linear(); + params.ambient_color[0] = ambient_color.r; + params.ambient_color[1] = ambient_color.g; + params.ambient_color[2] = ambient_color.b; + params.sky_contribution = RendererSceneRenderRD::get_singleton()->environment_get_ambient_sky_contribution(p_settings.env); + + params.fog_volume_size[0] = fog->width; + params.fog_volume_size[1] = fog->height; + params.fog_volume_size[2] = fog->depth; + + params.directional_light_count = p_directional_light_count; + + Color emission = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_emission(p_settings.env).srgb_to_linear(); + params.base_emission[0] = emission.r * RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_emission_energy(p_settings.env); + params.base_emission[1] = emission.g * RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_emission_energy(p_settings.env); + params.base_emission[2] = emission.b * RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_emission_energy(p_settings.env); + params.base_density = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_density(p_settings.env); + + Color base_scattering = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_scattering(p_settings.env).srgb_to_linear(); + params.base_scattering[0] = base_scattering.r; + params.base_scattering[1] = base_scattering.g; + params.base_scattering[2] = base_scattering.b; + params.phase_g = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_anisotropy(p_settings.env); + + params.detail_spread = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_detail_spread(p_settings.env); + params.gi_inject = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_gi_inject(p_settings.env); + + params.cam_rotation[0] = p_cam_transform.basis[0][0]; + params.cam_rotation[1] = p_cam_transform.basis[1][0]; + params.cam_rotation[2] = p_cam_transform.basis[2][0]; + params.cam_rotation[3] = 0; + params.cam_rotation[4] = p_cam_transform.basis[0][1]; + params.cam_rotation[5] = p_cam_transform.basis[1][1]; + params.cam_rotation[6] = p_cam_transform.basis[2][1]; + params.cam_rotation[7] = 0; + params.cam_rotation[8] = p_cam_transform.basis[0][2]; + params.cam_rotation[9] = p_cam_transform.basis[1][2]; + params.cam_rotation[10] = p_cam_transform.basis[2][2]; + params.cam_rotation[11] = 0; + params.filter_axis = 0; + params.max_voxel_gi_instances = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_gi_inject(p_settings.env) > 0.001 ? p_voxel_gi_count : 0; + params.temporal_frame = RSG::rasterizer->get_frame_number() % VolumetricFog::MAX_TEMPORAL_FRAMES; + + Transform3D to_prev_cam_view = p_prev_cam_inv_transform * p_cam_transform; + RendererRD::MaterialStorage::store_transform(to_prev_cam_view, params.to_prev_view); + + params.use_temporal_reprojection = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_temporal_reprojection(p_settings.env); + params.temporal_blend = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_temporal_reprojection_amount(p_settings.env); + + { + uint32_t cluster_size = p_settings.cluster_builder->get_cluster_size(); + params.cluster_shift = get_shift_from_power_of_2(cluster_size); + + uint32_t cluster_screen_width = (p_settings.rb_size.x - 1) / cluster_size + 1; + uint32_t cluster_screen_height = (p_settings.rb_size.y - 1) / cluster_size + 1; + params.max_cluster_element_count_div_32 = p_settings.max_cluster_elements / 32; + params.cluster_type_size = cluster_screen_width * cluster_screen_height * (params.max_cluster_element_count_div_32 + 32); + params.cluster_width = cluster_screen_width; + + params.screen_size[0] = p_settings.rb_size.x; + params.screen_size[1] = p_settings.rb_size.y; + } + + Basis sky_transform = RendererSceneRenderRD::get_singleton()->environment_get_sky_orientation(p_settings.env); + sky_transform = sky_transform.inverse() * p_cam_transform.basis; + RendererRD::MaterialStorage::store_transform_3x3(sky_transform, params.radiance_inverse_xform); + + RD::get_singleton()->draw_command_begin_label("Render Volumetric Fog"); + + RENDER_TIMESTAMP("Render Fog"); + RD::get_singleton()->buffer_update(volumetric_fog.params_ubo, 0, sizeof(VolumetricFogShader::ParamsUBO), ¶ms, RD::BARRIER_MASK_COMPUTE); + + RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(); + + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.process_pipelines[using_sdfgi ? VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_DENSITY_WITH_SDFGI : VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_DENSITY]); + + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, fog->process_uniform_set_density, 0); + + if (using_sdfgi) { + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, fog->sdfgi_uniform_set, 1); + } + RD::get_singleton()->compute_list_dispatch_threads(compute_list, fog->width, fog->height, fog->depth); + RD::get_singleton()->compute_list_add_barrier(compute_list); + + // Copy fog to history buffer + if (RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_temporal_reprojection(p_settings.env)) { + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.process_pipelines[VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_COPY]); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, fog->copy_uniform_set, 0); + RD::get_singleton()->compute_list_dispatch_threads(compute_list, fog->width, fog->height, fog->depth); + RD::get_singleton()->compute_list_add_barrier(compute_list); + } + RD::get_singleton()->draw_command_end_label(); + + if (p_settings.volumetric_fog_filter_active) { + RD::get_singleton()->draw_command_begin_label("Filter Fog"); + + RENDER_TIMESTAMP("Filter Fog"); + + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.process_pipelines[VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_FILTER]); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, fog->process_uniform_set, 0); + RD::get_singleton()->compute_list_dispatch_threads(compute_list, fog->width, fog->height, fog->depth); + + RD::get_singleton()->compute_list_end(); + //need restart for buffer update + + params.filter_axis = 1; + RD::get_singleton()->buffer_update(volumetric_fog.params_ubo, 0, sizeof(VolumetricFogShader::ParamsUBO), ¶ms); + + compute_list = RD::get_singleton()->compute_list_begin(); + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.process_pipelines[VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_FILTER]); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, fog->process_uniform_set2, 0); + RD::get_singleton()->compute_list_dispatch_threads(compute_list, fog->width, fog->height, fog->depth); + + RD::get_singleton()->compute_list_add_barrier(compute_list); + RD::get_singleton()->draw_command_end_label(); + } + + RENDER_TIMESTAMP("Integrate Fog"); + RD::get_singleton()->draw_command_begin_label("Integrate Fog"); + + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.process_pipelines[VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_FOG]); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, fog->process_uniform_set, 0); + RD::get_singleton()->compute_list_dispatch_threads(compute_list, fog->width, fog->height, 1); + + RD::get_singleton()->compute_list_end(RD::BARRIER_MASK_RASTER); + + RENDER_TIMESTAMP("< Volumetric Fog"); + RD::get_singleton()->draw_command_end_label(); + RD::get_singleton()->draw_command_end_label(); +} diff --git a/servers/rendering/renderer_rd/environment/fog.h b/servers/rendering/renderer_rd/environment/fog.h index 55a01c3616..0ade995758 100644 --- a/servers/rendering/renderer_rd/environment/fog.h +++ b/servers/rendering/renderer_rd/environment/fog.h @@ -34,12 +34,23 @@ #include "core/templates/local_vector.h" #include "core/templates/rid_owner.h" #include "servers/rendering/environment/renderer_fog.h" +#include "servers/rendering/renderer_rd/cluster_builder_rd.h" +#include "servers/rendering/renderer_rd/environment/gi.h" +#include "servers/rendering/renderer_rd/shaders/environment/volumetric_fog.glsl.gen.h" +#include "servers/rendering/renderer_rd/shaders/environment/volumetric_fog_process.glsl.gen.h" +#include "servers/rendering/renderer_rd/storage_rd/render_buffer_custom_data_rd.h" #include "servers/rendering/storage/utilities.h" +#define RB_SCOPE_FOG SNAME("Fog") + namespace RendererRD { class Fog : public RendererFog { -public: +private: + static Fog *singleton; + + /* FOG VOLUMES */ + struct FogVolume { RID material; Vector3 extents = Vector3(1, 1, 1); @@ -49,11 +60,178 @@ public: Dependency dependency; }; -private: - static Fog *singleton; - mutable RID_Owner<FogVolume, true> fog_volume_owner; + struct FogVolumeInstance { + RID volume; + Transform3D transform; + bool active = false; + }; + + mutable RID_Owner<FogVolumeInstance> fog_volume_instance_owner; + + /* Volumetric Fog */ + struct VolumetricFogShader { + enum FogSet { + FOG_SET_BASE, + FOG_SET_UNIFORMS, + FOG_SET_MATERIAL, + FOG_SET_MAX, + }; + + struct FogPushConstant { + float position[3]; + float pad; + + float extents[3]; + float pad2; + + int32_t corner[3]; + uint32_t shape; + + float transform[16]; + }; + + struct VolumeUBO { + float fog_frustum_size_begin[2]; + float fog_frustum_size_end[2]; + + float fog_frustum_end; + float z_near; + float z_far; + float time; + + int32_t fog_volume_size[3]; + uint32_t directional_light_count; + + uint32_t use_temporal_reprojection; + uint32_t temporal_frame; + float detail_spread; + float temporal_blend; + + float to_prev_view[16]; + float transform[16]; + }; + + ShaderCompiler compiler; + VolumetricFogShaderRD shader; + RID volume_ubo; + + RID default_shader; + RID default_material; + RID default_shader_rd; + + RID base_uniform_set; + + RID params_ubo; + + enum { + VOLUMETRIC_FOG_PROCESS_SHADER_DENSITY, + VOLUMETRIC_FOG_PROCESS_SHADER_DENSITY_WITH_SDFGI, + VOLUMETRIC_FOG_PROCESS_SHADER_FILTER, + VOLUMETRIC_FOG_PROCESS_SHADER_FOG, + VOLUMETRIC_FOG_PROCESS_SHADER_COPY, + VOLUMETRIC_FOG_PROCESS_SHADER_MAX, + }; + + struct ParamsUBO { + float fog_frustum_size_begin[2]; + float fog_frustum_size_end[2]; + + float fog_frustum_end; + float ambient_inject; + float z_far; + uint32_t filter_axis; + + float ambient_color[3]; + float sky_contribution; + + int32_t fog_volume_size[3]; + uint32_t directional_light_count; + + float base_emission[3]; + float base_density; + + float base_scattering[3]; + float phase_g; + + float detail_spread; + float gi_inject; + uint32_t max_voxel_gi_instances; + uint32_t cluster_type_size; + + float screen_size[2]; + uint32_t cluster_shift; + uint32_t cluster_width; + + uint32_t max_cluster_element_count_div_32; + uint32_t use_temporal_reprojection; + uint32_t temporal_frame; + float temporal_blend; + + float cam_rotation[12]; + float to_prev_view[16]; + float radiance_inverse_xform[12]; + }; + + VolumetricFogProcessShaderRD process_shader; + + RID process_shader_version; + RID process_pipelines[VOLUMETRIC_FOG_PROCESS_SHADER_MAX]; + + } volumetric_fog; + + Vector3i _point_get_position_in_froxel_volume(const Vector3 &p_point, float fog_end, const Vector2 &fog_near_size, const Vector2 &fog_far_size, float volumetric_fog_detail_spread, const Vector3 &fog_size, const Transform3D &p_cam_transform); + + struct FogShaderData : public RendererRD::MaterialStorage::ShaderData { + bool valid = false; + RID version; + + RID pipeline; + HashMap<StringName, ShaderLanguage::ShaderNode::Uniform> uniforms; + Vector<ShaderCompiler::GeneratedCode::Texture> texture_uniforms; + + Vector<uint32_t> ubo_offsets; + uint32_t ubo_size = 0; + + String path; + String code; + HashMap<StringName, HashMap<int, RID>> default_texture_params; + + bool uses_time = false; + + virtual void set_path_hint(const String &p_hint); + virtual void set_code(const String &p_Code); + virtual void set_default_texture_parameter(const StringName &p_name, RID p_texture, int p_index); + virtual void get_shader_uniform_list(List<PropertyInfo> *p_param_list) const; + virtual void get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const; + virtual bool is_parameter_texture(const StringName &p_param) const; + virtual bool is_animated() const; + virtual bool casts_shadows() const; + virtual Variant get_default_parameter(const StringName &p_parameter) const; + virtual RS::ShaderNativeSourceCode get_native_source_code() const; + + FogShaderData() {} + virtual ~FogShaderData(); + }; + + struct FogMaterialData : public RendererRD::MaterialStorage::MaterialData { + FogShaderData *shader_data = nullptr; + RID uniform_set; + bool uniform_set_updated; + + virtual void set_render_priority(int p_priority) {} + virtual void set_next_pass(RID p_pass) {} + virtual bool update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty); + virtual ~FogMaterialData(); + }; + + RendererRD::MaterialStorage::ShaderData *_create_fog_shader_func(); + static RendererRD::MaterialStorage::ShaderData *_create_fog_shader_funcs(); + + RendererRD::MaterialStorage::MaterialData *_create_fog_material_func(FogShaderData *p_shader); + static RendererRD::MaterialStorage::MaterialData *_create_fog_material_funcs(RendererRD::MaterialStorage::ShaderData *p_shader); + public: static Fog *get_singleton() { return singleton; } @@ -62,12 +240,12 @@ public: /* FOG VOLUMES */ - FogVolume *get_fog_volume(RID p_rid) { return fog_volume_owner.get_or_null(p_rid); }; bool owns_fog_volume(RID p_rid) { return fog_volume_owner.owns(p_rid); }; virtual RID fog_volume_allocate() override; virtual void fog_volume_initialize(RID p_rid) override; - virtual void fog_free(RID p_rid) override; + virtual void fog_volume_free(RID p_rid) override; + Dependency *fog_volume_get_dependency(RID p_fog_volume) const; virtual void fog_volume_set_shape(RID p_fog_volume, RS::FogVolumeShape p_shape) override; virtual void fog_volume_set_extents(RID p_fog_volume, const Vector3 &p_extents) override; @@ -76,8 +254,107 @@ public: RID fog_volume_get_material(RID p_fog_volume) const; virtual AABB fog_volume_get_aabb(RID p_fog_volume) const override; Vector3 fog_volume_get_extents(RID p_fog_volume) const; + + /* FOG VOLUMES INSTANCE */ + + bool owns_fog_volume_instance(RID p_rid) { return fog_volume_instance_owner.owns(p_rid); }; + + RID fog_volume_instance_create(RID p_fog_volume); + void fog_instance_free(RID p_rid); + + void fog_volume_instance_set_transform(RID p_fog_volume_instance, const Transform3D &p_transform) { + Fog::FogVolumeInstance *fvi = fog_volume_instance_owner.get_or_null(p_fog_volume_instance); + ERR_FAIL_COND(!fvi); + fvi->transform = p_transform; + } + + void fog_volume_instance_set_active(RID p_fog_volume_instance, bool p_active) { + Fog::FogVolumeInstance *fvi = fog_volume_instance_owner.get_or_null(p_fog_volume_instance); + ERR_FAIL_COND(!fvi); + fvi->active = p_active; + } + + RID fog_volume_instance_get_volume(RID p_fog_volume_instance) const { + Fog::FogVolumeInstance *fvi = fog_volume_instance_owner.get_or_null(p_fog_volume_instance); + ERR_FAIL_COND_V(!fvi, RID()); + return fvi->volume; + } + + Vector3 fog_volume_instance_get_position(RID p_fog_volume_instance) const { + Fog::FogVolumeInstance *fvi = fog_volume_instance_owner.get_or_null(p_fog_volume_instance); + ERR_FAIL_COND_V(!fvi, Vector3()); + return fvi->transform.get_origin(); + } + + /* Volumetric FOG */ + class VolumetricFog : public RenderBufferCustomDataRD { + GDCLASS(VolumetricFog, RenderBufferCustomDataRD) + + public: + enum { + MAX_TEMPORAL_FRAMES = 16 + }; + + uint32_t width = 0; + uint32_t height = 0; + uint32_t depth = 0; + + float length; + float spread; + + RID light_density_map; + RID prev_light_density_map; + RID fog_map; + RID density_map; + RID light_map; + RID emissive_map; + + RID fog_uniform_set; + RID copy_uniform_set; + RID process_uniform_set_density; + RID process_uniform_set; + RID process_uniform_set2; + RID sdfgi_uniform_set; + RID sky_uniform_set; + + int last_shadow_filter = -1; + + virtual void configure(RenderSceneBuffersRD *p_render_buffers) override{}; + virtual void free_data() override{}; + + void init(const Vector3i &fog_size, RID p_sky_shader); + ~VolumetricFog(); + }; + + void init_fog_shader(uint32_t p_max_directional_lights, int p_roughness_layers, bool p_is_using_radiance_cubemap_array); + void free_fog_shader(); + + struct VolumetricFogSettings { + Vector2i rb_size; + double time; + bool is_using_radiance_cubemap_array; + uint32_t max_cluster_elements; + bool volumetric_fog_filter_active; + RID shadow_sampler; + RID voxel_gi_buffer; + RID shadow_atlas_depth; + RID omni_light_buffer; + RID spot_light_buffer; + RID directional_shadow_depth; + RID directional_light_buffer; + + // Objects related to our render buffer + Ref<VolumetricFog> vfog; + ClusterBuilderRD *cluster_builder; + GI *gi; + Ref<GI::SDFGI> sdfgi; + Ref<GI::RenderBuffersGI> rbgi; + RID env; + SkyRD *sky; + }; + void volumetric_fog_update(const VolumetricFogSettings &p_settings, const Projection &p_cam_projection, const Transform3D &p_cam_transform, const Transform3D &p_prev_cam_inv_transform, RID p_shadow_atlas, int p_directional_light_count, bool p_use_directional_shadows, int p_positional_light_count, int p_voxel_gi_count, const PagedArray<RID> &p_fog_volumes); }; } // namespace RendererRD -#endif // !FOG_RD_H +#endif // FOG_RD_H diff --git a/servers/rendering/renderer_rd/environment/gi.cpp b/servers/rendering/renderer_rd/environment/gi.cpp index 3275aea13c..9b6be0b422 100644 --- a/servers/rendering/renderer_rd/environment/gi.cpp +++ b/servers/rendering/renderer_rd/environment/gi.cpp @@ -34,6 +34,7 @@ #include "servers/rendering/renderer_rd/renderer_compositor_rd.h" #include "servers/rendering/renderer_rd/renderer_scene_render_rd.h" #include "servers/rendering/renderer_rd/storage_rd/material_storage.h" +#include "servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.h" #include "servers/rendering/renderer_rd/storage_rd/texture_storage.h" #include "servers/rendering/rendering_server_default.h" @@ -287,6 +288,19 @@ 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); @@ -371,18 +385,25 @@ RID GI::voxel_gi_get_sdf_texture(RID p_voxel_gi) { return voxel_gi->sdf_texture; } +Dependency *GI::voxel_gi_get_dependency(RID p_voxel_gi) const { + VoxelGI *voxel_gi = voxel_gi_owner.get_or_null(p_voxel_gi); + ERR_FAIL_COND_V(!voxel_gi, nullptr); + + return &voxel_gi->dependency; +} + //////////////////////////////////////////////////////////////////////////////// // SDFGI -void GI::SDFGI::create(RendererSceneEnvironmentRD *p_env, const Vector3 &p_world_position, uint32_t p_requested_history_size, GI *p_gi) { +void GI::SDFGI::create(RID p_env, const Vector3 &p_world_position, uint32_t p_requested_history_size, GI *p_gi) { RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton(); RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton(); gi = p_gi; - num_cascades = p_env->sdfgi_cascades; - min_cell_size = p_env->sdfgi_min_cell_size; - uses_occlusion = p_env->sdfgi_use_occlusion; - y_scale_mode = p_env->sdfgi_y_scale; + num_cascades = RendererSceneRenderRD::get_singleton()->environment_get_sdfgi_cascades(p_env); + min_cell_size = RendererSceneRenderRD::get_singleton()->environment_get_sdfgi_min_cell_size(p_env); + uses_occlusion = RendererSceneRenderRD::get_singleton()->environment_get_sdfgi_use_occlusion(p_env); + y_scale_mode = RendererSceneRenderRD::get_singleton()->environment_get_sdfgi_y_scale(p_env); static const float y_scale[3] = { 2.0, 1.5, 1.0 }; y_mult = y_scale[y_scale_mode]; cascades.resize(num_cascades); @@ -734,7 +755,7 @@ void GI::SDFGI::create(RendererSceneEnvironmentRD *p_env, const Vector3 &p_world if (j < cascades.size()) { u.append_id(cascades[j].sdf_tex); } else { - u.append_id(texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_3D_WHITE)); + u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE)); } } uniforms.push_back(u); @@ -978,7 +999,7 @@ void GI::SDFGI::create(RendererSceneEnvironmentRD *p_env, const Vector3 &p_world if (j < cascades.size()) { u.append_id(cascades[j].sdf_tex); } else { - u.append_id(texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_3D_WHITE)); + u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE)); } } uniforms.push_back(u); @@ -991,7 +1012,7 @@ void GI::SDFGI::create(RendererSceneEnvironmentRD *p_env, const Vector3 &p_world if (j < cascades.size()) { u.append_id(cascades[j].light_tex); } else { - u.append_id(texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_3D_WHITE)); + u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE)); } } uniforms.push_back(u); @@ -1004,7 +1025,7 @@ void GI::SDFGI::create(RendererSceneEnvironmentRD *p_env, const Vector3 &p_world if (j < cascades.size()) { u.append_id(cascades[j].light_aniso_0_tex); } else { - u.append_id(texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_3D_WHITE)); + u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE)); } } uniforms.push_back(u); @@ -1017,7 +1038,7 @@ void GI::SDFGI::create(RendererSceneEnvironmentRD *p_env, const Vector3 &p_world if (j < cascades.size()) { u.append_id(cascades[j].light_aniso_1_tex); } else { - u.append_id(texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_3D_WHITE)); + u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE)); } } uniforms.push_back(u); @@ -1101,14 +1122,18 @@ void GI::SDFGI::create(RendererSceneEnvironmentRD *p_env, const Vector3 &p_world cascades[i].integrate_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, gi->sdfgi_shader.integrate.version_get_shader(gi->sdfgi_shader.integrate_shader, 0), 0); } - bounce_feedback = p_env->sdfgi_bounce_feedback; - energy = p_env->sdfgi_energy; - normal_bias = p_env->sdfgi_normal_bias; - probe_bias = p_env->sdfgi_probe_bias; - reads_sky = p_env->sdfgi_read_sky_light; + bounce_feedback = RendererSceneRenderRD::get_singleton()->environment_get_sdfgi_bounce_feedback(p_env); + energy = RendererSceneRenderRD::get_singleton()->environment_get_sdfgi_energy(p_env); + normal_bias = RendererSceneRenderRD::get_singleton()->environment_get_sdfgi_normal_bias(p_env); + probe_bias = RendererSceneRenderRD::get_singleton()->environment_get_sdfgi_probe_bias(p_env); + reads_sky = RendererSceneRenderRD::get_singleton()->environment_get_sdfgi_read_sky_light(p_env); +} + +void GI::SDFGI::free_data() { + // we don't free things here, we handle SDFGI differently at the moment destructing the object when it needs to change. } -void GI::SDFGI::erase() { +GI::SDFGI::~SDFGI() { for (uint32_t i = 0; i < cascades.size(); i++) { const SDFGI::Cascade &c = cascades[i]; RD::get_singleton()->free(c.light_data); @@ -1140,6 +1165,7 @@ void GI::SDFGI::erase() { RD::get_singleton()->free(lightprobe_data); RD::get_singleton()->free(lightprobe_history_scroll); + RD::get_singleton()->free(lightprobe_average_scroll); RD::get_singleton()->free(occlusion_data); RD::get_singleton()->free(ambient_texture); @@ -1163,12 +1189,12 @@ void GI::SDFGI::erase() { } } -void GI::SDFGI::update(RendererSceneEnvironmentRD *p_env, const Vector3 &p_world_position) { - bounce_feedback = p_env->sdfgi_bounce_feedback; - energy = p_env->sdfgi_energy; - normal_bias = p_env->sdfgi_normal_bias; - probe_bias = p_env->sdfgi_probe_bias; - reads_sky = p_env->sdfgi_read_sky_light; +void GI::SDFGI::update(RID p_env, const Vector3 &p_world_position) { + bounce_feedback = RendererSceneRenderRD::get_singleton()->environment_get_sdfgi_bounce_feedback(p_env); + energy = RendererSceneRenderRD::get_singleton()->environment_get_sdfgi_energy(p_env); + normal_bias = RendererSceneRenderRD::get_singleton()->environment_get_sdfgi_normal_bias(p_env); + probe_bias = RendererSceneRenderRD::get_singleton()->environment_get_sdfgi_probe_bias(p_env); + reads_sky = RendererSceneRenderRD::get_singleton()->environment_get_sdfgi_read_sky_light(p_env); int32_t drag_margin = (cascade_size / SDFGI::PROBE_DIVISOR) / 2; @@ -1268,7 +1294,7 @@ void GI::SDFGI::update_light() { RD::get_singleton()->draw_command_end_label(); } -void GI::SDFGI::update_probes(RendererSceneEnvironmentRD *p_env, RendererSceneSkyRD::Sky *p_sky) { +void GI::SDFGI::update_probes(RID p_env, SkyRD::Sky *p_sky) { RD::get_singleton()->draw_command_begin_label("SDFGI Update Probes"); SDFGIShader::IntegratePushConstant push_constant; @@ -1284,29 +1310,29 @@ void GI::SDFGI::update_probes(RendererSceneEnvironmentRD *p_env, RendererSceneSk push_constant.ray_bias = probe_bias; push_constant.image_size[0] = probe_axis_count * probe_axis_count; push_constant.image_size[1] = probe_axis_count; - push_constant.store_ambient_texture = p_env->volumetric_fog_enabled; + push_constant.store_ambient_texture = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_enabled(p_env); RID sky_uniform_set = gi->sdfgi_shader.integrate_default_sky_uniform_set; push_constant.sky_mode = SDFGIShader::IntegratePushConstant::SKY_MODE_DISABLED; push_constant.y_mult = y_mult; - if (reads_sky && p_env) { - push_constant.sky_energy = p_env->bg_energy; + if (reads_sky && p_env.is_valid()) { + push_constant.sky_energy = RendererSceneRenderRD::get_singleton()->environment_get_bg_energy_multiplier(p_env); - if (p_env->background == RS::ENV_BG_CLEAR_COLOR) { + if (RendererSceneRenderRD::get_singleton()->environment_get_background(p_env) == RS::ENV_BG_CLEAR_COLOR) { push_constant.sky_mode = SDFGIShader::IntegratePushConstant::SKY_MODE_COLOR; Color c = RSG::texture_storage->get_default_clear_color().srgb_to_linear(); push_constant.sky_color[0] = c.r; push_constant.sky_color[1] = c.g; push_constant.sky_color[2] = c.b; - } else if (p_env->background == RS::ENV_BG_COLOR) { + } else if (RendererSceneRenderRD::get_singleton()->environment_get_background(p_env) == RS::ENV_BG_COLOR) { push_constant.sky_mode = SDFGIShader::IntegratePushConstant::SKY_MODE_COLOR; - Color c = p_env->bg_color; + Color c = RendererSceneRenderRD::get_singleton()->environment_get_bg_color(p_env); push_constant.sky_color[0] = c.r; push_constant.sky_color[1] = c.g; push_constant.sky_color[2] = c.b; - } else if (p_env->background == RS::ENV_BG_SKY) { + } else if (RendererSceneRenderRD::get_singleton()->environment_get_background(p_env) == RS::ENV_BG_SKY) { if (p_sky && p_sky->radiance.is_valid()) { if (integrate_sky_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(integrate_sky_uniform_set)) { Vector<RD::Uniform> uniforms; @@ -1482,7 +1508,7 @@ void GI::SDFGI::update_cascades() { RD::get_singleton()->buffer_update(cascades_ubo, 0, sizeof(SDFGI::Cascade::UBO) * SDFGI::MAX_CASCADES, cascade_data, RD::BARRIER_MASK_COMPUTE); } -void GI::SDFGI::debug_draw(uint32_t p_view_count, const CameraMatrix *p_projections, const Transform3D &p_transform, int p_width, int p_height, RID p_render_target, RID p_texture, const Vector<RID> &p_texture_views) { +void GI::SDFGI::debug_draw(uint32_t p_view_count, const Projection *p_projections, const Transform3D &p_transform, int p_width, int p_height, RID p_render_target, RID p_texture, const Vector<RID> &p_texture_views) { RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton(); RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton(); RendererRD::CopyEffects *copy_effects = RendererRD::CopyEffects::get_singleton(); @@ -1498,7 +1524,7 @@ void GI::SDFGI::debug_draw(uint32_t p_view_count, const CameraMatrix *p_projecti if (i < cascades.size()) { u.append_id(cascades[i].sdf_tex); } else { - u.append_id(texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_3D_WHITE)); + u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE)); } } uniforms.push_back(u); @@ -1511,7 +1537,7 @@ void GI::SDFGI::debug_draw(uint32_t p_view_count, const CameraMatrix *p_projecti if (i < cascades.size()) { u.append_id(cascades[i].light_tex); } else { - u.append_id(texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_3D_WHITE)); + u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE)); } } uniforms.push_back(u); @@ -1524,7 +1550,7 @@ void GI::SDFGI::debug_draw(uint32_t p_view_count, const CameraMatrix *p_projecti if (i < cascades.size()) { u.append_id(cascades[i].light_aniso_0_tex); } else { - u.append_id(texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_3D_WHITE)); + u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE)); } } uniforms.push_back(u); @@ -1537,7 +1563,7 @@ void GI::SDFGI::debug_draw(uint32_t p_view_count, const CameraMatrix *p_projecti if (i < cascades.size()) { u.append_id(cascades[i].light_aniso_1_tex); } else { - u.append_id(texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_3D_WHITE)); + u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE)); } } uniforms.push_back(u); @@ -1591,34 +1617,24 @@ void GI::SDFGI::debug_draw(uint32_t p_view_count, const CameraMatrix *p_projecti push_constant.max_cascades = cascades.size(); push_constant.screen_size[0] = p_width; push_constant.screen_size[1] = p_height; - push_constant.probe_axis_size = probe_axis_count; - push_constant.use_occlusion = uses_occlusion; push_constant.y_mult = y_mult; push_constant.z_near = -p_projections[v].get_z_near(); - push_constant.cam_transform[0] = p_transform.basis.rows[0][0]; - push_constant.cam_transform[1] = p_transform.basis.rows[1][0]; - push_constant.cam_transform[2] = p_transform.basis.rows[2][0]; - push_constant.cam_transform[3] = 0; - push_constant.cam_transform[4] = p_transform.basis.rows[0][1]; - push_constant.cam_transform[5] = p_transform.basis.rows[1][1]; - push_constant.cam_transform[6] = p_transform.basis.rows[2][1]; - push_constant.cam_transform[7] = 0; - push_constant.cam_transform[8] = p_transform.basis.rows[0][2]; - push_constant.cam_transform[9] = p_transform.basis.rows[1][2]; - push_constant.cam_transform[10] = p_transform.basis.rows[2][2]; - push_constant.cam_transform[11] = 0; - push_constant.cam_transform[12] = p_transform.origin.x; - push_constant.cam_transform[13] = p_transform.origin.y; - push_constant.cam_transform[14] = p_transform.origin.z; - push_constant.cam_transform[15] = 1; + for (int i = 0; i < 3; i++) { + for (int j = 0; j < 3; j++) { + push_constant.cam_basis[i][j] = p_transform.basis.rows[j][i]; + } + } + push_constant.cam_origin[0] = p_transform.origin[0]; + push_constant.cam_origin[1] = p_transform.origin[1]; + push_constant.cam_origin[2] = p_transform.origin[2]; // need to properly unproject for asymmetric projection matrices in stereo.. - CameraMatrix inv_projection = p_projections[v].inverse(); + Projection inv_projection = p_projections[v].inverse(); for (int i = 0; i < 4; i++) { - for (int j = 0; j < 4; j++) { - push_constant.inv_projection[i * 4 + j] = inv_projection.matrix[i][j]; + for (int j = 0; j < 3; j++) { + push_constant.inv_projection[j][i] = inv_projection.columns[i][j]; } } @@ -1628,11 +1644,11 @@ void GI::SDFGI::debug_draw(uint32_t p_view_count, const CameraMatrix *p_projecti RD::get_singleton()->compute_list_end(); } - Size2 rtsize = texture_storage->render_target_get_size(p_render_target); - copy_effects->copy_to_fb_rect(p_texture, texture_storage->render_target_get_rd_framebuffer(p_render_target), Rect2(Vector2(), rtsize), true, false, false, false, RID(), p_view_count > 1); + Size2i rtsize = texture_storage->render_target_get_size(p_render_target); + copy_effects->copy_to_fb_rect(p_texture, texture_storage->render_target_get_rd_framebuffer(p_render_target), Rect2i(Point2i(), rtsize), true, false, false, false, RID(), p_view_count > 1); } -void GI::SDFGI::debug_probes(RID p_framebuffer, const uint32_t p_view_count, const CameraMatrix *p_camera_with_transforms, bool p_will_continue_color, bool p_will_continue_depth) { +void GI::SDFGI::debug_probes(RID p_framebuffer, const uint32_t p_view_count, const Projection *p_camera_with_transforms, bool p_will_continue_color, bool p_will_continue_depth) { RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton(); // setup scene data @@ -1782,7 +1798,8 @@ void GI::SDFGI::debug_probes(RID p_framebuffer, const uint32_t p_view_count, con RD::get_singleton()->draw_list_end(); } -void GI::SDFGI::pre_process_gi(const Transform3D &p_transform, RenderDataRD *p_render_data, RendererSceneRenderRD *p_scene_render) { +void GI::SDFGI::pre_process_gi(const Transform3D &p_transform, RenderDataRD *p_render_data) { + RendererRD::LightStorage *light_storage = RendererRD::LightStorage::get_singleton(); /* Update general SDFGI Buffer */ SDFGIData sdfgi_data; @@ -1849,6 +1866,11 @@ 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); @@ -1860,32 +1882,43 @@ void GI::SDFGI::pre_process_gi(const Transform3D &p_transform, RenderDataRD *p_r SDFGIShader::Light lights[SDFGI::MAX_DYNAMIC_LIGHTS]; uint32_t idx = 0; - for (uint32_t j = 0; j < (uint32_t)p_scene_render->render_state.sdfgi_update_data->directional_lights->size(); j++) { + for (uint32_t j = 0; j < (uint32_t)p_render_data->sdfgi_update_data->directional_lights->size(); j++) { if (idx == SDFGI::MAX_DYNAMIC_LIGHTS) { break; } - RendererSceneRenderRD::LightInstance *li = p_scene_render->light_instance_owner.get_or_null(p_scene_render->render_state.sdfgi_update_data->directional_lights->get(j)); - ERR_CONTINUE(!li); + RID light_instance = p_render_data->sdfgi_update_data->directional_lights->get(j); + ERR_CONTINUE(!light_storage->owns_light_instance(light_instance)); + + RID light = light_storage->light_instance_get_base_light(light_instance); + Transform3D light_transform = light_storage->light_instance_get_base_transform(light_instance); - if (RSG::light_storage->light_directional_get_sky_mode(li->light) == RS::LIGHT_DIRECTIONAL_SKY_MODE_SKY_ONLY) { + if (RSG::light_storage->light_directional_get_sky_mode(light) == RS::LIGHT_DIRECTIONAL_SKY_MODE_SKY_ONLY) { continue; } - Vector3 dir = -li->transform.basis.get_column(Vector3::AXIS_Z); + Vector3 dir = -light_transform.basis.get_column(Vector3::AXIS_Z); dir.y *= y_mult; dir.normalize(); lights[idx].direction[0] = dir.x; lights[idx].direction[1] = dir.y; lights[idx].direction[2] = dir.z; - Color color = RSG::light_storage->light_get_color(li->light); + Color color = RSG::light_storage->light_get_color(light); color = color.srgb_to_linear(); lights[idx].color[0] = color.r; lights[idx].color[1] = color.g; lights[idx].color[2] = color.b; lights[idx].type = RS::LIGHT_DIRECTIONAL; - lights[idx].energy = RSG::light_storage->light_get_param(li->light, RS::LIGHT_PARAM_ENERGY) * RSG::light_storage->light_get_param(li->light, RS::LIGHT_PARAM_INDIRECT_ENERGY); - lights[idx].has_shadow = RSG::light_storage->light_has_shadow(li->light); + lights[idx].energy = RSG::light_storage->light_get_param(light, RS::LIGHT_PARAM_ENERGY) * RSG::light_storage->light_get_param(light, RS::LIGHT_PARAM_INDIRECT_ENERGY); + if (RendererSceneRenderRD::get_singleton()->is_using_physical_light_units()) { + lights[idx].energy *= RSG::light_storage->light_get_param(light, RS::LIGHT_PARAM_INTENSITY); + } + + if (p_render_data->camera_attributes.is_valid()) { + lights[idx].energy *= RSG::camera_attributes->camera_attributes_get_exposure_normalization_factor(p_render_data->camera_attributes); + } + + lights[idx].has_shadow = RSG::light_storage->light_has_shadow(light); idx++; } @@ -1894,47 +1927,69 @@ void GI::SDFGI::pre_process_gi(const Transform3D &p_transform, RenderDataRD *p_r cascade_aabb.position = Vector3((Vector3i(1, 1, 1) * -int32_t(cascade_size >> 1) + cascade.position)) * cascade.cell_size; cascade_aabb.size = Vector3(1, 1, 1) * cascade_size * cascade.cell_size; - for (uint32_t j = 0; j < p_scene_render->render_state.sdfgi_update_data->positional_light_count; j++) { + for (uint32_t j = 0; j < p_render_data->sdfgi_update_data->positional_light_count; j++) { if (idx == SDFGI::MAX_DYNAMIC_LIGHTS) { break; } - RendererSceneRenderRD::LightInstance *li = p_scene_render->light_instance_owner.get_or_null(p_scene_render->render_state.sdfgi_update_data->positional_light_instances[j]); - ERR_CONTINUE(!li); + RID light_instance = p_render_data->sdfgi_update_data->positional_light_instances[j]; + ERR_CONTINUE(!light_storage->owns_light_instance(light_instance)); + + RID light = light_storage->light_instance_get_base_light(light_instance); + AABB light_aabb = light_storage->light_instance_get_base_aabb(light_instance); + Transform3D light_transform = light_storage->light_instance_get_base_transform(light_instance); - uint32_t max_sdfgi_cascade = RSG::light_storage->light_get_max_sdfgi_cascade(li->light); + uint32_t max_sdfgi_cascade = RSG::light_storage->light_get_max_sdfgi_cascade(light); if (i > max_sdfgi_cascade) { continue; } - if (!cascade_aabb.intersects(li->aabb)) { + if (!cascade_aabb.intersects(light_aabb)) { continue; } - Vector3 dir = -li->transform.basis.get_column(Vector3::AXIS_Z); + Vector3 dir = -light_transform.basis.get_column(Vector3::AXIS_Z); //faster to not do this here //dir.y *= y_mult; //dir.normalize(); lights[idx].direction[0] = dir.x; lights[idx].direction[1] = dir.y; lights[idx].direction[2] = dir.z; - Vector3 pos = li->transform.origin; + Vector3 pos = light_transform.origin; pos.y *= y_mult; lights[idx].position[0] = pos.x; lights[idx].position[1] = pos.y; lights[idx].position[2] = pos.z; - Color color = RSG::light_storage->light_get_color(li->light); + Color color = RSG::light_storage->light_get_color(light); color = color.srgb_to_linear(); lights[idx].color[0] = color.r; lights[idx].color[1] = color.g; lights[idx].color[2] = color.b; - lights[idx].type = RSG::light_storage->light_get_type(li->light); - lights[idx].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); - lights[idx].has_shadow = RSG::light_storage->light_has_shadow(li->light); - lights[idx].attenuation = RSG::light_storage->light_get_param(li->light, RS::LIGHT_PARAM_ATTENUATION); - lights[idx].radius = RSG::light_storage->light_get_param(li->light, RS::LIGHT_PARAM_RANGE); - lights[idx].cos_spot_angle = Math::cos(Math::deg2rad(RSG::light_storage->light_get_param(li->light, RS::LIGHT_PARAM_SPOT_ANGLE))); - lights[idx].inv_spot_attenuation = 1.0f / RSG::light_storage->light_get_param(li->light, RS::LIGHT_PARAM_SPOT_ATTENUATION); + lights[idx].type = RSG::light_storage->light_get_type(light); + + lights[idx].energy = RSG::light_storage->light_get_param(light, RS::LIGHT_PARAM_ENERGY) * RSG::light_storage->light_get_param(light, RS::LIGHT_PARAM_INDIRECT_ENERGY); + if (RendererSceneRenderRD::get_singleton()->is_using_physical_light_units()) { + lights[idx].energy *= RSG::light_storage->light_get_param(light, RS::LIGHT_PARAM_INTENSITY); + + // Convert from Luminous Power to Luminous Intensity + if (lights[idx].type == RS::LIGHT_OMNI) { + lights[idx].energy *= 1.0 / (Math_PI * 4.0); + } else if (lights[idx].type == RS::LIGHT_SPOT) { + // Spot Lights are not physically accurate, Luminous Intensity should change in relation to the cone angle. + // We make this assumption to keep them easy to control. + lights[idx].energy *= 1.0 / Math_PI; + } + } + + if (p_render_data->camera_attributes.is_valid()) { + lights[idx].energy *= RSG::camera_attributes->camera_attributes_get_exposure_normalization_factor(p_render_data->camera_attributes); + } + + lights[idx].has_shadow = RSG::light_storage->light_has_shadow(light); + lights[idx].attenuation = RSG::light_storage->light_get_param(light, RS::LIGHT_PARAM_ATTENUATION); + lights[idx].radius = RSG::light_storage->light_get_param(light, RS::LIGHT_PARAM_RANGE); + lights[idx].cos_spot_angle = Math::cos(Math::deg_to_rad(RSG::light_storage->light_get_param(light, RS::LIGHT_PARAM_SPOT_ANGLE))); + lights[idx].inv_spot_attenuation = 1.0f / RSG::light_storage->light_get_param(light, RS::LIGHT_PARAM_SPOT_ATTENUATION); idx++; } @@ -1947,10 +2002,9 @@ 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<RendererSceneRender::GeometryInstance *> &p_instances, RendererSceneRenderRD *p_scene_render) { +void GI::SDFGI::render_region(Ref<RenderSceneBuffersRD> p_render_buffers, int p_region, const PagedArray<RenderGeometryInstance *> &p_instances, float p_exposure_normalization) { //print_line("rendering region " + itos(p_region)); - 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... + ERR_FAIL_COND(p_render_buffers.is_null()); // we wouldn't be here if this failed but... AABB bounds; Vector3i from; Vector3i size; @@ -1969,7 +2023,7 @@ 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); + RendererSceneRenderRD::get_singleton()->_render_sdfgi(p_render_buffers, from, size, bounds, p_instances, render_albedo, render_emission, render_emission_aniso, render_geom_facing, p_exposure_normalization); if (cascade_next != cascade) { RD::get_singleton()->draw_command_begin_label("SDFGI Pre-Process Cascade"); @@ -1998,6 +2052,7 @@ 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; @@ -2306,9 +2361,10 @@ 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) { - 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... +void GI::SDFGI::render_static_lights(RenderDataRD *p_render_data, Ref<RenderSceneBuffersRD> p_render_buffers, uint32_t p_cascade_count, const uint32_t *p_cascade_indices, const PagedArray<RID> *p_positional_light_cull_result) { + ERR_FAIL_COND(p_render_buffers.is_null()); // we wouldn't be here if this failed but... + + RendererRD::LightStorage *light_storage = RendererRD::LightStorage::get_singleton(); RD::get_singleton()->draw_command_begin_label("SDFGI Render Static Lights"); @@ -2335,21 +2391,25 @@ void GI::SDFGI::render_static_lights(RID p_render_buffers, uint32_t p_cascade_co break; } - RendererSceneRenderRD::LightInstance *li = p_scene_render->light_instance_owner.get_or_null(p_positional_light_cull_result[i][j]); - ERR_CONTINUE(!li); + RID light_instance = p_positional_light_cull_result[i][j]; + ERR_CONTINUE(!light_storage->owns_light_instance(light_instance)); - uint32_t max_sdfgi_cascade = RSG::light_storage->light_get_max_sdfgi_cascade(li->light); + RID light = light_storage->light_instance_get_base_light(light_instance); + AABB light_aabb = light_storage->light_instance_get_base_aabb(light_instance); + Transform3D light_transform = light_storage->light_instance_get_base_transform(light_instance); + + uint32_t max_sdfgi_cascade = RSG::light_storage->light_get_max_sdfgi_cascade(light); if (p_cascade_indices[i] > max_sdfgi_cascade) { continue; } - if (!cascade_aabb.intersects(li->aabb)) { + if (!cascade_aabb.intersects(light_aabb)) { continue; } - lights[idx].type = RSG::light_storage->light_get_type(li->light); + lights[idx].type = RSG::light_storage->light_get_type(light); - Vector3 dir = -li->transform.basis.get_column(Vector3::AXIS_Z); + Vector3 dir = -light_transform.basis.get_column(Vector3::AXIS_Z); if (lights[idx].type == RS::LIGHT_DIRECTIONAL) { dir.y *= y_mult; //only makes sense for directional dir.normalize(); @@ -2357,22 +2417,40 @@ void GI::SDFGI::render_static_lights(RID p_render_buffers, uint32_t p_cascade_co lights[idx].direction[0] = dir.x; lights[idx].direction[1] = dir.y; lights[idx].direction[2] = dir.z; - Vector3 pos = li->transform.origin; + Vector3 pos = light_transform.origin; pos.y *= y_mult; lights[idx].position[0] = pos.x; lights[idx].position[1] = pos.y; lights[idx].position[2] = pos.z; - Color color = RSG::light_storage->light_get_color(li->light); + Color color = RSG::light_storage->light_get_color(light); color = color.srgb_to_linear(); lights[idx].color[0] = color.r; lights[idx].color[1] = color.g; lights[idx].color[2] = color.b; - lights[idx].energy = RSG::light_storage->light_get_param(li->light, RS::LIGHT_PARAM_ENERGY) * RSG::light_storage->light_get_param(li->light, RS::LIGHT_PARAM_INDIRECT_ENERGY); - lights[idx].has_shadow = RSG::light_storage->light_has_shadow(li->light); - lights[idx].attenuation = RSG::light_storage->light_get_param(li->light, RS::LIGHT_PARAM_ATTENUATION); - lights[idx].radius = RSG::light_storage->light_get_param(li->light, RS::LIGHT_PARAM_RANGE); - lights[idx].cos_spot_angle = Math::cos(Math::deg2rad(RSG::light_storage->light_get_param(li->light, RS::LIGHT_PARAM_SPOT_ANGLE))); - lights[idx].inv_spot_attenuation = 1.0f / RSG::light_storage->light_get_param(li->light, RS::LIGHT_PARAM_SPOT_ATTENUATION); + + lights[idx].energy = RSG::light_storage->light_get_param(light, RS::LIGHT_PARAM_ENERGY) * RSG::light_storage->light_get_param(light, RS::LIGHT_PARAM_INDIRECT_ENERGY); + if (RendererSceneRenderRD::get_singleton()->is_using_physical_light_units()) { + lights[idx].energy *= RSG::light_storage->light_get_param(light, RS::LIGHT_PARAM_INTENSITY); + + // Convert from Luminous Power to Luminous Intensity + if (lights[idx].type == RS::LIGHT_OMNI) { + lights[idx].energy *= 1.0 / (Math_PI * 4.0); + } else if (lights[idx].type == RS::LIGHT_SPOT) { + // Spot Lights are not physically accurate, Luminous Intensity should change in relation to the cone angle. + // We make this assumption to keep them easy to control. + lights[idx].energy *= 1.0 / Math_PI; + } + } + + if (p_render_data->camera_attributes.is_valid()) { + lights[idx].energy *= RSG::camera_attributes->camera_attributes_get_exposure_normalization_factor(p_render_data->camera_attributes); + } + + lights[idx].has_shadow = RSG::light_storage->light_has_shadow(light); + lights[idx].attenuation = RSG::light_storage->light_get_param(light, RS::LIGHT_PARAM_ATTENUATION); + lights[idx].radius = RSG::light_storage->light_get_param(light, RS::LIGHT_PARAM_RANGE); + lights[idx].cos_spot_angle = Math::cos(Math::deg_to_rad(RSG::light_storage->light_get_param(light, RS::LIGHT_PARAM_SPOT_ANGLE))); + lights[idx].inv_spot_attenuation = 1.0f / RSG::light_storage->light_get_param(light, RS::LIGHT_PARAM_SPOT_ATTENUATION); idx++; } @@ -2428,7 +2506,8 @@ void GI::SDFGI::render_static_lights(RID p_render_buffers, uint32_t p_cascade_co //////////////////////////////////////////////////////////////////////////////// // VoxelGIInstance -void GI::VoxelGIInstance::update(bool p_update_light_instances, const Vector<RID> &p_light_instances, const PagedArray<RendererSceneRender::GeometryInstance *> &p_dynamic_objects, RendererSceneRenderRD *p_scene_render) { +void GI::VoxelGIInstance::update(bool p_update_light_instances, const Vector<RID> &p_light_instances, const PagedArray<RenderGeometryInstance *> &p_dynamic_objects) { + RendererRD::LightStorage *light_storage = RendererRD::LightStorage::get_singleton(); RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton(); uint32_t data_version = gi->voxel_gi_get_data_version(probe); @@ -2437,18 +2516,7 @@ void GI::VoxelGIInstance::update(bool p_update_light_instances, const Vector<RID if (last_probe_data_version != data_version) { //need to re-create everything - if (texture.is_valid()) { - RD::get_singleton()->free(texture); - RD::get_singleton()->free(write_buffer); - mipmaps.clear(); - } - - for (int i = 0; i < dynamic_maps.size(); i++) { - RD::get_singleton()->free(dynamic_maps[i].texture); - RD::get_singleton()->free(dynamic_maps[i].depth); - } - - dynamic_maps.clear(); + free_resources(); Vector3i octree_size = gi->voxel_gi_get_octree_size(probe); @@ -2781,7 +2849,7 @@ void GI::VoxelGIInstance::update(bool p_update_light_instances, const Vector<RID last_probe_data_version = data_version; p_update_light_instances = true; //just in case - p_scene_render->_base_uniforms_changed(); + RendererSceneRenderRD::get_singleton()->base_uniforms_changed(); } // UDPDATE TIME @@ -2804,7 +2872,7 @@ void GI::VoxelGIInstance::update(bool p_update_light_instances, const Vector<RID for (uint32_t i = 0; i < light_count; i++) { VoxelGILight &l = gi->voxel_gi_lights[i]; RID light_instance = p_light_instances[i]; - RID light = p_scene_render->light_instance_get_base_light(light_instance); + RID light = light_storage->light_instance_get_base_light(light_instance); l.type = RSG::light_storage->light_get_type(light); if (l.type == RS::LIGHT_DIRECTIONAL && RSG::light_storage->light_directional_get_sky_mode(light) == RS::LIGHT_DIRECTIONAL_SKY_MODE_SKY_ONLY) { @@ -2814,16 +2882,32 @@ 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 (RendererSceneRenderRD::get_singleton()->is_using_physical_light_units()) { + l.energy *= RSG::light_storage->light_get_param(light, RS::LIGHT_PARAM_INTENSITY); + + l.energy *= gi->voxel_gi_get_baked_exposure_normalization(probe); + + // Convert from Luminous Power to Luminous Intensity + if (l.type == RS::LIGHT_OMNI) { + l.energy *= 1.0 / (Math_PI * 4.0); + } else if (l.type == RS::LIGHT_SPOT) { + // Spot Lights are not physically accurate, Luminous Intensity should change in relation to the cone angle. + // We make this assumption to keep them easy to control. + l.energy *= 1.0 / Math_PI; + } + } + l.radius = to_cell.basis.xform(Vector3(RSG::light_storage->light_get_param(light, RS::LIGHT_PARAM_RANGE), 0, 0)).length(); Color color = RSG::light_storage->light_get_color(light).srgb_to_linear(); l.color[0] = color.r; l.color[1] = color.g; l.color[2] = color.b; - l.cos_spot_angle = Math::cos(Math::deg2rad(RSG::light_storage->light_get_param(light, RS::LIGHT_PARAM_SPOT_ANGLE))); + l.cos_spot_angle = Math::cos(Math::deg_to_rad(RSG::light_storage->light_get_param(light, RS::LIGHT_PARAM_SPOT_ANGLE))); l.inv_spot_attenuation = 1.0f / RSG::light_storage->light_get_param(light, RS::LIGHT_PARAM_SPOT_ATTENUATION); - Transform3D xform = p_scene_render->light_instance_get_base_transform(light_instance); + Transform3D xform = light_storage->light_instance_get_base_transform(light_instance); Vector3 pos = to_probe_xform.xform(xform.origin); Vector3 dir = to_probe_xform.basis.xform(-xform.basis.get_column(2)).normalized(); @@ -2951,10 +3035,10 @@ void GI::VoxelGIInstance::update(bool p_update_light_instances, const Vector<RID //this could probably be better parallelized in compute.. for (int i = 0; i < (int)p_dynamic_objects.size(); i++) { - RendererSceneRender::GeometryInstance *instance = p_dynamic_objects[i]; + RenderGeometryInstance *instance = p_dynamic_objects[i]; //transform aabb to voxel_gi - AABB aabb = (to_probe_xform * p_scene_render->geometry_instance_get_transform(instance)).xform(p_scene_render->geometry_instance_get_aabb(instance)); + AABB aabb = (to_probe_xform * instance->get_transform()).xform(instance->get_aabb()); //this needs to wrap to grid resolution to avoid jitter //also extend margin a bit just in case @@ -3015,15 +3099,20 @@ void GI::VoxelGIInstance::update(bool p_update_light_instances, const Vector<RID bool y_flip = bool(Vector3(1, 1, 1).dot(xform.basis.get_column(1)) < 0); bool z_flip = bool(Vector3(1, 1, 1).dot(xform.basis.get_column(2)) > 0); - CameraMatrix cm; + Projection cm; cm.set_orthogonal(-rect.size.width / 2, rect.size.width / 2, -rect.size.height / 2, rect.size.height / 2, 0.0001, aabb.size[z_axis]); - if (p_scene_render->cull_argument.size() == 0) { - p_scene_render->cull_argument.push_back(nullptr); + if (RendererSceneRenderRD::get_singleton()->cull_argument.size() == 0) { + RendererSceneRenderRD::get_singleton()->cull_argument.push_back(nullptr); + } + RendererSceneRenderRD::get_singleton()->cull_argument[0] = instance; + + float exposure_normalization = 1.0; + if (RendererSceneRenderRD::get_singleton()->is_using_physical_light_units()) { + exposure_normalization = gi->voxel_gi_get_baked_exposure_normalization(probe); } - 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)); + RendererSceneRenderRD::get_singleton()->_render_material(to_world_xform * xform, cm, true, RendererSceneRenderRD::get_singleton()->cull_argument, dynamic_maps[0].fb, Rect2i(Vector2i(), rect.size), exposure_normalization); VoxelGIDynamicPushConstant push_constant; memset(&push_constant, 0, sizeof(VoxelGIDynamicPushConstant)); @@ -3140,14 +3229,45 @@ void GI::VoxelGIInstance::update(bool p_update_light_instances, const Vector<RID last_probe_version = gi->voxel_gi_get_version(probe); } -void GI::VoxelGIInstance::debug(RD::DrawListID p_draw_list, RID p_framebuffer, const CameraMatrix &p_camera_with_transform, bool p_lighting, bool p_emission, float p_alpha) { +void GI::VoxelGIInstance::free_resources() { + if (texture.is_valid()) { + RD::get_singleton()->free(texture); + RD::get_singleton()->free(write_buffer); + + texture = RID(); + write_buffer = RID(); + mipmaps.clear(); + } + + for (int i = 0; i < dynamic_maps.size(); i++) { + RD::get_singleton()->free(dynamic_maps[i].texture); + RD::get_singleton()->free(dynamic_maps[i].depth); + + // these only exist on the first level... + if (dynamic_maps[i].fb_depth.is_valid()) { + RD::get_singleton()->free(dynamic_maps[i].fb_depth); + } + if (dynamic_maps[i].albedo.is_valid()) { + RD::get_singleton()->free(dynamic_maps[i].albedo); + } + if (dynamic_maps[i].normal.is_valid()) { + RD::get_singleton()->free(dynamic_maps[i].normal); + } + if (dynamic_maps[i].orm.is_valid()) { + RD::get_singleton()->free(dynamic_maps[i].orm); + } + } + dynamic_maps.clear(); +} + +void GI::VoxelGIInstance::debug(RD::DrawListID p_draw_list, RID p_framebuffer, const Projection &p_camera_with_transform, bool p_lighting, bool p_emission, float p_alpha) { RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton(); if (mipmaps.size() == 0) { return; } - CameraMatrix cam_transform = (p_camera_with_transform * CameraMatrix(transform)) * CameraMatrix(gi->voxel_gi_get_to_cell_xform(probe).affine_inverse()); + Projection cam_transform = (p_camera_with_transform * Projection(transform)) * Projection(gi->voxel_gi_get_to_cell_xform(probe).affine_inverse()); int level = 0; Vector3i octree_size = gi->voxel_gi_get_octree_size(probe); @@ -3165,7 +3285,7 @@ void GI::VoxelGIInstance::debug(RD::DrawListID p_draw_list, RID p_framebuffer, c for (int i = 0; i < 4; i++) { for (int j = 0; j < 4; j++) { - push_constant.projection[i * 4 + j] = cam_transform.matrix[i][j]; + push_constant.projection[i * 4 + j] = cam_transform.columns[i][j]; } } @@ -3233,7 +3353,7 @@ GI::~GI() { singleton = nullptr; } -void GI::init(RendererSceneSkyRD *p_sky) { +void GI::init(SkyRD *p_sky) { RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton(); RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton(); @@ -3353,9 +3473,9 @@ void GI::init(RendererSceneSkyRD *p_sky) { u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; u.binding = 0; if (p_sky->sky_use_cubemap_array) { - u.append_id(texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_WHITE)); + u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_WHITE)); } else { - u.append_id(texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_CUBEMAP_WHITE)); + u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_WHITE)); } uniforms.push_back(u); } @@ -3477,25 +3597,27 @@ void GI::free() { } } -GI::SDFGI *GI::create_sdfgi(RendererSceneEnvironmentRD *p_env, const Vector3 &p_world_position, uint32_t p_requested_history_size) { - SDFGI *sdfgi = memnew(SDFGI); +Ref<GI::SDFGI> GI::create_sdfgi(RID p_env, const Vector3 &p_world_position, uint32_t p_requested_history_size) { + Ref<SDFGI> sdfgi; + sdfgi.instantiate(); sdfgi->create(p_env, p_world_position, p_requested_history_size, this); return sdfgi; } -void GI::setup_voxel_gi_instances(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, Ref<RenderSceneBuffersRD> p_render_buffers, const Transform3D &p_transform, const PagedArray<RID> &p_voxel_gi_instances, uint32_t &r_voxel_gi_instances_used) { + ERR_FAIL_COND(p_render_buffers.is_null()); + RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton(); + ERR_FAIL_NULL(texture_storage); r_voxel_gi_instances_used = 0; - // feels a little dirty to use our container this way but.... - RendererSceneRenderRD::RenderBuffers *rb = p_scene_render->render_buffers_owner.get_or_null(p_render_buffers); - ERR_FAIL_COND(rb == nullptr); - - RID voxel_gi_buffer = p_scene_render->render_buffers_get_voxel_gi_buffer(p_render_buffers); + Ref<RenderBuffersGI> rbgi = p_render_buffers->get_custom_data(RB_SCOPE_GI); + ERR_FAIL_COND(rbgi.is_null()); + RID voxel_gi_buffer = rbgi->get_voxel_gi_buffer(); VoxelGIData voxel_gi_data[MAX_VOXEL_GI_INSTANCES]; bool voxel_gi_instances_changed = false; @@ -3506,7 +3628,7 @@ void GI::setup_voxel_gi_instances(RID p_render_buffers, const Transform3D &p_tra for (int i = 0; i < MAX_VOXEL_GI_INSTANCES; i++) { RID texture; if (i < (int)p_voxel_gi_instances.size()) { - VoxelGIInstance *gipi = get_probe_instance(p_voxel_gi_instances[i]); + VoxelGIInstance *gipi = voxel_gi_instance_owner.get_or_null(p_voxel_gi_instances[i]); if (gipi) { texture = gipi->texture; @@ -3544,37 +3666,44 @@ 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++; } if (texture == RID()) { - texture = texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_3D_WHITE); + texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE); } - if (texture != rb->rbgi.voxel_gi_textures[i]) { + if (texture != rbgi->voxel_gi_textures[i]) { voxel_gi_instances_changed = true; - rb->rbgi.voxel_gi_textures[i] = texture; + rbgi->voxel_gi_textures[i] = texture; } } if (voxel_gi_instances_changed) { for (uint32_t v = 0; v < RendererSceneRender::MAX_RENDER_VIEWS; v++) { - if (RD::get_singleton()->uniform_set_is_valid(rb->rbgi.uniform_set[v])) { - RD::get_singleton()->free(rb->rbgi.uniform_set[v]); + if (RD::get_singleton()->uniform_set_is_valid(rbgi->uniform_set[v])) { + RD::get_singleton()->free(rbgi->uniform_set[v]); } - rb->rbgi.uniform_set[v] = RID(); + rbgi->uniform_set[v] = RID(); } - if (rb->volumetric_fog) { - if (RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->fog_uniform_set)) { - RD::get_singleton()->free(rb->volumetric_fog->fog_uniform_set); - RD::get_singleton()->free(rb->volumetric_fog->process_uniform_set); - RD::get_singleton()->free(rb->volumetric_fog->process_uniform_set2); + if (p_render_buffers->has_custom_data(RB_SCOPE_FOG)) { + Ref<Fog::VolumetricFog> fog = p_render_buffers->get_custom_data(RB_SCOPE_FOG); + + if (RD::get_singleton()->uniform_set_is_valid(fog->fog_uniform_set)) { + RD::get_singleton()->free(fog->fog_uniform_set); + RD::get_singleton()->free(fog->process_uniform_set); + RD::get_singleton()->free(fog->process_uniform_set2); } - rb->volumetric_fog->fog_uniform_set = RID(); - rb->volumetric_fog->process_uniform_set = RID(); - rb->volumetric_fog->process_uniform_set2 = RID(); + fog->fog_uniform_set = RID(); + fog->process_uniform_set = RID(); + fog->process_uniform_set2 = RID(); } } @@ -3587,7 +3716,14 @@ void GI::setup_voxel_gi_instances(RID p_render_buffers, const Transform3D &p_tra } } -void GI::RenderBuffersGI::free() { +RID GI::RenderBuffersGI::get_voxel_gi_buffer() { + if (voxel_gi_buffer.is_null()) { + voxel_gi_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(GI::VoxelGIData) * GI::MAX_VOXEL_GI_INSTANCES); + } + return voxel_gi_buffer; +} + +void GI::RenderBuffersGI::free_data() { for (uint32_t v = 0; v < RendererSceneRender::MAX_RENDER_VIEWS; v++) { if (RD::get_singleton()->uniform_set_is_valid(uniform_set[v])) { RD::get_singleton()->free(uniform_set[v]); @@ -3600,28 +3736,13 @@ void GI::RenderBuffersGI::free() { scene_data_ubo = RID(); } - if (ambient_buffer.is_valid()) { - RD::get_singleton()->free(ambient_buffer); - RD::get_singleton()->free(reflection_buffer); - ambient_buffer = RID(); - reflection_buffer = RID(); - - // these are automatically freed when we free the textures, so just reset.. - for (uint32_t v = 0; v < RendererSceneRender::MAX_RENDER_VIEWS; v++) { - ambient_slice[v] = RID(); - reflection_slice[v] = RID(); - } - - view_count = 0; - } - if (voxel_gi_buffer.is_valid()) { RD::get_singleton()->free(voxel_gi_buffer); voxel_gi_buffer = RID(); } } -void GI::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 CameraMatrix *p_projections, const Vector3 *p_eye_offsets, const Transform3D &p_cam_transform, const PagedArray<RID> &p_voxel_gi_instances, RendererSceneRenderRD *p_scene_render) { +void GI::process_gi(Ref<RenderSceneBuffersRD> p_render_buffers, const RID *p_normal_roughness_slices, RID p_voxel_gi_buffer, RID p_environment, uint32_t p_view_count, const Projection *p_projections, const Vector3 *p_eye_offsets, const Transform3D &p_cam_transform, const PagedArray<RID> &p_voxel_gi_instances) { RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton(); RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton(); @@ -3629,65 +3750,38 @@ void GI::process_gi(RID p_render_buffers, const RID *p_normal_roughness_slices, RD::get_singleton()->draw_command_begin_label("GI Render"); - RendererSceneRenderRD::RenderBuffers *rb = p_scene_render->render_buffers_owner.get_or_null(p_render_buffers); - ERR_FAIL_COND(rb == nullptr); + ERR_FAIL_COND(p_render_buffers.is_null()); - if (rb->rbgi.ambient_buffer.is_null() || rb->rbgi.using_half_size_gi != half_resolution || rb->rbgi.view_count != p_view_count) { - // Free our old buffer if applicable - if (rb->rbgi.ambient_buffer.is_valid()) { - RD::get_singleton()->free(rb->rbgi.ambient_buffer); - RD::get_singleton()->free(rb->rbgi.reflection_buffer); + Ref<RenderBuffersGI> rbgi = p_render_buffers->get_custom_data(RB_SCOPE_GI); + ERR_FAIL_COND(rbgi.is_null()); - for (uint32_t v = 0; v < RendererSceneRender::MAX_RENDER_VIEWS; v++) { - rb->rbgi.ambient_slice[v] = RID(); - rb->rbgi.reflection_slice[v] = RID(); - } - } + Size2i internal_size = p_render_buffers->get_internal_size(); + + if (rbgi->using_half_size_gi != half_resolution) { + p_render_buffers->clear_context(RB_SCOPE_GI); + } - // Remember the view count we're using - rb->rbgi.view_count = p_view_count; + if (!p_render_buffers->has_texture(RB_SCOPE_GI, RB_TEX_AMBIENT)) { + Size2i size = internal_size; + uint32_t usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT; - // Create textures for our ambient and reflection data - RD::TextureFormat tf; - tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT; - tf.width = rb->internal_width; - tf.height = rb->internal_height; if (half_resolution) { - tf.width >>= 1; - tf.height >>= 1; - } - if (p_view_count > 1) { - tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY; - tf.array_layers = p_view_count; - } else { - tf.texture_type = RD::TEXTURE_TYPE_2D; - tf.array_layers = 1; - } - tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT; - rb->rbgi.ambient_buffer = RD::get_singleton()->texture_create(tf, RD::TextureView()); - RD::get_singleton()->set_resource_name(rb->rbgi.ambient_buffer, "GI Ambient Buffer"); - rb->rbgi.reflection_buffer = RD::get_singleton()->texture_create(tf, RD::TextureView()); - RD::get_singleton()->set_resource_name(rb->rbgi.reflection_buffer, "GI Reflection Buffer"); - rb->rbgi.using_half_size_gi = half_resolution; - - if (p_view_count == 1) { - // Just copy, we don't need to create slices - rb->rbgi.ambient_slice[0] = rb->rbgi.ambient_buffer; - rb->rbgi.reflection_slice[0] = rb->rbgi.reflection_buffer; - } else { - for (uint32_t v = 0; v < p_view_count; v++) { - rb->rbgi.ambient_slice[v] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->rbgi.ambient_buffer, v, 0); - rb->rbgi.reflection_slice[v] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->rbgi.reflection_buffer, v, 0); - } + size.x >>= 1; + size.y >>= 1; } + + p_render_buffers->create_texture(RB_SCOPE_GI, RB_TEX_AMBIENT, RD::DATA_FORMAT_R16G16B16A16_SFLOAT, usage_bits, RD::TEXTURE_SAMPLES_1, size); + p_render_buffers->create_texture(RB_SCOPE_GI, RB_TEX_REFLECTION, RD::DATA_FORMAT_R16G16B16A16_SFLOAT, usage_bits, RD::TEXTURE_SAMPLES_1, size); + + rbgi->using_half_size_gi = half_resolution; } // Setup our scene data { SceneData scene_data; - if (rb->rbgi.scene_data_ubo.is_null()) { - rb->rbgi.scene_data_ubo = RD::get_singleton()->uniform_buffer_create(sizeof(SceneData)); + if (rbgi->scene_data_ubo.is_null()) { + rbgi->scene_data_ubo = RD::get_singleton()->uniform_buffer_create(sizeof(SceneData)); } for (uint32_t v = 0; v < p_view_count; v++) { @@ -3701,16 +3795,16 @@ void GI::process_gi(RID p_render_buffers, const RID *p_normal_roughness_slices, // Note that we will be ignoring the origin of this transform. RendererRD::MaterialStorage::store_transform(p_cam_transform, scene_data.cam_transform); - scene_data.screen_size[0] = rb->internal_width; - scene_data.screen_size[1] = rb->internal_height; + scene_data.screen_size[0] = internal_size.x; + scene_data.screen_size[1] = internal_size.y; - RD::get_singleton()->buffer_update(rb->rbgi.scene_data_ubo, 0, sizeof(SceneData), &scene_data, RD::BARRIER_MASK_COMPUTE); + RD::get_singleton()->buffer_update(rbgi->scene_data_ubo, 0, sizeof(SceneData), &scene_data, RD::BARRIER_MASK_COMPUTE); } // Now compute the contents of our buffers. RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(true); - // Render each eye seperately. + // Render each eye separately. // We need to look into whether we can make our compute shader use Multiview but not sure that works or makes a difference.. // setup our push constant @@ -3726,22 +3820,28 @@ void GI::process_gi(RID p_render_buffers, const RID *p_normal_roughness_slices, push_constant.z_far = p_projections[0].get_z_far(); // these are only used if we have 1 view, else we use the projections in our scene data - push_constant.proj_info[0] = -2.0f / (rb->internal_width * p_projections[0].matrix[0][0]); - push_constant.proj_info[1] = -2.0f / (rb->internal_height * p_projections[0].matrix[1][1]); - push_constant.proj_info[2] = (1.0f - p_projections[0].matrix[0][2]) / p_projections[0].matrix[0][0]; - push_constant.proj_info[3] = (1.0f + p_projections[0].matrix[1][2]) / p_projections[0].matrix[1][1]; + push_constant.proj_info[0] = -2.0f / (internal_size.x * p_projections[0].columns[0][0]); + push_constant.proj_info[1] = -2.0f / (internal_size.y * p_projections[0].columns[1][1]); + push_constant.proj_info[2] = (1.0f - p_projections[0].columns[0][2]) / p_projections[0].columns[0][0]; + push_constant.proj_info[3] = (1.0f + p_projections[0].columns[1][2]) / p_projections[0].columns[1][1]; - bool use_sdfgi = rb->sdfgi != nullptr; + bool use_sdfgi = p_render_buffers->has_custom_data(RB_SCOPE_SDFGI); bool use_voxel_gi_instances = push_constant.max_voxel_gi_instances > 0; + Ref<SDFGI> sdfgi; + if (use_sdfgi) { + sdfgi = p_render_buffers->get_custom_data(RB_SCOPE_SDFGI); + } + uint32_t pipeline_specialization = 0; - if (rb->rbgi.using_half_size_gi) { + if (rbgi->using_half_size_gi) { pipeline_specialization |= SHADER_SPECIALIZATION_HALF_RES; } if (p_view_count > 1) { pipeline_specialization |= SHADER_SPECIALIZATION_USE_FULL_PROJECTION_MATRIX; } - if (p_vrs_slices[0].is_valid()) { + bool has_vrs_texture = p_render_buffers->has_texture(RB_SCOPE_VRS, RB_TEXTURE); + if (has_vrs_texture) { pipeline_specialization |= SHADER_SPECIALIZATION_USE_VRS; } @@ -3751,17 +3851,17 @@ void GI::process_gi(RID p_render_buffers, const RID *p_normal_roughness_slices, push_constant.view_index = v; // setup our uniform set - if (rb->rbgi.uniform_set[v].is_null() || !RD::get_singleton()->uniform_set_is_valid(rb->rbgi.uniform_set[v])) { + if (rbgi->uniform_set[v].is_null() || !RD::get_singleton()->uniform_set_is_valid(rbgi->uniform_set[v])) { Vector<RD::Uniform> uniforms; { RD::Uniform u; u.binding = 1; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; for (uint32_t j = 0; j < SDFGI::MAX_CASCADES; j++) { - if (rb->sdfgi && j < rb->sdfgi->cascades.size()) { - u.append_id(rb->sdfgi->cascades[j].sdf_tex); + if (use_sdfgi && j < sdfgi->cascades.size()) { + u.append_id(sdfgi->cascades[j].sdf_tex); } else { - u.append_id(texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_3D_WHITE)); + u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE)); } } uniforms.push_back(u); @@ -3771,10 +3871,10 @@ void GI::process_gi(RID p_render_buffers, const RID *p_normal_roughness_slices, u.binding = 2; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; for (uint32_t j = 0; j < SDFGI::MAX_CASCADES; j++) { - if (rb->sdfgi && j < rb->sdfgi->cascades.size()) { - u.append_id(rb->sdfgi->cascades[j].light_tex); + if (use_sdfgi && j < sdfgi->cascades.size()) { + u.append_id(sdfgi->cascades[j].light_tex); } else { - u.append_id(texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_3D_WHITE)); + u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE)); } } uniforms.push_back(u); @@ -3784,10 +3884,10 @@ void GI::process_gi(RID p_render_buffers, const RID *p_normal_roughness_slices, u.binding = 3; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; for (uint32_t j = 0; j < SDFGI::MAX_CASCADES; j++) { - if (rb->sdfgi && j < rb->sdfgi->cascades.size()) { - u.append_id(rb->sdfgi->cascades[j].light_aniso_0_tex); + if (use_sdfgi && j < sdfgi->cascades.size()) { + u.append_id(sdfgi->cascades[j].light_aniso_0_tex); } else { - u.append_id(texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_3D_WHITE)); + u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE)); } } uniforms.push_back(u); @@ -3797,10 +3897,10 @@ void GI::process_gi(RID p_render_buffers, const RID *p_normal_roughness_slices, u.binding = 4; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; for (uint32_t j = 0; j < SDFGI::MAX_CASCADES; j++) { - if (rb->sdfgi && j < rb->sdfgi->cascades.size()) { - u.append_id(rb->sdfgi->cascades[j].light_aniso_1_tex); + if (use_sdfgi && j < sdfgi->cascades.size()) { + u.append_id(sdfgi->cascades[j].light_aniso_1_tex); } else { - u.append_id(texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_3D_WHITE)); + u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE)); } } uniforms.push_back(u); @@ -3809,10 +3909,10 @@ void GI::process_gi(RID p_render_buffers, const RID *p_normal_roughness_slices, RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; u.binding = 5; - if (rb->sdfgi) { - u.append_id(rb->sdfgi->occlusion_texture); + if (use_sdfgi) { + u.append_id(sdfgi->occlusion_texture); } else { - u.append_id(texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_3D_WHITE)); + u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE)); } uniforms.push_back(u); } @@ -3835,7 +3935,7 @@ void GI::process_gi(RID p_render_buffers, const RID *p_normal_roughness_slices, RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_IMAGE; u.binding = 9; - u.append_id(rb->rbgi.ambient_slice[v]); + u.append_id(p_render_buffers->get_texture_slice(RB_SCOPE_GI, RB_TEX_AMBIENT, v, 0)); uniforms.push_back(u); } @@ -3843,7 +3943,7 @@ void GI::process_gi(RID p_render_buffers, const RID *p_normal_roughness_slices, RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_IMAGE; u.binding = 10; - u.append_id(rb->rbgi.reflection_slice[v]); + u.append_id(p_render_buffers->get_texture_slice(RB_SCOPE_GI, RB_TEX_REFLECTION, v, 0)); uniforms.push_back(u); } @@ -3851,10 +3951,10 @@ void GI::process_gi(RID p_render_buffers, const RID *p_normal_roughness_slices, RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; u.binding = 11; - if (rb->sdfgi) { - u.append_id(rb->sdfgi->lightprobe_texture); + if (use_sdfgi) { + u.append_id(sdfgi->lightprobe_texture); } else { - u.append_id(texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE)); + u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE)); } uniforms.push_back(u); } @@ -3862,7 +3962,7 @@ void GI::process_gi(RID p_render_buffers, const RID *p_normal_roughness_slices, RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; u.binding = 12; - u.append_id(rb->views[v].view_depth); + u.append_id(p_render_buffers->get_depth_texture(v)); uniforms.push_back(u); } { @@ -3876,7 +3976,7 @@ void GI::process_gi(RID p_render_buffers, const RID *p_normal_roughness_slices, RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; u.binding = 14; - RID buffer = p_voxel_gi_buffer.is_valid() ? p_voxel_gi_buffer : texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_BLACK); + RID buffer = p_voxel_gi_buffer.is_valid() ? p_voxel_gi_buffer : texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK); u.append_id(buffer); uniforms.push_back(u); } @@ -3891,7 +3991,7 @@ void GI::process_gi(RID p_render_buffers, const RID *p_normal_roughness_slices, RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER; u.binding = 16; - u.append_id(rb->rbgi.voxel_gi_buffer); + u.append_id(rbgi->get_voxel_gi_buffer()); uniforms.push_back(u); } { @@ -3899,7 +3999,7 @@ void GI::process_gi(RID p_render_buffers, const RID *p_normal_roughness_slices, u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; u.binding = 17; for (int i = 0; i < MAX_VOXEL_GI_INSTANCES; i++) { - u.append_id(rb->rbgi.voxel_gi_textures[i]); + u.append_id(rbgi->voxel_gi_textures[i]); } uniforms.push_back(u); } @@ -3907,29 +4007,29 @@ void GI::process_gi(RID p_render_buffers, const RID *p_normal_roughness_slices, RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER; u.binding = 18; - u.append_id(rb->rbgi.scene_data_ubo); + u.append_id(rbgi->scene_data_ubo); uniforms.push_back(u); } { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_IMAGE; u.binding = 19; - RID buffer = p_vrs_slices[v].is_valid() ? p_vrs_slices[v] : texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_VRS); + RID buffer = has_vrs_texture ? p_render_buffers->get_texture_slice(RB_SCOPE_VRS, RB_TEXTURE, v, 0) : texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_VRS); u.append_id(buffer); uniforms.push_back(u); } - rb->rbgi.uniform_set[v] = RD::get_singleton()->uniform_set_create(uniforms, shader.version_get_shader(shader_version, 0), 0); + rbgi->uniform_set[v] = RD::get_singleton()->uniform_set_create(uniforms, shader.version_get_shader(shader_version, 0), 0); } RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, pipelines[pipeline_specialization][mode]); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->rbgi.uniform_set[v], 0); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rbgi->uniform_set[v], 0); RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(PushConstant)); - if (rb->rbgi.using_half_size_gi) { - RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->internal_width >> 1, rb->internal_height >> 1, 1); + if (rbgi->using_half_size_gi) { + RD::get_singleton()->compute_list_dispatch_threads(compute_list, internal_size.x >> 1, internal_size.y >> 1, 1); } else { - RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->internal_width, rb->internal_height, 1); + RD::get_singleton()->compute_list_dispatch_threads(compute_list, internal_size.x, internal_size.y, 1); } } @@ -3946,28 +4046,34 @@ RID GI::voxel_gi_instance_create(RID p_base) { return rid; } +void GI::voxel_gi_instance_free(RID p_rid) { + GI::VoxelGIInstance *voxel_gi = voxel_gi_instance_owner.get_or_null(p_rid); + voxel_gi->free_resources(); + voxel_gi_instance_owner.free(p_rid); +} + void GI::voxel_gi_instance_set_transform_to_data(RID p_probe, const Transform3D &p_xform) { - VoxelGIInstance *voxel_gi = get_probe_instance(p_probe); + VoxelGIInstance *voxel_gi = voxel_gi_instance_owner.get_or_null(p_probe); ERR_FAIL_COND(!voxel_gi); voxel_gi->transform = p_xform; } bool GI::voxel_gi_needs_update(RID p_probe) const { - VoxelGIInstance *voxel_gi = get_probe_instance(p_probe); + VoxelGIInstance *voxel_gi = voxel_gi_instance_owner.get_or_null(p_probe); ERR_FAIL_COND_V(!voxel_gi, false); return voxel_gi->last_probe_version != voxel_gi_get_version(voxel_gi->probe); } -void GI::voxel_gi_update(RID p_probe, bool p_update_light_instances, const Vector<RID> &p_light_instances, const PagedArray<RendererSceneRender::GeometryInstance *> &p_dynamic_objects, RendererSceneRenderRD *p_scene_render) { - VoxelGIInstance *voxel_gi = get_probe_instance(p_probe); +void GI::voxel_gi_update(RID p_probe, bool p_update_light_instances, const Vector<RID> &p_light_instances, const PagedArray<RenderGeometryInstance *> &p_dynamic_objects) { + VoxelGIInstance *voxel_gi = voxel_gi_instance_owner.get_or_null(p_probe); ERR_FAIL_COND(!voxel_gi); - voxel_gi->update(p_update_light_instances, p_light_instances, p_dynamic_objects, p_scene_render); + voxel_gi->update(p_update_light_instances, p_light_instances, p_dynamic_objects); } -void GI::debug_voxel_gi(RID p_voxel_gi, RD::DrawListID p_draw_list, RID p_framebuffer, const CameraMatrix &p_camera_with_transform, bool p_lighting, bool p_emission, float p_alpha) { +void GI::debug_voxel_gi(RID p_voxel_gi, RD::DrawListID p_draw_list, RID p_framebuffer, const Projection &p_camera_with_transform, bool p_lighting, bool p_emission, float p_alpha) { VoxelGIInstance *voxel_gi = voxel_gi_instance_owner.get_or_null(p_voxel_gi); ERR_FAIL_COND(!voxel_gi); diff --git a/servers/rendering/renderer_rd/environment/gi.h b/servers/rendering/renderer_rd/environment/gi.h index ac41ad20e1..2182ca6a20 100644 --- a/servers/rendering/renderer_rd/environment/gi.h +++ b/servers/rendering/renderer_rd/environment/gi.h @@ -35,8 +35,7 @@ #include "core/templates/rid_owner.h" #include "servers/rendering/environment/renderer_gi.h" #include "servers/rendering/renderer_compositor.h" -#include "servers/rendering/renderer_rd/renderer_scene_environment_rd.h" -#include "servers/rendering/renderer_rd/renderer_scene_sky_rd.h" +#include "servers/rendering/renderer_rd/environment/sky.h" #include "servers/rendering/renderer_rd/shaders/environment/gi.glsl.gen.h" #include "servers/rendering/renderer_rd/shaders/environment/sdfgi_debug.glsl.gen.h" #include "servers/rendering/renderer_rd/shaders/environment/sdfgi_debug_probes.glsl.gen.h" @@ -45,10 +44,17 @@ #include "servers/rendering/renderer_rd/shaders/environment/sdfgi_preprocess.glsl.gen.h" #include "servers/rendering/renderer_rd/shaders/environment/voxel_gi.glsl.gen.h" #include "servers/rendering/renderer_rd/shaders/environment/voxel_gi_debug.glsl.gen.h" +#include "servers/rendering/renderer_rd/storage_rd/render_buffer_custom_data_rd.h" #include "servers/rendering/renderer_scene_render.h" #include "servers/rendering/rendering_device.h" #include "servers/rendering/storage/utilities.h" +#define RB_SCOPE_GI SNAME("rbgi") +#define RB_SCOPE_SDFGI SNAME("sdfgi") + +#define RB_TEX_AMBIENT SNAME("ambient") +#define RB_TEX_REFLECTION SNAME("reflection") + // Forward declare RenderDataRD and RendererSceneRenderRD so we can pass it into some of our methods, these classes are pretty tightly bound struct RenderDataRD; class RendererSceneRenderRD; @@ -77,11 +83,12 @@ 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 = 0.7; + float propagation = 0.5; bool interior = false; - bool use_two_bounces = false; + bool use_two_bounces = true; uint32_t version = 1; uint32_t data_version = 1; @@ -89,6 +96,60 @@ public: Dependency dependency; }; + /* VOXEL_GI INSTANCE */ + + //@TODO VoxelGIInstance is still directly used in the render code, we'll address this when we refactor the render code itself. + + struct VoxelGIInstance { + // access to our containers + GI *gi = nullptr; + + RID probe; + RID texture; + RID write_buffer; + + struct Mipmap { + RID texture; + RID uniform_set; + RID second_bounce_uniform_set; + RID write_uniform_set; + uint32_t level; + uint32_t cell_offset; + uint32_t cell_count; + }; + Vector<Mipmap> mipmaps; + + struct DynamicMap { + RID texture; //color normally, or emission on first pass + RID fb_depth; //actual depth buffer for the first pass, float depth for later passes + RID depth; //actual depth buffer for the first pass, float depth for later passes + RID normal; //normal buffer for the first pass + RID albedo; //emission buffer for the first pass + RID orm; //orm buffer for the first pass + RID fb; //used for rendering, only valid on first map + RID uniform_set; + uint32_t size; + int mipmap; // mipmap to write to, -1 if no mipmap assigned + }; + + Vector<DynamicMap> dynamic_maps; + + int slot = -1; + uint32_t last_probe_version = 0; + uint32_t last_probe_data_version = 0; + + //uint64_t last_pass = 0; + uint32_t render_index = 0; + + bool has_dynamic_object_data = false; + + Transform3D transform; + + void update(bool p_update_light_instances, const Vector<RID> &p_light_instances, const PagedArray<RenderGeometryInstance *> &p_dynamic_objects); + void debug(RD::DrawListID p_draw_list, RID p_framebuffer, const Projection &p_camera_with_transform, bool p_lighting, bool p_emission, float p_alpha); + void free_resources(); + }; + private: static GI *singleton; @@ -98,6 +159,8 @@ private: /* VOXEL_GI INSTANCE */ + mutable RID_Owner<VoxelGIInstance> voxel_gi_instance_owner; + struct VoxelGILight { uint32_t type; float energy; @@ -233,16 +296,13 @@ private: uint32_t max_cascades; int32_t screen_size[2]; - uint32_t use_occlusion; float y_mult; - uint32_t probe_axis_size; float z_near; - float reserved1; - float reserved2; - float cam_transform[16]; - float inv_projection[16]; + float inv_projection[3][4]; + float cam_basis[3][3]; + float cam_origin[3]; }; SdfgiDebugShaderRD debug; @@ -373,9 +433,40 @@ private: public: static GI *get_singleton() { return singleton; } + /* GI */ + + enum { + MAX_VOXEL_GI_INSTANCES = 8 + }; + + // Struct for use in render buffer + class RenderBuffersGI : public RenderBufferCustomDataRD { + GDCLASS(RenderBuffersGI, RenderBufferCustomDataRD) + + private: + RID voxel_gi_buffer; + + public: + RID voxel_gi_textures[MAX_VOXEL_GI_INSTANCES]; + + RID full_buffer; + RID full_dispatch; + RID full_mask; + + /* GI buffers */ + bool using_half_size_gi = false; + + RID uniform_set[RendererSceneRender::MAX_RENDER_VIEWS]; + RID scene_data_ubo; + + RID get_voxel_gi_buffer(); + + virtual void configure(RenderSceneBuffersRD *p_render_buffers) override{}; + virtual void free_data() override; + }; + /* VOXEL GI API */ - VoxelGI *get_voxel_gi(RID p_rid) { return voxel_gi_owner.get_or_null(p_rid); }; bool owns_voxel_gi(RID p_rid) { return voxel_gi_owner.owns(p_rid); }; virtual RID voxel_gi_allocate() override; @@ -402,6 +493,9 @@ 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; @@ -422,76 +516,37 @@ public: RID voxel_gi_get_sdf_texture(RID p_voxel_gi); - /* VOXEL_GI INSTANCE */ - - //@TODO VoxelGIInstance is still directly used in the render code, we'll address this when we refactor the render code itself. - - struct VoxelGIInstance { - // access to our containers - GI *gi = nullptr; - - RID probe; - RID texture; - RID write_buffer; - - struct Mipmap { - RID texture; - RID uniform_set; - RID second_bounce_uniform_set; - RID write_uniform_set; - uint32_t level; - uint32_t cell_offset; - uint32_t cell_count; - }; - Vector<Mipmap> mipmaps; - - struct DynamicMap { - RID texture; //color normally, or emission on first pass - RID fb_depth; //actual depth buffer for the first pass, float depth for later passes - RID depth; //actual depth buffer for the first pass, float depth for later passes - RID normal; //normal buffer for the first pass - RID albedo; //emission buffer for the first pass - RID orm; //orm buffer for the first pass - RID fb; //used for rendering, only valid on first map - RID uniform_set; - uint32_t size; - int mipmap; // mipmap to write to, -1 if no mipmap assigned - }; - - Vector<DynamicMap> dynamic_maps; - - int slot = -1; - uint32_t last_probe_version = 0; - uint32_t last_probe_data_version = 0; + Dependency *voxel_gi_get_dependency(RID p_voxel_gi) const; - //uint64_t last_pass = 0; - uint32_t render_index = 0; - - bool has_dynamic_object_data = false; - - Transform3D transform; + /* VOXEL_GI INSTANCE */ - void update(bool p_update_light_instances, const Vector<RID> &p_light_instances, const PagedArray<RendererSceneRender::GeometryInstance *> &p_dynamic_objects, RendererSceneRenderRD *p_scene_render); - void debug(RD::DrawListID p_draw_list, RID p_framebuffer, const CameraMatrix &p_camera_with_transform, bool p_lighting, bool p_emission, float p_alpha); + _FORCE_INLINE_ RID voxel_gi_instance_get_texture(RID p_probe) { + VoxelGIInstance *voxel_gi = voxel_gi_instance_owner.get_or_null(p_probe); + ERR_FAIL_COND_V(!voxel_gi, RID()); + return voxel_gi->texture; }; - mutable RID_Owner<VoxelGIInstance> voxel_gi_instance_owner; + _FORCE_INLINE_ void voxel_gi_instance_set_render_index(RID p_probe, uint32_t p_index) { + VoxelGIInstance *voxel_gi = voxel_gi_instance_owner.get_or_null(p_probe); + ERR_FAIL_NULL(voxel_gi); - _FORCE_INLINE_ VoxelGIInstance *get_probe_instance(RID p_probe) const { - return voxel_gi_instance_owner.get_or_null(p_probe); + voxel_gi->render_index = p_index; }; - _FORCE_INLINE_ RID voxel_gi_instance_get_texture(RID p_probe) { - VoxelGIInstance *voxel_gi = get_probe_instance(p_probe); - ERR_FAIL_COND_V(!voxel_gi, RID()); - return voxel_gi->texture; - }; + bool voxel_gi_instance_owns(RID p_rid) const { + return voxel_gi_instance_owner.owns(p_rid); + } + + void voxel_gi_instance_free(RID p_rid); RS::VoxelGIQuality voxel_gi_quality = RS::VOXEL_GI_QUALITY_LOW; /* SDFGI */ - struct SDFGI { + class SDFGI : public RenderBufferCustomDataRD { + GDCLASS(SDFGI, RenderBufferCustomDataRD) + + public: enum { MAX_CASCADES = 8, CASCADE_SIZE = 128, @@ -509,6 +564,7 @@ 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 @@ -548,6 +604,8 @@ public: RID integrate_uniform_set; RID lights_buffer; + float baked_exposure_normalization = 1.0; + bool all_dynamic_lights_dirty = true; }; @@ -614,21 +672,24 @@ public: int32_t cascade_dynamic_light_count[SDFGI::MAX_CASCADES]; //used dynamically RID integrate_sky_uniform_set; - void create(RendererSceneEnvironmentRD *p_env, const Vector3 &p_world_position, uint32_t p_requested_history_size, GI *p_gi); - void erase(); - void update(RendererSceneEnvironmentRD *p_env, const Vector3 &p_world_position); + virtual void configure(RenderSceneBuffersRD *p_render_buffers) override{}; + virtual void free_data() override; + ~SDFGI(); + + void create(RID p_env, const Vector3 &p_world_position, uint32_t p_requested_history_size, GI *p_gi); + void update(RID p_env, const Vector3 &p_world_position); void update_light(); - void update_probes(RendererSceneEnvironmentRD *p_env, RendererSceneSkyRD::Sky *p_sky); + void update_probes(RID p_env, RendererRD::SkyRD::Sky *p_sky); void store_probes(); int get_pending_region_data(int p_region, Vector3i &r_local_offset, Vector3i &r_local_size, AABB &r_bounds) const; void update_cascades(); - void debug_draw(uint32_t p_view_count, const CameraMatrix *p_projections, const Transform3D &p_transform, int p_width, int p_height, RID p_render_target, RID p_texture, const Vector<RID> &p_texture_views); - void debug_probes(RID p_framebuffer, const uint32_t p_view_count, const CameraMatrix *p_camera_with_transforms, bool p_will_continue_color, bool p_will_continue_depth); + void debug_draw(uint32_t p_view_count, const Projection *p_projections, const Transform3D &p_transform, int p_width, int p_height, RID p_render_target, RID p_texture, const Vector<RID> &p_texture_views); + void debug_probes(RID p_framebuffer, const uint32_t p_view_count, const Projection *p_camera_with_transforms, bool p_will_continue_color, bool p_will_continue_depth); - void pre_process_gi(const Transform3D &p_transform, RenderDataRD *p_render_data, RendererSceneRenderRD *p_scene_render); - void render_region(RID p_render_buffers, int p_region, const PagedArray<RendererSceneRender::GeometryInstance *> &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 pre_process_gi(const Transform3D &p_transform, RenderDataRD *p_render_data); + void render_region(Ref<RenderSceneBuffersRD> p_render_buffers, int p_region, const PagedArray<RenderGeometryInstance *> &p_instances, float p_exposure_normalization); + void render_static_lights(RenderDataRD *p_render_data, Ref<RenderSceneBuffersRD> p_render_buffers, uint32_t p_cascade_count, const uint32_t *p_cascade_indices, const PagedArray<RID> *p_positional_light_cull_result); }; RS::EnvironmentSDFGIRayCount sdfgi_ray_count = RS::ENV_SDFGI_RAY_COUNT_16; @@ -645,34 +706,6 @@ public: int sdfgi_get_lightprobe_octahedron_size() const { return SDFGI::LIGHTPROBE_OCT_SIZE; } - /* GI */ - enum { - MAX_VOXEL_GI_INSTANCES = 8 - }; - - // Struct for use in render buffer - struct RenderBuffersGI { - RID voxel_gi_textures[MAX_VOXEL_GI_INSTANCES]; - RID voxel_gi_buffer; - - RID full_buffer; - RID full_dispatch; - RID full_mask; - - /* GI buffers */ - RID ambient_buffer; - RID ambient_slice[RendererSceneRender::MAX_RENDER_VIEWS]; - RID reflection_buffer; - RID reflection_slice[RendererSceneRender::MAX_RENDER_VIEWS]; - bool using_half_size_gi = false; - uint32_t view_count = 1; - - RID uniform_set[RendererSceneRender::MAX_RENDER_VIEWS]; - RID scene_data_ubo; - - void free(); - }; - struct SDFGIData { float grid_size[3]; uint32_t max_cascades; @@ -702,6 +735,8 @@ 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]; @@ -717,6 +752,9 @@ 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 { @@ -756,7 +794,7 @@ public: SHADER_SPECIALIZATION_HALF_RES = 1 << 0, SHADER_SPECIALIZATION_USE_FULL_PROJECTION_MATRIX = 1 << 1, SHADER_SPECIALIZATION_USE_VRS = 1 << 2, - SHADER_SPECIALIZATION_VARIATIONS = 0x07, + SHADER_SPECIALIZATION_VARIATIONS = 8, }; RID default_voxel_gi_buffer; @@ -769,21 +807,21 @@ public: GI(); ~GI(); - void init(RendererSceneSkyRD *p_sky); + void init(RendererRD::SkyRD *p_sky); void free(); - SDFGI *create_sdfgi(RendererSceneEnvironmentRD *p_env, const Vector3 &p_world_position, uint32_t p_requested_history_size); + Ref<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 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 CameraMatrix *p_projections, const Vector3 *p_eye_offsets, const Transform3D &p_cam_transform, const PagedArray<RID> &p_voxel_gi_instances, RendererSceneRenderRD *p_scene_render); + void setup_voxel_gi_instances(RenderDataRD *p_render_data, Ref<RenderSceneBuffersRD> p_render_buffers, const Transform3D &p_transform, const PagedArray<RID> &p_voxel_gi_instances, uint32_t &r_voxel_gi_instances_used); + void process_gi(Ref<RenderSceneBuffersRD> p_render_buffers, const RID *p_normal_roughness_slices, RID p_voxel_gi_buffer, RID p_environment, uint32_t p_view_count, const Projection *p_projections, const Vector3 *p_eye_offsets, const Transform3D &p_cam_transform, const PagedArray<RID> &p_voxel_gi_instances); RID voxel_gi_instance_create(RID p_base); void voxel_gi_instance_set_transform_to_data(RID p_probe, const Transform3D &p_xform); bool voxel_gi_needs_update(RID p_probe) const; - void voxel_gi_update(RID p_probe, bool p_update_light_instances, const Vector<RID> &p_light_instances, const PagedArray<RendererSceneRender::GeometryInstance *> &p_dynamic_objects, RendererSceneRenderRD *p_scene_render); - void debug_voxel_gi(RID p_voxel_gi, RD::DrawListID p_draw_list, RID p_framebuffer, const CameraMatrix &p_camera_with_transform, bool p_lighting, bool p_emission, float p_alpha); + void voxel_gi_update(RID p_probe, bool p_update_light_instances, const Vector<RID> &p_light_instances, const PagedArray<RenderGeometryInstance *> &p_dynamic_objects); + void debug_voxel_gi(RID p_voxel_gi, RD::DrawListID p_draw_list, RID p_framebuffer, const Projection &p_camera_with_transform, bool p_lighting, bool p_emission, float p_alpha); }; } // namespace RendererRD -#endif /* !GI_RD_H */ +#endif // GI_RD_H diff --git a/servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp b/servers/rendering/renderer_rd/environment/sky.cpp index 73175d3cf3..4ff2a66975 100644 --- a/servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp +++ b/servers/rendering/renderer_rd/environment/sky.cpp @@ -1,5 +1,5 @@ /*************************************************************************/ -/* renderer_scene_sky_rd.cpp */ +/* sky.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ @@ -28,21 +28,28 @@ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ -#include "renderer_scene_sky_rd.h" +#include "sky.h" #include "core/config/project_settings.h" #include "core/math/math_defs.h" -#include "renderer_scene_render_rd.h" #include "servers/rendering/renderer_rd/effects/copy_effects.h" #include "servers/rendering/renderer_rd/renderer_compositor_rd.h" +#include "servers/rendering/renderer_rd/renderer_scene_render_rd.h" #include "servers/rendering/renderer_rd/storage_rd/material_storage.h" +#include "servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.h" #include "servers/rendering/renderer_rd/storage_rd/texture_storage.h" #include "servers/rendering/rendering_server_default.h" #include "servers/rendering/rendering_server_globals.h" +using namespace RendererRD; + //////////////////////////////////////////////////////////////////////////////// // SKY SHADER -void RendererSceneSkyRD::SkyShaderData::set_code(const String &p_code) { +void SkyRD::SkyShaderData::set_path_hint(const String &p_path) { + path = p_path; +} + +void SkyRD::SkyShaderData::set_code(const String &p_code) { //compile code = p_code; @@ -108,12 +115,16 @@ void RendererSceneSkyRD::SkyShaderData::set_code(const String &p_code) { for (int i = 0; i < gen_code.defines.size(); i++) { print_line(gen_code.defines[i]); } + + HashMap<String, String>::Iterator el = gen_code.code.begin(); + while (el) { + print_line("\n**code " + el->key + ":\n" + el->value); + ++el; + } + print_line("\n**uniforms:\n" + gen_code.uniforms); - // print_line("\n**vertex_globals:\n" + gen_code.vertex_global); - // print_line("\n**vertex_code:\n" + gen_code.vertex); - print_line("\n**fragment_globals:\n" + gen_code.fragment_global); - print_line("\n**fragment_code:\n" + gen_code.fragment); - print_line("\n**light_code:\n" + gen_code.light); + print_line("\n**vertex_globals:\n" + gen_code.stage_globals[ShaderCompiler::STAGE_VERTEX]); + print_line("\n**fragment_globals:\n" + gen_code.stage_globals[ShaderCompiler::STAGE_FRAGMENT]); #endif scene_singleton->sky.sky_shader.shader.version_set_code(version, gen_code.code, gen_code.uniforms, gen_code.stage_globals[ShaderCompiler::STAGE_VERTEX], gen_code.stage_globals[ShaderCompiler::STAGE_FRAGMENT], gen_code.defines); @@ -141,7 +152,7 @@ void RendererSceneSkyRD::SkyShaderData::set_code(const String &p_code) { valid = true; } -void RendererSceneSkyRD::SkyShaderData::set_default_texture_param(const StringName &p_name, RID p_texture, int p_index) { +void SkyRD::SkyShaderData::set_default_texture_parameter(const StringName &p_name, RID p_texture, int p_index) { if (!p_texture.is_valid()) { if (default_texture_params.has(p_name) && default_texture_params[p_name].has(p_index)) { default_texture_params[p_name].erase(p_index); @@ -158,7 +169,7 @@ void RendererSceneSkyRD::SkyShaderData::set_default_texture_param(const StringNa } } -void RendererSceneSkyRD::SkyShaderData::get_param_list(List<PropertyInfo> *p_param_list) const { +void SkyRD::SkyShaderData::get_shader_uniform_list(List<PropertyInfo> *p_param_list) const { HashMap<int, StringName> order; for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) { @@ -172,15 +183,29 @@ void RendererSceneSkyRD::SkyShaderData::get_param_list(List<PropertyInfo> *p_par order[E.value.order] = E.key; } } - + String last_group; for (const KeyValue<int, StringName> &E : order) { + String group = uniforms[E.value].group; + if (!uniforms[E.value].subgroup.is_empty()) { + group += "::" + uniforms[E.value].subgroup; + } + + if (group != last_group) { + PropertyInfo pi; + pi.usage = PROPERTY_USAGE_GROUP; + pi.name = group; + p_param_list->push_back(pi); + + last_group = group; + } + PropertyInfo pi = ShaderLanguage::uniform_to_property_info(uniforms[E.value]); pi.name = E.value; p_param_list->push_back(pi); } } -void RendererSceneSkyRD::SkyShaderData::get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const { +void SkyRD::SkyShaderData::get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const { for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) { if (E.value.scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) { continue; @@ -195,7 +220,7 @@ void RendererSceneSkyRD::SkyShaderData::get_instance_param_list(List<RendererMat } } -bool RendererSceneSkyRD::SkyShaderData::is_param_texture(const StringName &p_param) const { +bool SkyRD::SkyShaderData::is_parameter_texture(const StringName &p_param) const { if (!uniforms.has(p_param)) { return false; } @@ -203,15 +228,15 @@ bool RendererSceneSkyRD::SkyShaderData::is_param_texture(const StringName &p_par return uniforms[p_param].texture_order >= 0; } -bool RendererSceneSkyRD::SkyShaderData::is_animated() const { +bool SkyRD::SkyShaderData::is_animated() const { return false; } -bool RendererSceneSkyRD::SkyShaderData::casts_shadows() const { +bool SkyRD::SkyShaderData::casts_shadows() const { return false; } -Variant RendererSceneSkyRD::SkyShaderData::get_default_parameter(const StringName &p_parameter) const { +Variant SkyRD::SkyShaderData::get_default_parameter(const StringName &p_parameter) const { if (uniforms.has(p_parameter)) { ShaderLanguage::ShaderNode::Uniform uniform = uniforms[p_parameter]; Vector<ShaderLanguage::ConstantNode::Value> default_value = uniform.default_value; @@ -220,13 +245,13 @@ Variant RendererSceneSkyRD::SkyShaderData::get_default_parameter(const StringNam return Variant(); } -RS::ShaderNativeSourceCode RendererSceneSkyRD::SkyShaderData::get_native_source_code() const { +RS::ShaderNativeSourceCode SkyRD::SkyShaderData::get_native_source_code() const { RendererSceneRenderRD *scene_singleton = static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton); return scene_singleton->sky.sky_shader.shader.version_get_native_source_code(version); } -RendererSceneSkyRD::SkyShaderData::~SkyShaderData() { +SkyRD::SkyShaderData::~SkyShaderData() { RendererSceneRenderRD *scene_singleton = static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton); ERR_FAIL_COND(!scene_singleton); //pipeline variants will clear themselves if shader is gone @@ -238,15 +263,15 @@ RendererSceneSkyRD::SkyShaderData::~SkyShaderData() { //////////////////////////////////////////////////////////////////////////////// // Sky material -bool RendererSceneSkyRD::SkyMaterialData::update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) { +bool SkyRD::SkyMaterialData::update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) { RendererSceneRenderRD *scene_singleton = static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton); uniform_set_updated = true; - return update_parameters_uniform_set(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size, uniform_set, scene_singleton->sky.sky_shader.shader.version_get_shader(shader_data->version, 0), SKY_SET_MATERIAL); + return update_parameters_uniform_set(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size, uniform_set, scene_singleton->sky.sky_shader.shader.version_get_shader(shader_data->version, 0), SKY_SET_MATERIAL, true); } -RendererSceneSkyRD::SkyMaterialData::~SkyMaterialData() { +SkyRD::SkyMaterialData::~SkyMaterialData() { free_parameters_uniform_set(uniform_set); } @@ -268,22 +293,21 @@ static _FORCE_INLINE_ void store_transform_3x3(const Basis &p_basis, float *p_ar p_array[11] = 0; } -void RendererSceneSkyRD::_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 CameraMatrix *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)); for (uint32_t v = 0; v < p_view_count; v++) { // We only need key components of our projection matrix - sky_push_constant.projections[v][0] = p_projections[v].matrix[2][0]; - sky_push_constant.projections[v][1] = p_projections[v].matrix[0][0]; - sky_push_constant.projections[v][2] = p_projections[v].matrix[2][1]; - sky_push_constant.projections[v][3] = p_projections[v].matrix[1][1]; + sky_push_constant.projections[v][0] = p_projections[v].columns[2][0]; + sky_push_constant.projections[v][1] = p_projections[v].columns[0][0]; + sky_push_constant.projections[v][2] = p_projections[v].columns[2][1]; + sky_push_constant.projections[v][3] = p_projections[v].columns[1][1]; } 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); @@ -319,7 +343,7 @@ void RendererSceneSkyRD::_render_sky(RD::DrawListID p_list, float p_time, RID p_ //////////////////////////////////////////////////////////////////////////////// // ReflectionData -void RendererSceneSkyRD::ReflectionData::clear_reflection_data() { +void SkyRD::ReflectionData::clear_reflection_data() { layers.clear(); radiance_base_cubemap = RID(); if (downsampled_radiance_cubemap.is_valid()) { @@ -330,7 +354,7 @@ void RendererSceneSkyRD::ReflectionData::clear_reflection_data() { coefficient_buffer = RID(); } -void RendererSceneSkyRD::ReflectionData::update_reflection_data(int p_size, int p_mipmaps, bool p_use_array, RID p_base_cube, int p_base_layer, bool p_low_quality, int p_roughness_layers, RD::DataFormat p_texture_format) { +void SkyRD::ReflectionData::update_reflection_data(int p_size, int p_mipmaps, bool p_use_array, RID p_base_cube, int p_base_layer, bool p_low_quality, int p_roughness_layers, RD::DataFormat p_texture_format) { //recreate radiance and all data int mipmaps = p_mipmaps; @@ -399,21 +423,22 @@ void RendererSceneSkyRD::ReflectionData::update_reflection_data(int p_size, int radiance_base_cubemap = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_base_cube, p_base_layer, 0, 1, RD::TEXTURE_SLICE_CUBEMAP); RD::get_singleton()->set_resource_name(radiance_base_cubemap, "radiance base cubemap"); + RD::TextureFormat tf; tf.format = p_texture_format; - tf.width = 64; // Always 64x64 - tf.height = 64; + tf.width = p_low_quality ? 64 : p_size >> 1; // Always 64x64 when using REALTIME. + tf.height = p_low_quality ? 64 : p_size >> 1; tf.texture_type = RD::TEXTURE_TYPE_CUBE; tf.array_layers = 6; - tf.mipmaps = 7; + tf.mipmaps = p_low_quality ? 7 : mipmaps - 1; tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT; downsampled_radiance_cubemap = RD::get_singleton()->texture_create(tf, RD::TextureView()); RD::get_singleton()->set_resource_name(downsampled_radiance_cubemap, "downsampled radiance cubemap"); { - uint32_t mmw = 64; - uint32_t mmh = 64; - downsampled_layer.mipmaps.resize(7); + uint32_t mmw = tf.width; + uint32_t mmh = tf.height; + downsampled_layer.mipmaps.resize(tf.mipmaps); for (int j = 0; j < downsampled_layer.mipmaps.size(); j++) { ReflectionData::DownsampleLayer::Mipmap &mm = downsampled_layer.mipmaps.write[j]; mm.size.width = mmw; @@ -438,7 +463,7 @@ void RendererSceneSkyRD::ReflectionData::update_reflection_data(int p_size, int } } -void RendererSceneSkyRD::ReflectionData::create_reflection_fast_filter(bool p_use_arrays) { +void SkyRD::ReflectionData::create_reflection_fast_filter(bool p_use_arrays) { RendererRD::CopyEffects *copy_effects = RendererRD::CopyEffects::get_singleton(); ERR_FAIL_NULL_MSG(copy_effects, "Effects haven't been initialised"); bool prefer_raster_effects = copy_effects->get_prefer_raster_effects(); @@ -496,7 +521,7 @@ void RendererSceneSkyRD::ReflectionData::create_reflection_fast_filter(bool p_us } } -void RendererSceneSkyRD::ReflectionData::create_reflection_importance_sample(bool p_use_arrays, int p_cube_side, int p_base_layer, uint32_t p_sky_ggx_samples_quality) { +void SkyRD::ReflectionData::create_reflection_importance_sample(bool p_use_arrays, int p_cube_side, int p_base_layer, uint32_t p_sky_ggx_samples_quality) { RendererRD::CopyEffects *copy_effects = RendererRD::CopyEffects::get_singleton(); ERR_FAIL_NULL_MSG(copy_effects, "Effects haven't been initialised"); bool prefer_raster_effects = copy_effects->get_prefer_raster_effects(); @@ -565,7 +590,7 @@ void RendererSceneSkyRD::ReflectionData::create_reflection_importance_sample(boo RD::get_singleton()->draw_command_end_label(); // Filter radiance } -void RendererSceneSkyRD::ReflectionData::update_reflection_mipmaps(int p_start, int p_end) { +void SkyRD::ReflectionData::update_reflection_mipmaps(int p_start, int p_end) { RendererRD::CopyEffects *copy_effects = RendererRD::CopyEffects::get_singleton(); ERR_FAIL_NULL_MSG(copy_effects, "Effects haven't been initialised"); bool prefer_raster_effects = copy_effects->get_prefer_raster_effects(); @@ -590,9 +615,9 @@ void RendererSceneSkyRD::ReflectionData::update_reflection_mipmaps(int p_start, } //////////////////////////////////////////////////////////////////////////////// -// RendererSceneSkyRD::Sky +// SkyRD::Sky -void RendererSceneSkyRD::Sky::free() { +void SkyRD::Sky::free() { if (radiance.is_valid()) { RD::get_singleton()->free(radiance); radiance = RID(); @@ -620,7 +645,7 @@ void RendererSceneSkyRD::Sky::free() { } } -RID RendererSceneSkyRD::Sky::get_textures(SkyTextureSetVersion p_version, RID p_default_shader_rd) { +RID SkyRD::Sky::get_textures(SkyTextureSetVersion p_version, RID p_default_shader_rd) { RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton(); if (texture_uniform_sets[p_version].is_valid() && RD::get_singleton()->uniform_set_is_valid(texture_uniform_sets[p_version])) { @@ -634,7 +659,7 @@ RID RendererSceneSkyRD::Sky::get_textures(SkyTextureSetVersion p_version, RID p_ if (radiance.is_valid() && p_version <= SKY_TEXTURE_SET_QUARTER_RES) { u.append_id(radiance); } else { - u.append_id(texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK)); + u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK)); } uniforms.push_back(u); } @@ -650,9 +675,9 @@ RID RendererSceneSkyRD::Sky::get_textures(SkyTextureSetVersion p_version, RID p_ } } else { if (p_version < SKY_TEXTURE_SET_CUBEMAP) { - u.append_id(texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_WHITE)); + u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE)); } else { - u.append_id(texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK)); + u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK)); } } uniforms.push_back(u); @@ -669,9 +694,9 @@ RID RendererSceneSkyRD::Sky::get_textures(SkyTextureSetVersion p_version, RID p_ } } else { if (p_version < SKY_TEXTURE_SET_CUBEMAP) { - u.append_id(texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_WHITE)); + u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE)); } else { - u.append_id(texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK)); + u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK)); } } uniforms.push_back(u); @@ -681,7 +706,7 @@ RID RendererSceneSkyRD::Sky::get_textures(SkyTextureSetVersion p_version, RID p_ return texture_uniform_sets[p_version]; } -bool RendererSceneSkyRD::Sky::set_radiance_size(int p_radiance_size) { +bool SkyRD::Sky::set_radiance_size(int p_radiance_size) { ERR_FAIL_COND_V(p_radiance_size < 32 || p_radiance_size > 2048, false); if (radiance_size == p_radiance_size) { return false; @@ -702,7 +727,7 @@ bool RendererSceneSkyRD::Sky::set_radiance_size(int p_radiance_size) { return true; } -bool RendererSceneSkyRD::Sky::set_mode(RS::SkyMode p_mode) { +bool SkyRD::Sky::set_mode(RS::SkyMode p_mode) { if (mode == p_mode) { return false; } @@ -723,7 +748,7 @@ bool RendererSceneSkyRD::Sky::set_mode(RS::SkyMode p_mode) { return true; } -bool RendererSceneSkyRD::Sky::set_material(RID p_material) { +bool SkyRD::Sky::set_material(RID p_material) { if (material == p_material) { return false; } @@ -732,12 +757,12 @@ bool RendererSceneSkyRD::Sky::set_material(RID p_material) { return true; } -Ref<Image> RendererSceneSkyRD::Sky::bake_panorama(float p_energy, int p_roughness_layers, const Size2i &p_size) { +Ref<Image> SkyRD::Sky::bake_panorama(float p_energy, int p_roughness_layers, const Size2i &p_size) { if (radiance.is_valid()) { 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; @@ -766,37 +791,37 @@ Ref<Image> RendererSceneSkyRD::Sky::bake_panorama(float p_energy, int p_roughnes } //////////////////////////////////////////////////////////////////////////////// -// RendererSceneSkyRD +// SkyRD -RendererRD::ShaderData *RendererSceneSkyRD::_create_sky_shader_func() { +RendererRD::MaterialStorage::ShaderData *SkyRD::_create_sky_shader_func() { SkyShaderData *shader_data = memnew(SkyShaderData); return shader_data; } -RendererRD::ShaderData *RendererSceneSkyRD::_create_sky_shader_funcs() { +RendererRD::MaterialStorage::ShaderData *SkyRD::_create_sky_shader_funcs() { // !BAS! Why isn't _create_sky_shader_func not just static too? return static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton)->sky._create_sky_shader_func(); }; -RendererRD::MaterialData *RendererSceneSkyRD::_create_sky_material_func(SkyShaderData *p_shader) { +RendererRD::MaterialStorage::MaterialData *SkyRD::_create_sky_material_func(SkyShaderData *p_shader) { SkyMaterialData *material_data = memnew(SkyMaterialData); material_data->shader_data = p_shader; //update will happen later anyway so do nothing. return material_data; } -RendererRD::MaterialData *RendererSceneSkyRD::_create_sky_material_funcs(RendererRD::ShaderData *p_shader) { +RendererRD::MaterialStorage::MaterialData *SkyRD::_create_sky_material_funcs(RendererRD::MaterialStorage::ShaderData *p_shader) { // !BAS! same here, we could just make _create_sky_material_func static? return static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton)->sky._create_sky_material_func(static_cast<SkyShaderData *>(p_shader)); }; -RendererSceneSkyRD::RendererSceneSkyRD() { +SkyRD::SkyRD() { roughness_layers = GLOBAL_GET("rendering/reflections/sky_reflections/roughness_layers"); sky_ggx_samples_quality = GLOBAL_GET("rendering/reflections/sky_reflections/ggx_samples"); sky_use_cubemap_array = GLOBAL_GET("rendering/reflections/sky_reflections/texture_array_reflections"); } -void RendererSceneSkyRD::init() { +void SkyRD::init() { RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton(); RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton(); @@ -834,8 +859,8 @@ void RendererSceneSkyRD::init() { } // register our shader funds - material_storage->shader_set_data_request_function(RendererRD::SHADER_TYPE_SKY, _create_sky_shader_funcs); - material_storage->material_set_data_request_function(RendererRD::SHADER_TYPE_SKY, _create_sky_material_funcs); + material_storage->shader_set_data_request_function(RendererRD::MaterialStorage::SHADER_TYPE_SKY, _create_sky_shader_funcs); + material_storage->material_set_data_request_function(RendererRD::MaterialStorage::SHADER_TYPE_SKY, _create_sky_material_funcs); { ShaderCompiler::DefaultIdentifierActions actions; @@ -843,7 +868,7 @@ void RendererSceneSkyRD::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"; @@ -882,6 +907,7 @@ void RendererSceneSkyRD::init() { actions.usage_defines["HALF_RES_COLOR"] = "\n#define USES_HALF_RES_COLOR\n"; actions.usage_defines["QUARTER_RES_COLOR"] = "\n#define USES_QUARTER_RES_COLOR\n"; actions.render_mode_defines["disable_fog"] = "#define DISABLE_FOG\n"; + actions.render_mode_defines["use_debanding"] = "#define USE_DEBANDING\n"; actions.sampler_array_name = "material_samplers"; actions.base_texture_binding_index = 1; @@ -891,7 +917,7 @@ void RendererSceneSkyRD::init() { actions.default_filter = ShaderLanguage::FILTER_LINEAR_MIPMAP; actions.default_repeat = ShaderLanguage::REPEAT_ENABLE; - actions.global_buffer_array_variable = "global_variables.data"; + actions.global_buffer_array_variable = "global_shader_uniforms.data"; sky_shader.compiler.initialize(actions); } @@ -916,7 +942,7 @@ void sky() { material_storage->material_set_shader(sky_shader.default_material, sky_shader.default_shader); - SkyMaterialData *md = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_shader.default_material, RendererRD::SHADER_TYPE_SKY)); + SkyMaterialData *md = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_shader.default_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY)); sky_shader.default_shader_rd = sky_shader.shader.version_get_shader(md->shader_data->version, SKY_VERSION_BACKGROUND); sky_scene_state.uniform_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(SkySceneState::UBO)); @@ -949,7 +975,7 @@ void sky() { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; u.binding = 1; - u.append_id(RendererRD::MaterialStorage::get_singleton()->global_variables_get_storage_buffer()); + u.append_id(RendererRD::MaterialStorage::get_singleton()->global_shader_uniforms_get_storage_buffer()); uniforms.push_back(u); } @@ -978,7 +1004,7 @@ void sky() { RD::Uniform u; u.binding = 0; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; - RID vfog = texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_3D_WHITE); + RID vfog = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE); u.append_id(vfog); uniforms.push_back(u); } @@ -1012,21 +1038,21 @@ void sky() { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; u.binding = 0; - u.append_id(texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK)); + u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK)); uniforms.push_back(u); } { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; u.binding = 1; - u.append_id(texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_WHITE)); + u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE)); uniforms.push_back(u); } { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; u.binding = 2; - u.append_id(texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_WHITE)); + u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE)); uniforms.push_back(u); } @@ -1051,15 +1077,15 @@ void sky() { } } -void RendererSceneSkyRD::set_texture_format(RD::DataFormat p_texture_format) { +void SkyRD::set_texture_format(RD::DataFormat p_texture_format) { texture_format = p_texture_format; } -RendererSceneSkyRD::~RendererSceneSkyRD() { +SkyRD::~SkyRD() { // cleanup anything created in init... RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton(); - SkyMaterialData *md = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_shader.default_material, RendererRD::SHADER_TYPE_SKY)); + SkyMaterialData *md = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_shader.default_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY)); sky_shader.shader.version_free(md->shader_data->version); RD::get_singleton()->free(sky_scene_state.directional_light_buffer); RD::get_singleton()->free(sky_scene_state.uniform_buffer); @@ -1085,23 +1111,23 @@ RendererSceneSkyRD::~RendererSceneSkyRD() { RD::get_singleton()->free(index_buffer); //array gets freed as dependency } -void RendererSceneSkyRD::setup(RendererSceneEnvironmentRD *p_env, RID p_render_buffers, const PagedArray<RID> &p_lights, const CameraMatrix &p_projection, const Transform3D &p_transform, const Size2i p_screen_size, RendererSceneRenderRD *p_scene_render) { +void SkyRD::setup(RID p_env, Ref<RenderSceneBuffersRD> 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); + ERR_FAIL_COND(p_env.is_null()); SkyMaterialData *material = nullptr; - Sky *sky = get_sky(p_env->sky); + Sky *sky = get_sky(RendererSceneRenderRD::get_singleton()->environment_get_sky(p_env)); RID sky_material; SkyShaderData *shader_data = nullptr; if (sky) { - sky_material = sky_get_material(p_env->sky); + sky_material = sky_get_material(RendererSceneRenderRD::get_singleton()->environment_get_sky(p_env)); if (sky_material.is_valid()) { - material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::SHADER_TYPE_SKY)); + material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY)); if (!material || !material->shader_data->valid) { material = nullptr; } @@ -1109,7 +1135,7 @@ void RendererSceneSkyRD::setup(RendererSceneEnvironmentRD *p_env, RID p_render_b if (!material) { sky_material = sky_shader.default_material; - material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::SHADER_TYPE_SKY)); + material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY)); } ERR_FAIL_COND(!material); @@ -1174,18 +1200,17 @@ void RendererSceneSkyRD::setup(RendererSceneEnvironmentRD *p_env, RID p_render_b // This can't be done in RenderSceneRenderRD::_setup lights because that needs to be called // after the depth prepass, but this runs before the depth prepass for (int i = 0; i < (int)p_lights.size(); i++) { - RendererSceneRenderRD::LightInstance *li = p_scene_render->light_instance_owner.get_or_null(p_lights[i]); - if (!li) { + if (!light_storage->owns_light_instance(p_lights[i])) { continue; } - RID base = li->light; + RID base = light_storage->light_instance_get_base_light(p_lights[i]); ERR_CONTINUE(base.is_null()); RS::LightType type = light_storage->light_get_type(base); if (type == RS::LIGHT_DIRECTIONAL && light_storage->light_directional_get_sky_mode(base) != RS::LIGHT_DIRECTIONAL_SKY_MODE_LIGHT_ONLY) { SkyDirectionalLightData &sky_light_data = sky_scene_state.directional_lights[sky_scene_state.ubo.directional_light_count]; - Transform3D light_transform = li->transform; + Transform3D light_transform = light_storage->light_instance_get_base_transform(p_lights[i]); Vector3 world_direction = light_transform.basis.xform(Vector3(0, 0, 1)).normalized(); sky_light_data.direction[0] = world_direction.x; @@ -1195,6 +1220,14 @@ void RendererSceneSkyRD::setup(RendererSceneEnvironmentRD *p_env, RID p_render_b 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; @@ -1207,7 +1240,7 @@ void RendererSceneSkyRD::setup(RendererSceneEnvironmentRD *p_env, RID p_render_b // I know tan(0) is 0, but let's not risk it with numerical precision. // technically this will keep expanding until reaching the sun, but all we care // is expand until we reach the radius of the near plane (there can't be more occluders than that) - angular_diameter = Math::tan(Math::deg2rad(angular_diameter)); + angular_diameter = Math::tan(Math::deg_to_rad(angular_diameter)); } else { angular_diameter = 0.0; } @@ -1227,6 +1260,7 @@ void RendererSceneSkyRD::setup(RendererSceneEnvironmentRD *p_env, RID p_render_b light_data_dirty = true; for (uint32_t i = sky_scene_state.ubo.directional_light_count; i < sky_scene_state.max_directional_lights; i++) { sky_scene_state.directional_lights[i].enabled = false; + sky_scene_state.last_frame_directional_lights[i].enabled = false; } } @@ -1262,54 +1296,58 @@ void RendererSceneSkyRD::setup(RendererSceneEnvironmentRD *p_env, RID p_render_b //setup fog variables sky_scene_state.ubo.volumetric_fog_enabled = false; if (p_render_buffers.is_valid()) { - if (p_scene_render->render_buffers_has_volumetric_fog(p_render_buffers)) { + if (p_render_buffers->has_custom_data(RB_SCOPE_FOG)) { + Ref<RendererRD::Fog::VolumetricFog> fog = p_render_buffers->get_custom_data(RB_SCOPE_FOG); sky_scene_state.ubo.volumetric_fog_enabled = true; - float fog_end = p_scene_render->render_buffers_get_volumetric_fog_end(p_render_buffers); + float fog_end = fog->length; if (fog_end > 0.0) { sky_scene_state.ubo.volumetric_fog_inv_length = 1.0 / fog_end; } else { sky_scene_state.ubo.volumetric_fog_inv_length = 1.0; } - float fog_detail_spread = p_scene_render->render_buffers_get_volumetric_fog_detail_spread(p_render_buffers); //reverse lookup + float fog_detail_spread = fog->spread; //reverse lookup if (fog_detail_spread > 0.0) { sky_scene_state.ubo.volumetric_fog_detail_spread = 1.0 / fog_detail_spread; } else { sky_scene_state.ubo.volumetric_fog_detail_spread = 1.0; } - sky_scene_state.fog_uniform_set = p_scene_render->render_buffers_get_volumetric_fog_sky_uniform_set(p_render_buffers); + sky_scene_state.fog_uniform_set = fog->sky_uniform_set; } } sky_scene_state.ubo.z_far = p_projection.get_z_far(); - sky_scene_state.ubo.fog_enabled = p_env->fog_enabled; - sky_scene_state.ubo.fog_density = p_env->fog_density; - sky_scene_state.ubo.fog_aerial_perspective = p_env->fog_aerial_perspective; - Color fog_color = p_env->fog_light_color.srgb_to_linear(); - float fog_energy = p_env->fog_light_energy; + sky_scene_state.ubo.fog_enabled = RendererSceneRenderRD::get_singleton()->environment_get_fog_enabled(p_env); + sky_scene_state.ubo.fog_density = RendererSceneRenderRD::get_singleton()->environment_get_fog_density(p_env); + sky_scene_state.ubo.fog_aerial_perspective = RendererSceneRenderRD::get_singleton()->environment_get_fog_aerial_perspective(p_env); + Color fog_color = RendererSceneRenderRD::get_singleton()->environment_get_fog_light_color(p_env).srgb_to_linear(); + float fog_energy = RendererSceneRenderRD::get_singleton()->environment_get_fog_light_energy(p_env); sky_scene_state.ubo.fog_light_color[0] = fog_color.r * fog_energy; sky_scene_state.ubo.fog_light_color[1] = fog_color.g * fog_energy; sky_scene_state.ubo.fog_light_color[2] = fog_color.b * fog_energy; - sky_scene_state.ubo.fog_sun_scatter = p_env->fog_sun_scatter; + sky_scene_state.ubo.fog_sun_scatter = RendererSceneRenderRD::get_singleton()->environment_get_fog_sun_scatter(p_env); + + sky_scene_state.ubo.fog_sky_affect = RendererSceneRenderRD::get_singleton()->environment_get_fog_sky_affect(p_env); + sky_scene_state.ubo.volumetric_fog_sky_affect = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_sky_affect(p_env); RD::get_singleton()->buffer_update(sky_scene_state.uniform_buffer, 0, sizeof(SkySceneState::UBO), &sky_scene_state.ubo); } -void RendererSceneSkyRD::update(RendererSceneEnvironmentRD *p_env, const CameraMatrix &p_projection, const Transform3D &p_transform, double p_time, float p_luminance_multiplier) { +void SkyRD::update(RID p_env, const Projection &p_projection, const Transform3D &p_transform, double p_time, float p_luminance_multiplier) { RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton(); - ERR_FAIL_COND(!p_env); + ERR_FAIL_COND(p_env.is_null()); - Sky *sky = get_sky(p_env->sky); + Sky *sky = get_sky(RendererSceneRenderRD::get_singleton()->environment_get_sky(p_env)); ERR_FAIL_COND(!sky); - RID sky_material = sky_get_material(p_env->sky); + RID sky_material = sky_get_material(RendererSceneRenderRD::get_singleton()->environment_get_sky(p_env)); SkyMaterialData *material = nullptr; if (sky_material.is_valid()) { - material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::SHADER_TYPE_SKY)); + material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY)); if (!material || !material->shader_data->valid) { material = nullptr; } @@ -1317,7 +1355,7 @@ void RendererSceneSkyRD::update(RendererSceneEnvironmentRD *p_env, const CameraM if (!material) { sky_material = sky_shader.default_material; - material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::SHADER_TYPE_SKY)); + material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY)); } ERR_FAIL_COND(!material); @@ -1326,8 +1364,6 @@ void RendererSceneSkyRD::update(RendererSceneEnvironmentRD *p_env, const CameraM ERR_FAIL_COND(!shader_data); - float multiplier = p_env->bg_energy; - bool update_single_frame = sky->mode == RS::SKY_MODE_REALTIME || sky->mode == RS::SKY_MODE_QUALITY; RS::SkyMode sky_mode = sky->mode; @@ -1371,9 +1407,9 @@ void RendererSceneSkyRD::update(RendererSceneEnvironmentRD *p_env, const CameraM Vector3(0, -1, 0) }; - CameraMatrix cm; + Projection cm; cm.set_perspective(90, 1, 0.01, 10.0); - CameraMatrix correction; + Projection correction; correction.set_depth_correction(true); cm = correction * cm; @@ -1390,7 +1426,7 @@ void RendererSceneSkyRD::update(RendererSceneEnvironmentRD *p_env, const CameraM 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(); @@ -1409,7 +1445,7 @@ void RendererSceneSkyRD::update(RendererSceneEnvironmentRD *p_env, const CameraM 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(); @@ -1424,7 +1460,7 @@ void RendererSceneSkyRD::update(RendererSceneEnvironmentRD *p_env, const CameraM 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(); @@ -1450,7 +1486,7 @@ void RendererSceneSkyRD::update(RendererSceneEnvironmentRD *p_env, const CameraM } sky->processing_layer = 1; } - + sky->baked_exposure = p_luminance_multiplier; sky->reflection.dirty = false; } else { @@ -1466,26 +1502,26 @@ void RendererSceneSkyRD::update(RendererSceneEnvironmentRD *p_env, const CameraM } } -void RendererSceneSkyRD::draw(RendererSceneEnvironmentRD *p_env, bool p_can_continue_color, bool p_can_continue_depth, RID p_fb, uint32_t p_view_count, const CameraMatrix *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); + ERR_FAIL_COND(p_env.is_null()); ERR_FAIL_COND(p_view_count == 0); ERR_FAIL_COND(p_view_count > RendererSceneRender::MAX_RENDER_VIEWS); - Sky *sky = get_sky(p_env->sky); + Sky *sky = get_sky(RendererSceneRenderRD::get_singleton()->environment_get_sky(p_env)); SkyMaterialData *material = nullptr; RID sky_material; - RS::EnvironmentBG background = p_env->background; + RS::EnvironmentBG background = RendererSceneRenderRD::get_singleton()->environment_get_background(p_env); if (!(background == RS::ENV_BG_CLEAR_COLOR || background == RS::ENV_BG_COLOR) || sky) { ERR_FAIL_COND(!sky); - sky_material = sky_get_material(p_env->sky); + sky_material = sky_get_material(RendererSceneRenderRD::get_singleton()->environment_get_sky(p_env)); if (sky_material.is_valid()) { - material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::SHADER_TYPE_SKY)); + material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY)); if (!material || !material->shader_data->valid) { material = nullptr; } @@ -1493,13 +1529,13 @@ void RendererSceneSkyRD::draw(RendererSceneEnvironmentRD *p_env, bool p_can_cont if (!material) { sky_material = sky_shader.default_material; - material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::SHADER_TYPE_SKY)); + material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY)); } } if (background == RS::ENV_BG_CLEAR_COLOR || background == RS::ENV_BG_COLOR) { sky_material = sky_scene_state.fog_material; - material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::SHADER_TYPE_SKY)); + material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY)); } ERR_FAIL_COND(!material); @@ -1508,16 +1544,15 @@ void RendererSceneSkyRD::draw(RendererSceneEnvironmentRD *p_env, bool p_can_cont ERR_FAIL_COND(!shader_data); - Basis sky_transform = p_env->sky_orientation; + Basis sky_transform = RendererSceneRenderRD::get_singleton()->environment_get_sky_orientation(p_env); sky_transform.invert(); - float multiplier = p_env->bg_energy; - float custom_fov = p_env->sky_custom_fov; + float custom_fov = RendererSceneRenderRD::get_singleton()->environment_get_sky_custom_fov(p_env); // Camera - CameraMatrix camera; + Projection camera; uint32_t view_count = p_view_count; - const CameraMatrix *projections = p_projections; + const Projection *projections = p_projections; if (custom_fov) { // With custom fov we don't support stereo... @@ -1542,7 +1577,7 @@ void RendererSceneSkyRD::draw(RendererSceneEnvironmentRD *p_env, bool p_can_cont 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(); } @@ -1555,7 +1590,7 @@ void RendererSceneSkyRD::draw(RendererSceneEnvironmentRD *p_env, bool p_can_cont 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(); } @@ -1569,27 +1604,27 @@ void RendererSceneSkyRD::draw(RendererSceneEnvironmentRD *p_env, bool p_can_cont } 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(); } -void RendererSceneSkyRD::update_res_buffers(RendererSceneEnvironmentRD *p_env, uint32_t p_view_count, const CameraMatrix *p_projections, const Transform3D &p_transform, double p_time, float p_luminance_multiplier) { +void SkyRD::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) { RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton(); - ERR_FAIL_COND(!p_env); + ERR_FAIL_COND(p_env.is_null()); ERR_FAIL_COND(p_view_count == 0); ERR_FAIL_COND(p_view_count > RendererSceneRender::MAX_RENDER_VIEWS); - Sky *sky = get_sky(p_env->sky); + Sky *sky = get_sky(RendererSceneRenderRD::get_singleton()->environment_get_sky(p_env)); ERR_FAIL_COND(!sky); SkyMaterialData *material = nullptr; RID sky_material; - sky_material = sky_get_material(p_env->sky); + sky_material = sky_get_material(RendererSceneRenderRD::get_singleton()->environment_get_sky(p_env)); if (sky_material.is_valid()) { - material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::SHADER_TYPE_SKY)); + material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY)); if (!material || !material->shader_data->valid) { material = nullptr; } @@ -1597,7 +1632,7 @@ void RendererSceneSkyRD::update_res_buffers(RendererSceneEnvironmentRD *p_env, u if (!material) { sky_material = sky_shader.default_material; - material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::SHADER_TYPE_SKY)); + material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY)); } ERR_FAIL_COND(!material); @@ -1606,16 +1641,15 @@ void RendererSceneSkyRD::update_res_buffers(RendererSceneEnvironmentRD *p_env, u ERR_FAIL_COND(!shader_data); - Basis sky_transform = p_env->sky_orientation; + Basis sky_transform = RendererSceneRenderRD::get_singleton()->environment_get_sky_orientation(p_env); sky_transform.invert(); - float multiplier = p_env->bg_energy; - float custom_fov = p_env->sky_custom_fov; + float custom_fov = RendererSceneRenderRD::get_singleton()->environment_get_sky_custom_fov(p_env); // Camera - CameraMatrix camera; + Projection camera; uint32_t view_count = p_view_count; - const CameraMatrix *projections = p_projections; + const Projection *projections = p_projections; if (custom_fov) { // With custom fov we don't support stereo... @@ -1640,7 +1674,7 @@ void RendererSceneSkyRD::update_res_buffers(RendererSceneEnvironmentRD *p_env, u 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(); } @@ -1653,31 +1687,31 @@ void RendererSceneSkyRD::update_res_buffers(RendererSceneEnvironmentRD *p_env, u 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(); } } -void RendererSceneSkyRD::draw(RD::DrawListID p_draw_list, RendererSceneEnvironmentRD *p_env, RID p_fb, uint32_t p_view_count, const CameraMatrix *p_projections, const Transform3D &p_transform, double p_time, float p_luminance_multiplier) { +void SkyRD::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) { RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton(); - ERR_FAIL_COND(!p_env); + ERR_FAIL_COND(p_env.is_null()); ERR_FAIL_COND(p_view_count == 0); ERR_FAIL_COND(p_view_count > RendererSceneRender::MAX_RENDER_VIEWS); - Sky *sky = get_sky(p_env->sky); + Sky *sky = get_sky(RendererSceneRenderRD::get_singleton()->environment_get_sky(p_env)); SkyMaterialData *material = nullptr; RID sky_material; - RS::EnvironmentBG background = p_env->background; + RS::EnvironmentBG background = RendererSceneRenderRD::get_singleton()->environment_get_background(p_env); if (!(background == RS::ENV_BG_CLEAR_COLOR || background == RS::ENV_BG_COLOR) || sky) { ERR_FAIL_COND(!sky); - sky_material = sky_get_material(p_env->sky); + sky_material = sky_get_material(RendererSceneRenderRD::get_singleton()->environment_get_sky(p_env)); if (sky_material.is_valid()) { - material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::SHADER_TYPE_SKY)); + material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY)); if (!material || !material->shader_data->valid) { material = nullptr; } @@ -1685,13 +1719,13 @@ void RendererSceneSkyRD::draw(RD::DrawListID p_draw_list, RendererSceneEnvironme if (!material) { sky_material = sky_shader.default_material; - material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::SHADER_TYPE_SKY)); + material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY)); } } if (background == RS::ENV_BG_CLEAR_COLOR || background == RS::ENV_BG_COLOR) { sky_material = sky_scene_state.fog_material; - material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::SHADER_TYPE_SKY)); + material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY)); } ERR_FAIL_COND(!material); @@ -1700,16 +1734,15 @@ void RendererSceneSkyRD::draw(RD::DrawListID p_draw_list, RendererSceneEnvironme ERR_FAIL_COND(!shader_data); - Basis sky_transform = p_env->sky_orientation; + Basis sky_transform = RendererSceneRenderRD::get_singleton()->environment_get_sky_orientation(p_env); sky_transform.invert(); - float multiplier = p_env->bg_energy; - float custom_fov = p_env->sky_custom_fov; + float custom_fov = RendererSceneRenderRD::get_singleton()->environment_get_sky_custom_fov(p_env); // Camera - CameraMatrix camera; + Projection camera; uint32_t view_count = p_view_count; - const CameraMatrix *projections = p_projections; + const Projection *projections = p_projections; if (custom_fov) { // With custom fov we don't support stereo... @@ -1734,10 +1767,10 @@ void RendererSceneSkyRD::draw(RD::DrawListID p_draw_list, RendererSceneEnvironme 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 RendererSceneSkyRD::invalidate_sky(Sky *p_sky) { +void SkyRD::invalidate_sky(Sky *p_sky) { if (!p_sky->dirty) { p_sky->dirty = true; p_sky->dirty_list = dirty_sky_list; @@ -1745,7 +1778,7 @@ void RendererSceneSkyRD::invalidate_sky(Sky *p_sky) { } } -void RendererSceneSkyRD::update_dirty_skys() { +void SkyRD::update_dirty_skys() { Sky *sky = dirty_sky_list; while (sky) { @@ -1849,26 +1882,33 @@ void RendererSceneSkyRD::update_dirty_skys() { dirty_sky_list = nullptr; } -RID RendererSceneSkyRD::sky_get_material(RID p_sky) const { +RID SkyRD::sky_get_material(RID p_sky) const { Sky *sky = get_sky(p_sky); ERR_FAIL_COND_V(!sky, RID()); return sky->material; } -RID RendererSceneSkyRD::allocate_sky_rid() { +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(); } -void RendererSceneSkyRD::initialize_sky_rid(RID p_rid) { +void SkyRD::initialize_sky_rid(RID p_rid) { sky_owner.initialize_rid(p_rid, Sky()); } -RendererSceneSkyRD::Sky *RendererSceneSkyRD::get_sky(RID p_sky) const { +SkyRD::Sky *SkyRD::get_sky(RID p_sky) const { return sky_owner.get_or_null(p_sky); } -void RendererSceneSkyRD::free_sky(RID p_sky) { +void SkyRD::free_sky(RID p_sky) { Sky *sky = get_sky(p_sky); ERR_FAIL_COND(!sky); @@ -1876,7 +1916,7 @@ void RendererSceneSkyRD::free_sky(RID p_sky) { sky_owner.free(p_sky); } -void RendererSceneSkyRD::sky_set_radiance_size(RID p_sky, int p_radiance_size) { +void SkyRD::sky_set_radiance_size(RID p_sky, int p_radiance_size) { Sky *sky = get_sky(p_sky); ERR_FAIL_COND(!sky); @@ -1885,7 +1925,7 @@ void RendererSceneSkyRD::sky_set_radiance_size(RID p_sky, int p_radiance_size) { } } -void RendererSceneSkyRD::sky_set_mode(RID p_sky, RS::SkyMode p_mode) { +void SkyRD::sky_set_mode(RID p_sky, RS::SkyMode p_mode) { Sky *sky = get_sky(p_sky); ERR_FAIL_COND(!sky); @@ -1894,7 +1934,7 @@ void RendererSceneSkyRD::sky_set_mode(RID p_sky, RS::SkyMode p_mode) { } } -void RendererSceneSkyRD::sky_set_material(RID p_sky, RID p_material) { +void SkyRD::sky_set_material(RID p_sky, RID p_material) { Sky *sky = get_sky(p_sky); ERR_FAIL_COND(!sky); @@ -1903,7 +1943,7 @@ void RendererSceneSkyRD::sky_set_material(RID p_sky, RID p_material) { } } -Ref<Image> RendererSceneSkyRD::sky_bake_panorama(RID p_sky, float p_energy, bool p_bake_irradiance, const Size2i &p_size) { +Ref<Image> SkyRD::sky_bake_panorama(RID p_sky, float p_energy, bool p_bake_irradiance, const Size2i &p_size) { Sky *sky = get_sky(p_sky); ERR_FAIL_COND_V(!sky, Ref<Image>()); @@ -1912,7 +1952,7 @@ Ref<Image> RendererSceneSkyRD::sky_bake_panorama(RID p_sky, float p_energy, bool return sky->bake_panorama(p_energy, p_bake_irradiance ? roughness_layers : 0, p_size); } -RID RendererSceneSkyRD::sky_get_radiance_texture_rd(RID p_sky) const { +RID SkyRD::sky_get_radiance_texture_rd(RID p_sky) const { Sky *sky = get_sky(p_sky); ERR_FAIL_COND_V(!sky, RID()); diff --git a/servers/rendering/renderer_rd/renderer_scene_sky_rd.h b/servers/rendering/renderer_rd/environment/sky.h index a8ee406abc..45c4f9bda7 100644 --- a/servers/rendering/renderer_rd/renderer_scene_sky_rd.h +++ b/servers/rendering/renderer_rd/environment/sky.h @@ -1,5 +1,5 @@ /*************************************************************************/ -/* renderer_scene_sky_rd.h */ +/* sky.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ @@ -28,14 +28,13 @@ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ -#ifndef RENDERING_SERVER_SCENE_SKY_RD_H -#define RENDERING_SERVER_SCENE_SKY_RD_H +#ifndef SKY_RD_H +#define SKY_RD_H #include "core/templates/rid_owner.h" #include "servers/rendering/renderer_compositor.h" #include "servers/rendering/renderer_rd/pipeline_cache_rd.h" -#include "servers/rendering/renderer_rd/renderer_scene_environment_rd.h" -#include "servers/rendering/renderer_rd/shaders/sky.glsl.gen.h" +#include "servers/rendering/renderer_rd/shaders/environment/sky.glsl.gen.h" #include "servers/rendering/renderer_rd/storage_rd/material_storage.h" #include "servers/rendering/renderer_scene_render.h" #include "servers/rendering/rendering_device.h" @@ -43,8 +42,11 @@ // Forward declare RendererSceneRenderRD so we can pass it into some of our methods, these classes are pretty tightly bound class RendererSceneRenderRD; +class RenderSceneBuffersRD; -class RendererSceneSkyRD { +namespace RendererRD { + +class SkyRD { public: enum SkySet { SKY_SET_UNIFORMS, @@ -99,14 +101,13 @@ 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. }; - struct SkyShaderData : public RendererRD::ShaderData { + struct SkyShaderData : public RendererRD::MaterialStorage::ShaderData { bool valid = false; RID version; @@ -128,10 +129,11 @@ private: bool uses_light = false; virtual void set_code(const String &p_Code); - virtual void set_default_texture_param(const StringName &p_name, RID p_texture, int p_index); - virtual void get_param_list(List<PropertyInfo> *p_param_list) const; + virtual void set_path_hint(const String &p_hint); + virtual void set_default_texture_parameter(const StringName &p_name, RID p_texture, int p_index); + virtual void get_shader_uniform_list(List<PropertyInfo> *p_param_list) const; virtual void get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const; - virtual bool is_param_texture(const StringName &p_param) const; + virtual bool is_parameter_texture(const StringName &p_param) const; virtual bool is_animated() const; virtual bool casts_shadows() const; virtual Variant get_default_parameter(const StringName &p_parameter) const; @@ -141,25 +143,28 @@ 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 CameraMatrix *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 { struct UBO { - uint32_t volumetric_fog_enabled; - float volumetric_fog_inv_length; - float volumetric_fog_detail_spread; - - float fog_aerial_perspective; - - float fog_light_color[3]; - float fog_sun_scatter; - - uint32_t fog_enabled; - float fog_density; - - float z_far; - uint32_t directional_light_count; + uint32_t volumetric_fog_enabled; // 4 - 4 + float volumetric_fog_inv_length; // 4 - 8 + float volumetric_fog_detail_spread; // 4 - 12 + float volumetric_fog_sky_affect; // 4 - 16 + + uint32_t fog_enabled; // 4 - 20 + float fog_sky_affect; // 4 - 24 + float fog_density; // 4 - 28 + float fog_sun_scatter; // 4 - 32 + + float fog_light_color[3]; // 12 - 44 + float fog_aerial_perspective; // 4 - 48 + + float z_far; // 4 - 52 + uint32_t directional_light_count; // 4 - 56 + uint32_t pad1; // 4 - 60 + uint32_t pad2; // 4 - 64 }; UBO ubo; @@ -229,7 +234,7 @@ public: RID default_shader_rd; } sky_shader; - struct SkyMaterialData : public RendererRD::MaterialData { + struct SkyMaterialData : public RendererRD::MaterialStorage::MaterialData { SkyShaderData *shader_data = nullptr; RID uniform_set; bool uniform_set_updated; @@ -262,6 +267,7 @@ 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; @@ -283,27 +289,29 @@ public: mutable RID_Owner<Sky, true> sky_owner; int roughness_layers; - RendererRD::ShaderData *_create_sky_shader_func(); - static RendererRD::ShaderData *_create_sky_shader_funcs(); + RendererRD::MaterialStorage::ShaderData *_create_sky_shader_func(); + static RendererRD::MaterialStorage::ShaderData *_create_sky_shader_funcs(); - RendererRD::MaterialData *_create_sky_material_func(SkyShaderData *p_shader); - static RendererRD::MaterialData *_create_sky_material_funcs(RendererRD::ShaderData *p_shader); + RendererRD::MaterialStorage::MaterialData *_create_sky_material_func(SkyShaderData *p_shader); + static RendererRD::MaterialStorage::MaterialData *_create_sky_material_funcs(RendererRD::MaterialStorage::ShaderData *p_shader); - RendererSceneSkyRD(); + SkyRD(); void init(); void set_texture_format(RD::DataFormat p_texture_format); - ~RendererSceneSkyRD(); + ~SkyRD(); - void setup(RendererSceneEnvironmentRD *p_env, RID p_render_buffers, const PagedArray<RID> &p_lights, const CameraMatrix &p_projection, const Transform3D &p_transform, const Size2i p_screen_size, RendererSceneRenderRD *p_scene_render); - void update(RendererSceneEnvironmentRD *p_env, const CameraMatrix &p_projection, const Transform3D &p_transform, double p_time, float p_luminance_multiplier = 1.0); - void draw(RendererSceneEnvironmentRD *p_env, bool p_can_continue_color, bool p_can_continue_depth, RID p_fb, uint32_t p_view_count, const CameraMatrix *p_projections, const Transform3D &p_transform, double p_time); // only called by clustered renderer - void update_res_buffers(RendererSceneEnvironmentRD *p_env, uint32_t p_view_count, const CameraMatrix *p_projections, const Transform3D &p_transform, double p_time, float p_luminance_multiplier = 1.0); - void draw(RD::DrawListID p_draw_list, RendererSceneEnvironmentRD *p_env, RID p_fb, uint32_t p_view_count, const CameraMatrix *p_projections, const Transform3D &p_transform, double p_time, float p_luminance_multiplier = 1.0); + void setup(RID p_env, Ref<RenderSceneBuffersRD> 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, 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); void invalidate_sky(Sky *p_sky); 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); @@ -313,8 +321,8 @@ 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; }; -#endif /* RENDERING_SERVER_SCENE_SKY_RD_H */ +} // namespace RendererRD + +#endif // SKY_RD_H 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 85652a041d..039a2d2bf4 100644 --- a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp +++ b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp @@ -30,6 +30,7 @@ #include "render_forward_clustered.h" #include "core/config/project_settings.h" +#include "servers/rendering/renderer_rd/framebuffer_cache_rd.h" #include "servers/rendering/renderer_rd/renderer_compositor_rd.h" #include "servers/rendering/renderer_rd/storage_rd/light_storage.h" #include "servers/rendering/renderer_rd/storage_rd/mesh_storage.h" @@ -41,269 +42,113 @@ using namespace RendererSceneRenderImplementation; -RenderForwardClustered::RenderBufferDataForwardClustered::~RenderBufferDataForwardClustered() { - clear(); -} - void RenderForwardClustered::RenderBufferDataForwardClustered::ensure_specular() { - if (!specular.is_valid()) { - RD::TextureFormat tf; - tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT; - if (view_count > 1) { - tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY; - tf.array_layers = view_count; - } else { - tf.texture_type = RD::TEXTURE_TYPE_2D; - tf.array_layers = 1; - } - tf.width = width; - tf.height = height; - tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT; - if (msaa != RS::VIEWPORT_MSAA_DISABLED) { - tf.usage_bits |= RD::TEXTURE_USAGE_CAN_COPY_TO_BIT; - } else { - tf.usage_bits |= RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT; - } - - specular = RD::get_singleton()->texture_create(tf, RD::TextureView()); - - if (msaa == RS::VIEWPORT_MSAA_DISABLED) { - { - Vector<RID> fb; - fb.push_back(specular); - - specular_only_fb = RD::get_singleton()->framebuffer_create(fb, RD::INVALID_ID, view_count); - } + ERR_FAIL_NULL(render_buffers); + if (!render_buffers->has_texture(RB_SCOPE_FORWARD_CLUSTERED, RB_TEX_SPECULAR)) { + RD::DataFormat format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT; + uint32_t usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT; + if (render_buffers->get_msaa_3d() != RS::VIEWPORT_MSAA_DISABLED) { + usage_bits |= RD::TEXTURE_USAGE_CAN_COPY_TO_BIT; } else { - tf.samples = texture_samples; - tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT; - specular_msaa = RD::get_singleton()->texture_create(tf, RD::TextureView()); - - { - Vector<RID> fb; - fb.push_back(specular_msaa); - - specular_only_fb = RD::get_singleton()->framebuffer_create(fb, RD::INVALID_ID, view_count); - } + usage_bits |= RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT; } - } -} -void RenderForwardClustered::RenderBufferDataForwardClustered::ensure_velocity() { - if (!velocity_buffer.is_valid()) { - RD::TextureFormat tf; - tf.format = RD::DATA_FORMAT_R16G16_SFLOAT; - tf.width = width; - tf.height = height; - tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT; + render_buffers->create_texture(RB_SCOPE_FORWARD_CLUSTERED, RB_TEX_SPECULAR, format, usage_bits); - if (msaa != RS::VIEWPORT_MSAA_DISABLED) { - RD::TextureFormat tf_aa = tf; - tf_aa.samples = texture_samples; - tf_aa.usage_bits |= RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT; - velocity_buffer_msaa = RD::get_singleton()->texture_create(tf_aa, RD::TextureView()); - - tf.usage_bits |= RD::TEXTURE_USAGE_CAN_COPY_TO_BIT; + if (render_buffers->get_msaa_3d() != RS::VIEWPORT_MSAA_DISABLED) { + usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT; + render_buffers->create_texture(RB_SCOPE_FORWARD_CLUSTERED, RB_TEX_SPECULAR_MSAA, format, usage_bits, texture_samples); } - - velocity_buffer = RD::get_singleton()->texture_create(tf, RD::TextureView()); } } -void RenderForwardClustered::RenderBufferDataForwardClustered::ensure_voxelgi() { - if (!voxelgi_buffer.is_valid()) { - RD::TextureFormat tf; - if (view_count > 1) { - tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY; - tf.array_layers = view_count; - } else { - tf.texture_type = RD::TEXTURE_TYPE_2D; - tf.array_layers = 1; - } - tf.format = RD::DATA_FORMAT_R8G8_UINT; - tf.width = width; - tf.height = height; - tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT; - - if (msaa != RS::VIEWPORT_MSAA_DISABLED) { - RD::TextureFormat tf_aa = tf; - tf_aa.usage_bits |= RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT; - tf_aa.samples = texture_samples; - voxelgi_buffer_msaa = RD::get_singleton()->texture_create(tf_aa, RD::TextureView()); - - if (view_count == 1) { - voxelgi_msaa_views[0] = voxelgi_buffer_msaa; - } else { - for (uint32_t v = 0; v < view_count; v++) { - voxelgi_msaa_views[v] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), voxelgi_buffer_msaa, v, 0); - } - } - } else { - tf.usage_bits |= RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT; - } - - tf.usage_bits |= RD::TEXTURE_USAGE_STORAGE_BIT; +void RenderForwardClustered::RenderBufferDataForwardClustered::ensure_normal_roughness_texture() { + ERR_FAIL_NULL(render_buffers); - voxelgi_buffer = RD::get_singleton()->texture_create(tf, RD::TextureView()); + if (!render_buffers->has_texture(RB_SCOPE_FORWARD_CLUSTERED, RB_TEX_ROUGHNESS)) { + RD::DataFormat format = RD::DATA_FORMAT_R8G8B8A8_UNORM; + uint32_t usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT; - if (view_count == 1) { - voxelgi_views[0] = voxelgi_buffer; + if (render_buffers->get_msaa_3d() != RS::VIEWPORT_MSAA_DISABLED) { + usage_bits |= RD::TEXTURE_USAGE_CAN_COPY_TO_BIT; } else { - for (uint32_t v = 0; v < view_count; v++) { - voxelgi_views[v] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), voxelgi_buffer, v, 0); - } + usage_bits |= RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT; } - Vector<RID> fb; - if (msaa != RS::VIEWPORT_MSAA_DISABLED) { - fb.push_back(depth_msaa); - fb.push_back(normal_roughness_buffer_msaa); - fb.push_back(voxelgi_buffer_msaa); - } else { - fb.push_back(depth); - fb.push_back(normal_roughness_buffer); - fb.push_back(voxelgi_buffer); - } + render_buffers->create_texture(RB_SCOPE_FORWARD_CLUSTERED, RB_TEX_ROUGHNESS, format, usage_bits); - depth_normal_roughness_voxelgi_fb = RD::get_singleton()->framebuffer_create(fb, RD::INVALID_ID, view_count); + if (render_buffers->get_msaa_3d() != RS::VIEWPORT_MSAA_DISABLED) { + usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT; + render_buffers->create_texture(RB_SCOPE_FORWARD_CLUSTERED, RB_TEX_ROUGHNESS_MSAA, format, usage_bits, texture_samples); + } } } -void RenderForwardClustered::RenderBufferDataForwardClustered::clear() { - // note, slices are freed automatically when the parent texture is freed so we just clear them. - for (uint32_t v = 0; v < RendererSceneRender::MAX_RENDER_VIEWS; v++) { - color_views[v] = RID(); - depth_views[v] = RID(); - color_msaa_views[v] = RID(); - depth_msaa_views[v] = RID(); - normal_roughness_views[v] = RID(); - normal_roughness_msaa_views[v] = RID(); - voxelgi_views[v] = RID(); - voxelgi_msaa_views[v] = RID(); - vrs_views[v] = RID(); - } - - if (voxelgi_buffer != RID()) { - RD::get_singleton()->free(voxelgi_buffer); - voxelgi_buffer = RID(); +void RenderForwardClustered::RenderBufferDataForwardClustered::ensure_voxelgi() { + ERR_FAIL_NULL(render_buffers); - if (voxelgi_buffer_msaa.is_valid()) { - RD::get_singleton()->free(voxelgi_buffer_msaa); - voxelgi_buffer_msaa = RID(); + if (!render_buffers->has_texture(RB_SCOPE_FORWARD_CLUSTERED, RB_TEX_VOXEL_GI)) { + RD::DataFormat format = RD::DATA_FORMAT_R8G8_UINT; + uint32_t usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT; + if (render_buffers->get_msaa_3d() == RS::VIEWPORT_MSAA_DISABLED) { + usage_bits |= RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT; } - depth_normal_roughness_voxelgi_fb = RID(); - } - - if (color_msaa.is_valid()) { - RD::get_singleton()->free(color_msaa); - color_msaa = RID(); - } - - if (depth_msaa.is_valid()) { - RD::get_singleton()->free(depth_msaa); - depth_msaa = RID(); - } + render_buffers->create_texture(RB_SCOPE_FORWARD_CLUSTERED, RB_TEX_VOXEL_GI, format, usage_bits); - if (specular.is_valid()) { - if (specular_msaa.is_valid()) { - RD::get_singleton()->free(specular_msaa); - specular_msaa = RID(); + if (render_buffers->get_msaa_3d() != RS::VIEWPORT_MSAA_DISABLED) { + usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT; + render_buffers->create_texture(RB_SCOPE_FORWARD_CLUSTERED, RB_TEX_VOXEL_GI_MSAA, format, usage_bits, texture_samples); } - RD::get_singleton()->free(specular); - specular = RID(); } +} - color = RID(); - color_only_fb = RID(); - depth = RID(); - depth_fb = RID(); - - color_framebuffers.clear(); // Color pass framebuffers are freed automatically by their dependency relations - - if (normal_roughness_buffer.is_valid()) { - RD::get_singleton()->free(normal_roughness_buffer); - normal_roughness_buffer = RID(); - - if (normal_roughness_buffer_msaa.is_valid()) { - RD::get_singleton()->free(normal_roughness_buffer_msaa); - normal_roughness_buffer_msaa = RID(); - } +void RenderForwardClustered::RenderBufferDataForwardClustered::free_data() { + // JIC, should already have been cleared + if (render_buffers) { + render_buffers->clear_context(RB_SCOPE_FORWARD_CLUSTERED); + } - depth_normal_roughness_fb = RID(); + if (cluster_builder) { + memdelete(cluster_builder); + cluster_builder = nullptr; } if (!render_sdfgi_uniform_set.is_null() && RD::get_singleton()->uniform_set_is_valid(render_sdfgi_uniform_set)) { RD::get_singleton()->free(render_sdfgi_uniform_set); } - if (velocity_buffer != RID()) { - RD::get_singleton()->free(velocity_buffer); - velocity_buffer = RID(); + if (ss_effects_data.linear_depth.is_valid()) { + RD::get_singleton()->free(ss_effects_data.linear_depth); + ss_effects_data.linear_depth = RID(); + ss_effects_data.linear_depth_slices.clear(); } - if (velocity_buffer_msaa != RID()) { - RD::get_singleton()->free(velocity_buffer_msaa); - velocity_buffer_msaa = RID(); + if (ss_effects_data.downsample_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(ss_effects_data.downsample_uniform_set)) { + RD::get_singleton()->free(ss_effects_data.downsample_uniform_set); + ss_effects_data.downsample_uniform_set = RID(); } -} - -void RenderForwardClustered::RenderBufferDataForwardClustered::configure(RID p_color_buffer, RID p_depth_buffer, RID p_target_buffer, int p_width, int p_height, RS::ViewportMSAA p_msaa, bool p_use_taa, uint32_t p_view_count, RID p_vrs_texture) { - clear(); - msaa = p_msaa; - use_taa = p_use_taa; - vrs = p_vrs_texture; - - width = p_width; - height = p_height; - view_count = p_view_count; - - color = p_color_buffer; - depth = p_depth_buffer; + RenderForwardClustered::get_singleton()->get_ss_effects()->ssao_free(ss_effects_data.ssao); + RenderForwardClustered::get_singleton()->get_ss_effects()->ssil_free(ss_effects_data.ssil); + RenderForwardClustered::get_singleton()->get_ss_effects()->ssr_free(ss_effects_data.ssr); +} - if (vrs.is_valid()) { - if (view_count == 1) { - // just reuse - vrs_views[0] = vrs; - } else { - // create slices - for (uint32_t v = 0; v < view_count; v++) { - vrs_views[v] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), vrs, v, 0); - } - } +void RenderForwardClustered::RenderBufferDataForwardClustered::configure(RenderSceneBuffersRD *p_render_buffers) { + if (render_buffers) { + // JIC + free_data(); } - if (p_msaa == RS::VIEWPORT_MSAA_DISABLED) { - { - Vector<RID> fb; - fb.push_back(p_color_buffer); - fb.push_back(depth); - if (vrs.is_valid()) { - fb.push_back(vrs); - } + render_buffers = p_render_buffers; + ERR_FAIL_NULL(render_buffers); - color_only_fb = RD::get_singleton()->framebuffer_create(fb, RenderingDevice::INVALID_ID, view_count); - } - { - Vector<RID> fb; - fb.push_back(depth); + RS::ViewportMSAA msaa_3d = render_buffers->get_msaa_3d(); - depth_fb = RD::get_singleton()->framebuffer_create(fb, RenderingDevice::INVALID_ID, view_count); - } - } else { - RD::TextureFormat tf; - if (view_count > 1) { - tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY; - } else { - tf.texture_type = RD::TEXTURE_TYPE_2D; - } - tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT; - tf.width = p_width; - tf.height = p_height; - tf.array_layers = view_count; // create a layer for every view - tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT; + if (msaa_3d != RS::VIEWPORT_MSAA_DISABLED) { + RD::DataFormat format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT; + uint32_t usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT; const RD::TextureSamples ts[RS::VIEWPORT_MSAA_MAX] = { RD::TEXTURE_SAMPLES_1, @@ -312,148 +157,120 @@ void RenderForwardClustered::RenderBufferDataForwardClustered::configure(RID p_c RD::TEXTURE_SAMPLES_8, }; - texture_samples = ts[p_msaa]; - tf.samples = texture_samples; + texture_samples = ts[msaa_3d]; - color_msaa = RD::get_singleton()->texture_create(tf, RD::TextureView()); + p_render_buffers->create_texture(RB_SCOPE_FORWARD_CLUSTERED, RB_TEX_COLOR_MSAA, format, usage_bits, texture_samples); - tf.format = RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_D24_UNORM_S8_UINT, RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT) ? RD::DATA_FORMAT_D24_UNORM_S8_UINT : RD::DATA_FORMAT_D32_SFLOAT_S8_UINT; - tf.usage_bits = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT; + format = RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_D24_UNORM_S8_UINT, RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT) ? RD::DATA_FORMAT_D24_UNORM_S8_UINT : RD::DATA_FORMAT_D32_SFLOAT_S8_UINT; + usage_bits = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT; - depth_msaa = RD::get_singleton()->texture_create(tf, RD::TextureView()); + p_render_buffers->create_texture(RB_SCOPE_FORWARD_CLUSTERED, RB_TEX_DEPTH_MSAA, format, usage_bits, texture_samples); + } - if (view_count == 1) { - // just reuse - color_views[0] = color; - depth_views[0] = depth; - color_msaa_views[0] = color_msaa; - depth_msaa_views[0] = depth_msaa; - } else { - // create slices - for (uint32_t v = 0; v < view_count; v++) { - color_views[v] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), color, v, 0); - depth_views[v] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), depth, v, 0); - color_msaa_views[v] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), color_msaa, v, 0); - depth_msaa_views[v] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), depth_msaa, v, 0); - } - } + if (cluster_builder == nullptr) { + cluster_builder = memnew(ClusterBuilderRD); + } + cluster_builder->set_shared(RenderForwardClustered::get_singleton()->get_cluster_builder_shared()); - { - Vector<RID> fb; - fb.push_back(color_msaa); - fb.push_back(depth_msaa); - if (vrs.is_valid()) { - fb.push_back(vrs); - } + RID sampler = RendererRD::MaterialStorage::get_singleton()->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + cluster_builder->setup(p_render_buffers->get_internal_size(), p_render_buffers->get_max_cluster_elements(), p_render_buffers->get_depth_texture(), sampler, p_render_buffers->get_internal_texture()); +} - color_only_fb = RD::get_singleton()->framebuffer_create(fb, RenderingDevice::INVALID_ID, view_count); - } - { - Vector<RID> fb; - fb.push_back(depth_msaa); +RID RenderForwardClustered::RenderBufferDataForwardClustered::get_color_only_fb() { + ERR_FAIL_NULL_V(render_buffers, RID()); - depth_fb = RD::get_singleton()->framebuffer_create(fb, RenderingDevice::INVALID_ID, view_count); - } + bool use_msaa = render_buffers->get_msaa_3d() != RS::VIEWPORT_MSAA_DISABLED; + + RID color = use_msaa ? render_buffers->get_texture(RB_SCOPE_FORWARD_CLUSTERED, RB_TEX_COLOR_MSAA) : render_buffers->get_internal_texture(); + RID depth = use_msaa ? render_buffers->get_texture(RB_SCOPE_FORWARD_CLUSTERED, RB_TEX_DEPTH_MSAA) : render_buffers->get_depth_texture(); + + if (render_buffers->has_texture(RB_SCOPE_VRS, RB_TEXTURE)) { + RID vrs_texture = render_buffers->get_texture(RB_SCOPE_VRS, RB_TEXTURE); + + return FramebufferCacheRD::get_singleton()->get_cache_multiview(render_buffers->get_view_count(), color, depth, vrs_texture); + } else { + return FramebufferCacheRD::get_singleton()->get_cache_multiview(render_buffers->get_view_count(), color, depth); } } RID RenderForwardClustered::RenderBufferDataForwardClustered::get_color_pass_fb(uint32_t p_color_pass_flags) { - if (color_framebuffers.has(p_color_pass_flags)) { - return color_framebuffers[p_color_pass_flags]; - } - - bool use_msaa = msaa != RS::VIEWPORT_MSAA_DISABLED; + ERR_FAIL_NULL_V(render_buffers, RID()); + bool use_msaa = render_buffers->get_msaa_3d() != RS::VIEWPORT_MSAA_DISABLED; - Vector<RID> fb; - fb.push_back(use_msaa ? color_msaa : color); + int v_count = (p_color_pass_flags & COLOR_PASS_FLAG_MULTIVIEW) ? render_buffers->get_view_count() : 1; + RID color = use_msaa ? render_buffers->get_texture(RB_SCOPE_FORWARD_CLUSTERED, RB_TEX_COLOR_MSAA) : render_buffers->get_internal_texture(); + RID specular; if (p_color_pass_flags & COLOR_PASS_FLAG_SEPARATE_SPECULAR) { ensure_specular(); - fb.push_back(use_msaa ? specular_msaa : specular); - } else { - fb.push_back(RID()); + specular = render_buffers->get_texture(RB_SCOPE_FORWARD_CLUSTERED, use_msaa ? RB_TEX_SPECULAR_MSAA : RB_TEX_SPECULAR); } + RID velocity_buffer; if (p_color_pass_flags & COLOR_PASS_FLAG_MOTION_VECTORS) { - ensure_velocity(); - fb.push_back(use_msaa ? velocity_buffer_msaa : velocity_buffer); - } else { - fb.push_back(RID()); + render_buffers->ensure_velocity(); + velocity_buffer = render_buffers->get_velocity_buffer(use_msaa); } - fb.push_back(use_msaa ? depth_msaa : depth); + RID depth = use_msaa ? render_buffers->get_texture(RB_SCOPE_FORWARD_CLUSTERED, RB_TEX_DEPTH_MSAA) : render_buffers->get_depth_texture(); - if (vrs.is_valid()) { - fb.push_back(vrs); - } + if (render_buffers->has_texture(RB_SCOPE_VRS, RB_TEXTURE)) { + RID vrs_texture = render_buffers->get_texture(RB_SCOPE_VRS, RB_TEXTURE); - int v_count = (p_color_pass_flags & COLOR_PASS_FLAG_MULTIVIEW) ? view_count : 1; - RID framebuffer = RD::get_singleton()->framebuffer_create(fb, RD::INVALID_ID, v_count); - color_framebuffers[p_color_pass_flags] = framebuffer; - return framebuffer; + return FramebufferCacheRD::get_singleton()->get_cache_multiview(v_count, color, specular, velocity_buffer, depth, vrs_texture); + } else { + return FramebufferCacheRD::get_singleton()->get_cache_multiview(v_count, color, specular, velocity_buffer, depth); + } } -void RenderForwardClustered::_allocate_normal_roughness_texture(RenderBufferDataForwardClustered *rb) { - ERR_FAIL_COND_MSG(rb->view_count > 2, "Only support up to two views for roughness texture"); +RID RenderForwardClustered::RenderBufferDataForwardClustered::get_depth_fb(DepthFrameBufferType p_type) { + ERR_FAIL_NULL_V(render_buffers, RID()); + bool use_msaa = render_buffers->get_msaa_3d() != RS::VIEWPORT_MSAA_DISABLED; - if (rb->normal_roughness_buffer.is_valid()) { - return; - } + RID depth = use_msaa ? render_buffers->get_texture(RB_SCOPE_FORWARD_CLUSTERED, RB_TEX_DEPTH_MSAA) : render_buffers->get_depth_texture(); - RD::TextureFormat tf; - tf.format = RD::DATA_FORMAT_R8G8B8A8_UNORM; - tf.width = rb->width; - tf.height = rb->height; - if (rb->view_count > 1) { - tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY; - tf.array_layers = rb->view_count; - } else { - tf.texture_type = RD::TEXTURE_TYPE_2D; - tf.array_layers = 1; - } - tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT; + switch (p_type) { + case DEPTH_FB: { + return FramebufferCacheRD::get_singleton()->get_cache_multiview(render_buffers->get_view_count(), depth); + } break; + case DEPTH_FB_ROUGHNESS: { + ensure_normal_roughness_texture(); - if (rb->msaa != RS::VIEWPORT_MSAA_DISABLED) { - tf.usage_bits |= RD::TEXTURE_USAGE_CAN_COPY_TO_BIT; - } else { - tf.usage_bits |= RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT; - } + RID normal_roughness_buffer = render_buffers->get_texture(RB_SCOPE_FORWARD_CLUSTERED, use_msaa ? RB_TEX_ROUGHNESS_MSAA : RB_TEX_ROUGHNESS); - rb->normal_roughness_buffer = RD::get_singleton()->texture_create(tf, RD::TextureView()); + return FramebufferCacheRD::get_singleton()->get_cache_multiview(render_buffers->get_view_count(), depth, normal_roughness_buffer); + } break; + case DEPTH_FB_ROUGHNESS_VOXELGI: { + ensure_normal_roughness_texture(); + ensure_voxelgi(); - if (rb->msaa == RS::VIEWPORT_MSAA_DISABLED) { - Vector<RID> fb; - fb.push_back(rb->depth); - fb.push_back(rb->normal_roughness_buffer); - rb->depth_normal_roughness_fb = RD::get_singleton()->framebuffer_create(fb, RD::INVALID_ID, rb->view_count); - } else { - tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT; - tf.samples = rb->texture_samples; - rb->normal_roughness_buffer_msaa = RD::get_singleton()->texture_create(tf, RD::TextureView()); + RID normal_roughness_buffer = render_buffers->get_texture(RB_SCOPE_FORWARD_CLUSTERED, use_msaa ? RB_TEX_ROUGHNESS_MSAA : RB_TEX_ROUGHNESS); + RID voxelgi_buffer = render_buffers->get_texture(RB_SCOPE_FORWARD_CLUSTERED, use_msaa ? RB_TEX_VOXEL_GI_MSAA : RB_TEX_VOXEL_GI); - Vector<RID> fb; - fb.push_back(rb->depth_msaa); - fb.push_back(rb->normal_roughness_buffer_msaa); - rb->depth_normal_roughness_fb = RD::get_singleton()->framebuffer_create(fb, RD::INVALID_ID, rb->view_count); + return FramebufferCacheRD::get_singleton()->get_cache_multiview(render_buffers->get_view_count(), depth, normal_roughness_buffer, voxelgi_buffer); + } break; + default: { + ERR_FAIL_V(RID()); + } break; } +} - if (rb->view_count == 1) { - rb->normal_roughness_views[0] = rb->normal_roughness_buffer; - if (rb->msaa != RS::VIEWPORT_MSAA_DISABLED) { - rb->normal_roughness_msaa_views[0] = rb->normal_roughness_buffer_msaa; - } - } else { - for (uint32_t v = 0; v < rb->view_count; v++) { - rb->normal_roughness_views[v] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->normal_roughness_buffer, v, 0); - if (rb->msaa != RS::VIEWPORT_MSAA_DISABLED) { - rb->normal_roughness_msaa_views[v] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->normal_roughness_buffer_msaa, v, 0); - } - } - } +RID RenderForwardClustered::RenderBufferDataForwardClustered::get_specular_only_fb() { + bool use_msaa = render_buffers->get_msaa_3d() != RS::VIEWPORT_MSAA_DISABLED; + + RID specular = render_buffers->get_texture(RB_SCOPE_FORWARD_CLUSTERED, use_msaa ? RB_TEX_SPECULAR_MSAA : RB_TEX_SPECULAR); + + return FramebufferCacheRD::get_singleton()->get_cache_multiview(render_buffers->get_view_count(), specular); } -RendererSceneRenderRD::RenderBufferData *RenderForwardClustered::_create_render_buffer_data() { - return memnew(RenderBufferDataForwardClustered); +void RenderForwardClustered::setup_render_buffer_data(Ref<RenderSceneBuffersRD> p_render_buffers) { + Ref<RenderBufferDataForwardClustered> data; + data.instantiate(); + p_render_buffers->set_custom_data(RB_SCOPE_FORWARD_CLUSTERED, data); + + Ref<RendererRD::GI::RenderBuffersGI> rbgi; + rbgi.instantiate(); + p_render_buffers->set_custom_data(RB_SCOPE_GI, rbgi); } bool RenderForwardClustered::free(RID p_rid) { @@ -487,7 +304,7 @@ void RenderForwardClustered::_render_list_template(RenderingDevice::DrawListID p SceneState::PushConstant push_constant; - if (p_pass_mode == PASS_MODE_DEPTH_MATERIAL) { + if constexpr (p_pass_mode == PASS_MODE_DEPTH_MATERIAL) { push_constant.uv_offset = Math::make_half_float(p_params->uv_offset.y) << 16; push_constant.uv_offset |= Math::make_half_float(p_params->uv_offset.x); } else { @@ -566,7 +383,7 @@ void RenderForwardClustered::_render_list_template(RenderingDevice::DrawListID p uint32_t pipeline_color_pass_flags = 0; uint32_t pipeline_specialization = 0; - if (p_pass_mode == PASS_MODE_COLOR) { + if constexpr (p_pass_mode == PASS_MODE_COLOR) { if (element_info.uses_softshadow) { pipeline_specialization |= SceneShaderForwardClustered::SHADER_SPECIALIZATION_SOFT_SHADOWS; } @@ -688,6 +505,13 @@ void RenderForwardClustered::_render_list_template(RenderingDevice::DrawListID p prev_material_uniform_set = material_uniform_set; } + if ((surf->owner->base_flags & (INSTANCE_DATA_FLAG_MULTIMESH | INSTANCE_DATA_FLAG_PARTICLES)) == INSTANCE_DATA_FLAG_MULTIMESH) { + mesh_storage->_multimesh_get_motion_vectors_offsets(surf->owner->data->base, push_constant.multimesh_motion_vectors_current_offset, push_constant.multimesh_motion_vectors_previous_offset); + } else { + push_constant.multimesh_motion_vectors_current_offset = 0; + push_constant.multimesh_motion_vectors_previous_offset = 0; + } + RD::get_singleton()->draw_list_set_push_constant(draw_list, &push_constant, sizeof(SceneState::PushConstant)); uint32_t instance_count = surf->owner->instance_count > 1 ? surf->owner->instance_count : element_info.repeat; @@ -758,7 +582,7 @@ void RenderForwardClustered::_render_list(RenderingDevice::DrawListID p_draw_lis void RenderForwardClustered::_render_list_thread_function(uint32_t p_thread, RenderListParameters *p_params) { uint32_t render_total = p_params->element_count; - uint32_t total_threads = RendererThreadPool::singleton->thread_work_pool.get_thread_count(); + uint32_t total_threads = WorkerThreadPool::get_singleton()->get_thread_count(); uint32_t render_from = p_thread * render_total / total_threads; uint32_t render_to = (p_thread + 1 == total_threads) ? render_total : ((p_thread + 1) * render_total / total_threads); _render_list(thread_draw_lists[p_thread], p_params->framebuffer_format, p_params, render_from, render_to); @@ -770,9 +594,10 @@ void RenderForwardClustered::_render_list_with_threads(RenderListParameters *p_p if ((uint32_t)p_params->element_count > render_list_thread_threshold && false) { // secondary command buffers need more testing at this time //multi threaded - thread_draw_lists.resize(RendererThreadPool::singleton->thread_work_pool.get_thread_count()); + thread_draw_lists.resize(WorkerThreadPool::get_singleton()->get_thread_count()); RD::get_singleton()->draw_list_begin_split(p_framebuffer, thread_draw_lists.size(), thread_draw_lists.ptr(), p_initial_color_action, p_final_color_action, p_initial_depth_action, p_final_depth_action, p_clear_color_values, p_clear_depth, p_clear_stencil, p_region, p_storage_textures); - RendererThreadPool::singleton->thread_work_pool.do_work(thread_draw_lists.size(), this, &RenderForwardClustered::_render_list_thread_function, p_params); + WorkerThreadPool::GroupID group_task = WorkerThreadPool::get_singleton()->add_template_group_task(this, &RenderForwardClustered::_render_list_thread_function, p_params, thread_draw_lists.size(), -1, true, SNAME("ForwardClusteredRenderList")); + WorkerThreadPool::get_singleton()->wait_for_group_task_completion(group_task); RD::get_singleton()->draw_list_end(p_params->barrier); } else { //single threaded @@ -783,46 +608,24 @@ void RenderForwardClustered::_render_list_with_threads(RenderListParameters *p_p } void RenderForwardClustered::_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, bool p_pancake_shadows, int p_index) { - //CameraMatrix projection = p_render_data->cam_projection; - //projection.flip_y(); // Vulkan and modern APIs use Y-Down - CameraMatrix correction; - correction.set_depth_correction(p_flip_y); - correction.add_jitter_offset(p_render_data->taa_jitter); - CameraMatrix projection = correction * p_render_data->cam_projection; - - //store camera into ubo - RendererRD::MaterialStorage::store_camera(projection, scene_state.ubo.projection_matrix); - RendererRD::MaterialStorage::store_camera(projection.inverse(), scene_state.ubo.inv_projection_matrix); - RendererRD::MaterialStorage::store_transform(p_render_data->cam_transform, scene_state.ubo.inv_view_matrix); - RendererRD::MaterialStorage::store_transform(p_render_data->cam_transform.affine_inverse(), scene_state.ubo.view_matrix); + RendererRD::LightStorage *light_storage = RendererRD::LightStorage::get_singleton(); - for (uint32_t v = 0; v < p_render_data->view_count; v++) { - projection = correction * p_render_data->view_projection[v]; - RendererRD::MaterialStorage::store_camera(projection, scene_state.ubo.projection_matrix_view[v]); - RendererRD::MaterialStorage::store_camera(projection.inverse(), scene_state.ubo.inv_projection_matrix_view[v]); + Ref<RenderSceneBuffersRD> rd = p_render_data->render_buffers; + RID env = is_environment(p_render_data->environment) ? p_render_data->environment : RID(); + RID reflection_probe_instance = p_render_data->reflection_probe.is_valid() ? light_storage->reflection_probe_instance_get_probe(p_render_data->reflection_probe) : RID(); - scene_state.ubo.eye_offset[v][0] = p_render_data->view_eye_offset[v].x; - scene_state.ubo.eye_offset[v][1] = p_render_data->view_eye_offset[v].y; - scene_state.ubo.eye_offset[v][2] = p_render_data->view_eye_offset[v].z; - scene_state.ubo.eye_offset[v][3] = 0.0; + // May do this earlier in RenderSceneRenderRD::render_scene + if (p_index >= (int)scene_state.uniform_buffers.size()) { + uint32_t from = scene_state.uniform_buffers.size(); + scene_state.uniform_buffers.resize(p_index + 1); + for (uint32_t i = from; i < scene_state.uniform_buffers.size(); i++) { + scene_state.uniform_buffers[i] = p_render_data->scene_data->create_uniform_buffer(); + } } - scene_state.ubo.taa_jitter[0] = p_render_data->taa_jitter.x; - scene_state.ubo.taa_jitter[1] = p_render_data->taa_jitter.y; - - scene_state.ubo.z_far = p_render_data->z_far; - scene_state.ubo.z_near = p_render_data->z_near; + p_render_data->scene_data->update_ubo(scene_state.uniform_buffers[p_index], get_debug_draw_mode(), env, reflection_probe_instance, p_render_data->camera_attributes, p_flip_y, p_pancake_shadows, p_screen_size, p_default_bg_color, _render_buffers_get_luminance_multiplier(), p_opaque_render_buffers); - scene_state.ubo.pancake_shadows = p_pancake_shadows; - - RendererRD::MaterialStorage::store_soft_shadow_kernel(directional_penumbra_shadow_kernel_get(), scene_state.ubo.directional_penumbra_shadow_kernel); - RendererRD::MaterialStorage::store_soft_shadow_kernel(directional_soft_shadow_kernel_get(), scene_state.ubo.directional_soft_shadow_kernel); - RendererRD::MaterialStorage::store_soft_shadow_kernel(penumbra_shadow_kernel_get(), scene_state.ubo.penumbra_shadow_kernel); - RendererRD::MaterialStorage::store_soft_shadow_kernel(soft_shadow_kernel_get(), scene_state.ubo.soft_shadow_kernel); - - Size2 screen_pixel_size = Vector2(1.0, 1.0) / Size2(p_screen_size); - scene_state.ubo.screen_pixel_size[0] = screen_pixel_size.x; - scene_state.ubo.screen_pixel_size[1] = screen_pixel_size.y; + // now do implementation UBO scene_state.ubo.cluster_shift = get_shift_from_power_of_2(p_render_data->cluster_size); scene_state.ubo.max_cluster_element_count_div_32 = p_render_data->cluster_max_elements / 32; @@ -833,39 +636,26 @@ void RenderForwardClustered::_setup_environment(const RenderDataRD *p_render_dat scene_state.ubo.cluster_width = cluster_screen_width; } - if (p_render_data->shadow_atlas.is_valid()) { - Vector2 sas = shadow_atlas_get_size(p_render_data->shadow_atlas); - scene_state.ubo.shadow_atlas_pixel_size[0] = 1.0 / sas.x; - scene_state.ubo.shadow_atlas_pixel_size[1] = 1.0 / sas.y; - } - { - Vector2 dss = directional_shadow_get_size(); - scene_state.ubo.directional_shadow_pixel_size[0] = 1.0 / dss.x; - scene_state.ubo.directional_shadow_pixel_size[1] = 1.0 / dss.y; - } - //time global variables - scene_state.ubo.time = time; - scene_state.ubo.gi_upscale_for_msaa = false; scene_state.ubo.volumetric_fog_enabled = false; - scene_state.ubo.fog_enabled = false; - if (p_render_data->render_buffers.is_valid()) { - RenderBufferDataForwardClustered *render_buffers = static_cast<RenderBufferDataForwardClustered *>(render_buffers_get_data(p_render_data->render_buffers)); - if (render_buffers->msaa != RS::VIEWPORT_MSAA_DISABLED) { + if (rd.is_valid()) { + if (rd->get_msaa_3d() != RS::VIEWPORT_MSAA_DISABLED) { scene_state.ubo.gi_upscale_for_msaa = true; } - if (render_buffers_has_volumetric_fog(p_render_data->render_buffers)) { + if (rd->has_custom_data(RB_SCOPE_FOG)) { + Ref<RendererRD::Fog::VolumetricFog> fog = rd->get_custom_data(RB_SCOPE_FOG); + scene_state.ubo.volumetric_fog_enabled = true; - float fog_end = render_buffers_get_volumetric_fog_end(p_render_data->render_buffers); + float fog_end = fog->length; if (fog_end > 0.0) { scene_state.ubo.volumetric_fog_inv_length = 1.0 / fog_end; } else { scene_state.ubo.volumetric_fog_inv_length = 1.0; } - float fog_detail_spread = render_buffers_get_volumetric_fog_detail_spread(p_render_data->render_buffers); //reverse lookup + float fog_detail_spread = fog->spread; //reverse lookup if (fog_detail_spread > 0.0) { scene_state.ubo.volumetric_fog_detail_spread = 1.0 / fog_detail_spread; } else { @@ -875,139 +665,29 @@ void RenderForwardClustered::_setup_environment(const RenderDataRD *p_render_dat } if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_UNSHADED) { - scene_state.ubo.use_ambient_light = true; - scene_state.ubo.ambient_light_color_energy[0] = 1; - scene_state.ubo.ambient_light_color_energy[1] = 1; - scene_state.ubo.ambient_light_color_energy[2] = 1; - scene_state.ubo.ambient_light_color_energy[3] = 1.0; - scene_state.ubo.use_ambient_cubemap = false; - scene_state.ubo.use_reflection_cubemap = false; scene_state.ubo.ss_effects_flags = 0; - } else if (is_environment(p_render_data->environment)) { - 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; - - scene_state.ubo.ambient_color_sky_mix = environment_get_ambient_sky_contribution(p_render_data->environment); - - //ambient - if (ambient_src == RS::ENV_AMBIENT_SOURCE_BG && (env_bg == RS::ENV_BG_CLEAR_COLOR || env_bg == RS::ENV_BG_COLOR)) { - 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.use_ambient_light = true; - scene_state.ubo.use_ambient_cubemap = false; - } else { - float energy = environment_get_ambient_light_energy(p_render_data->environment); - Color color = environment_get_ambient_light_color(p_render_data->environment); - color = color.srgb_to_linear(); - scene_state.ubo.ambient_light_color_energy[0] = color.r * energy; - scene_state.ubo.ambient_light_color_energy[1] = color.g * energy; - scene_state.ubo.ambient_light_color_energy[2] = color.b * energy; - - Basis sky_transform = environment_get_sky_orientation(p_render_data->environment); - sky_transform = sky_transform.inverse() * p_render_data->cam_transform.basis; - RendererRD::MaterialStorage::store_transform_3x3(sky_transform, scene_state.ubo.radiance_inverse_xform); - - scene_state.ubo.use_ambient_cubemap = (ambient_src == RS::ENV_AMBIENT_SOURCE_BG && env_bg == RS::ENV_BG_SKY) || ambient_src == RS::ENV_AMBIENT_SOURCE_SKY; - scene_state.ubo.use_ambient_light = scene_state.ubo.use_ambient_cubemap || ambient_src == RS::ENV_AMBIENT_SOURCE_COLOR; - } - - //specular - RS::EnvironmentReflectionSource ref_src = environment_get_reflection_source(p_render_data->environment); - if ((ref_src == RS::ENV_REFLECTION_SOURCE_BG && env_bg == RS::ENV_BG_SKY) || ref_src == RS::ENV_REFLECTION_SOURCE_SKY) { - scene_state.ubo.use_reflection_cubemap = true; - } else { - scene_state.ubo.use_reflection_cubemap = false; - } - - scene_state.ubo.ssao_ao_affect = environment_get_ssao_ao_affect(p_render_data->environment); - scene_state.ubo.ssao_light_affect = environment_get_ssao_light_affect(p_render_data->environment); + scene_state.ubo.ssao_ao_affect = environment_get_ssao_ao_channel_affect(p_render_data->environment); + scene_state.ubo.ssao_light_affect = environment_get_ssao_direct_light_affect(p_render_data->environment); uint32_t ss_flags = 0; if (p_opaque_render_buffers) { - ss_flags |= environment_is_ssao_enabled(p_render_data->environment) ? 1 : 0; - ss_flags |= environment_is_ssil_enabled(p_render_data->environment) ? 2 : 0; + ss_flags |= environment_get_ssao_enabled(p_render_data->environment) ? 1 : 0; + ss_flags |= environment_get_ssil_enabled(p_render_data->environment) ? 2 : 0; } scene_state.ubo.ss_effects_flags = ss_flags; - - scene_state.ubo.fog_enabled = environment_is_fog_enabled(p_render_data->environment); - scene_state.ubo.fog_density = environment_get_fog_density(p_render_data->environment); - scene_state.ubo.fog_height = environment_get_fog_height(p_render_data->environment); - scene_state.ubo.fog_height_density = environment_get_fog_height_density(p_render_data->environment); - scene_state.ubo.fog_aerial_perspective = environment_get_fog_aerial_perspective(p_render_data->environment); - - Color fog_color = environment_get_fog_light_color(p_render_data->environment).srgb_to_linear(); - float fog_energy = environment_get_fog_light_energy(p_render_data->environment); - - scene_state.ubo.fog_light_color[0] = fog_color.r * fog_energy; - scene_state.ubo.fog_light_color[1] = fog_color.g * fog_energy; - scene_state.ubo.fog_light_color[2] = fog_color.b * fog_energy; - - scene_state.ubo.fog_sun_scatter = environment_get_fog_sun_scatter(p_render_data->environment); - } else { - if (p_render_data->reflection_probe.is_valid() && RendererRD::LightStorage::get_singleton()->reflection_probe_is_interior(reflection_probe_instance_get_probe(p_render_data->reflection_probe))) { - scene_state.ubo.use_ambient_light = false; - } else { - scene_state.ubo.use_ambient_light = true; - Color clear_color = p_default_bg_color; - clear_color = clear_color.srgb_to_linear(); - scene_state.ubo.ambient_light_color_energy[0] = clear_color.r; - scene_state.ubo.ambient_light_color_energy[1] = clear_color.g; - scene_state.ubo.ambient_light_color_energy[2] = clear_color.b; - scene_state.ubo.ambient_light_color_energy[3] = 1.0; - } - - scene_state.ubo.use_ambient_cubemap = false; - scene_state.ubo.use_reflection_cubemap = false; scene_state.ubo.ss_effects_flags = 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(); - - if (p_render_data->render_buffers.is_valid()) { - RenderBufferDataForwardClustered *render_buffers = static_cast<RenderBufferDataForwardClustered *>(render_buffers_get_data(p_render_data->render_buffers)); - if (render_buffers->use_taa || get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_MOTION_VECTORS) { - memcpy(&scene_state.prev_ubo, &scene_state.ubo, sizeof(SceneState::UBO)); - - CameraMatrix prev_correction; - prev_correction.set_depth_correction(true); - prev_correction.add_jitter_offset(p_render_data->prev_taa_jitter); - CameraMatrix prev_projection = prev_correction * p_render_data->prev_cam_projection; - - //store camera into ubo - RendererRD::MaterialStorage::store_camera(prev_projection, scene_state.prev_ubo.projection_matrix); - RendererRD::MaterialStorage::store_camera(prev_projection.inverse(), scene_state.prev_ubo.inv_projection_matrix); - RendererRD::MaterialStorage::store_transform(p_render_data->prev_cam_transform, scene_state.prev_ubo.inv_view_matrix); - RendererRD::MaterialStorage::store_transform(p_render_data->prev_cam_transform.affine_inverse(), scene_state.prev_ubo.view_matrix); - - for (uint32_t v = 0; v < p_render_data->view_count; v++) { - prev_projection = prev_correction * p_render_data->view_projection[v]; - RendererRD::MaterialStorage::store_camera(prev_projection, scene_state.prev_ubo.projection_matrix_view[v]); - RendererRD::MaterialStorage::store_camera(prev_projection.inverse(), scene_state.prev_ubo.inv_projection_matrix_view[v]); - } - scene_state.prev_ubo.taa_jitter[0] = p_render_data->prev_taa_jitter.x; - scene_state.prev_ubo.taa_jitter[1] = p_render_data->prev_taa_jitter.y; - scene_state.prev_ubo.time -= time_step; + if (p_index >= (int)scene_state.implementation_uniform_buffers.size()) { + uint32_t from = scene_state.implementation_uniform_buffers.size(); + scene_state.implementation_uniform_buffers.resize(p_index + 1); + for (uint32_t i = from; i < scene_state.implementation_uniform_buffers.size(); i++) { + scene_state.implementation_uniform_buffers[i] = RD::get_singleton()->uniform_buffer_create(sizeof(SceneState::UBO)); } } - if (p_index >= (int)scene_state.uniform_buffers.size()) { - uint32_t from = scene_state.uniform_buffers.size(); - scene_state.uniform_buffers.resize(p_index + 1); - for (uint32_t i = from; i < scene_state.uniform_buffers.size(); i++) { - scene_state.uniform_buffers[i] = RD::get_singleton()->uniform_buffer_create(sizeof(SceneState::UBO) * 2); - } - } - RD::get_singleton()->buffer_update(scene_state.uniform_buffers[p_index], 0, sizeof(SceneState::UBO) * 2, &scene_state.ubo_data, RD::BARRIER_MASK_RASTER); + RD::get_singleton()->buffer_update(scene_state.implementation_uniform_buffers[p_index], 0, sizeof(SceneState::UBO), &scene_state.ubo, RD::BARRIER_MASK_RASTER); } void RenderForwardClustered::_update_instance_data_buffer(RenderListType p_render_list) { @@ -1058,15 +738,23 @@ void RenderForwardClustered::_fill_instance_data(RenderListType p_render_list, i instance_data.flags = inst->flags_cache; instance_data.gi_offset = inst->gi_offset_cache; instance_data.layer_mask = inst->layer_mask; - instance_data.instance_uniforms_ofs = uint32_t(inst->shader_parameters_offset); + instance_data.instance_uniforms_ofs = uint32_t(inst->shader_uniforms_offset); instance_data.lightmap_uv_scale[0] = inst->lightmap_uv_scale.position.x; instance_data.lightmap_uv_scale[1] = inst->lightmap_uv_scale.position.y; instance_data.lightmap_uv_scale[2] = inst->lightmap_uv_scale.size.x; instance_data.lightmap_uv_scale[3] = inst->lightmap_uv_scale.size.y; +#ifdef REAL_T_IS_DOUBLE + // Split the origin into two components, the float approximation and the missing precision + // In the shader we will combine these back together to restore the lost precision. + RendererRD::MaterialStorage::split_double(inst->transform.origin.x, &instance_data.transform[12], &instance_data.transform[3]); + RendererRD::MaterialStorage::split_double(inst->transform.origin.y, &instance_data.transform[13], &instance_data.transform[7]); + RendererRD::MaterialStorage::split_double(inst->transform.origin.z, &instance_data.transform[14], &instance_data.transform[11]); +#endif + bool cant_repeat = instance_data.flags & INSTANCE_DATA_FLAG_MULTIMESH || inst->mesh_instance.is_valid(); - if (prev_surface != nullptr && !cant_repeat && prev_surface->sort.sort_key1 == surface->sort.sort_key1 && prev_surface->sort.sort_key2 == surface->sort.sort_key2 && repeats < RenderElementInfo::MAX_REPEATS) { + if (prev_surface != nullptr && !cant_repeat && prev_surface->sort.sort_key1 == surface->sort.sort_key1 && prev_surface->sort.sort_key2 == surface->sort.sort_key2 && inst->mirror == prev_surface->owner->mirror && repeats < RenderElementInfo::MAX_REPEATS) { //this element is the same as the previous one, count repeats to draw it using instancing repeats++; } else { @@ -1112,7 +800,7 @@ _FORCE_INLINE_ static uint32_t _indices_to_primitives(RS::PrimitiveType p_primit static const uint32_t subtractor[RS::PRIMITIVE_MAX] = { 0, 0, 1, 0, 1 }; return (p_indices - subtractor[p_primitive]) / divisor[p_primitive]; } -void RenderForwardClustered::_fill_render_list(RenderListType p_render_list, const RenderDataRD *p_render_data, PassMode p_pass_mode, bool p_using_sdfgi, bool p_using_opaque_gi, bool p_append) { +void RenderForwardClustered::_fill_render_list(RenderListType p_render_list, const RenderDataRD *p_render_data, PassMode p_pass_mode, uint32_t p_color_pass_flags = 0, bool p_using_sdfgi, bool p_using_opaque_gi, bool p_append) { RendererRD::MeshStorage *mesh_storage = RendererRD::MeshStorage::get_singleton(); if (p_render_list == RENDER_LIST_OPAQUE) { @@ -1123,9 +811,9 @@ void RenderForwardClustered::_fill_render_list(RenderListType p_render_list, con } uint32_t lightmap_captures_used = 0; - Plane near_plane = Plane(-p_render_data->cam_transform.basis.get_column(Vector3::AXIS_Z), p_render_data->cam_transform.origin); - near_plane.d += p_render_data->cam_projection.get_z_near(); - float z_max = p_render_data->cam_projection.get_z_far() - p_render_data->cam_projection.get_z_near(); + Plane near_plane = Plane(-p_render_data->scene_data->cam_transform.basis.get_column(Vector3::AXIS_Z), p_render_data->scene_data->cam_transform.origin); + near_plane.d += p_render_data->scene_data->cam_projection.get_z_near(); + float z_max = p_render_data->scene_data->cam_projection.get_z_far() - p_render_data->scene_data->cam_projection.get_z_near(); RenderList *rl = &render_list[p_render_list]; _update_dirty_geometry_instances(); @@ -1156,7 +844,7 @@ void RenderForwardClustered::_fill_render_list(RenderListType p_render_list, con float fade_alpha = 1.0; if (inst->fade_near || inst->fade_far) { - float fade_dist = inst->transform.origin.distance_to(p_render_data->cam_transform.origin); + float fade_dist = inst->transform.origin.distance_to(p_render_data->scene_data->cam_transform.origin); // Use `smoothstep()` to make opacity changes more gradual and less noticeable to the player. if (inst->fade_far && fade_dist > inst->fade_far_begin) { fade_alpha = Math::smoothstep(0.0f, 1.0f, 1.0f - (fade_dist - inst->fade_far_begin) / (inst->fade_far_end - inst->fade_far_begin)); @@ -1251,13 +939,13 @@ void RenderForwardClustered::_fill_render_list(RenderListType p_render_list, con // LOD - if (p_render_data->screen_mesh_lod_threshold > 0.0 && mesh_storage->mesh_surface_has_lod(surf->surface)) { + if (p_render_data->scene_data->screen_mesh_lod_threshold > 0.0 && mesh_storage->mesh_surface_has_lod(surf->surface)) { //lod - Vector3 lod_support_min = inst->transformed_aabb.get_support(-p_render_data->lod_camera_plane.normal); - Vector3 lod_support_max = inst->transformed_aabb.get_support(p_render_data->lod_camera_plane.normal); + Vector3 lod_support_min = inst->transformed_aabb.get_support(-p_render_data->scene_data->lod_camera_plane.normal); + Vector3 lod_support_max = inst->transformed_aabb.get_support(p_render_data->scene_data->lod_camera_plane.normal); - float distance_min = p_render_data->lod_camera_plane.distance_to(lod_support_min); - float distance_max = p_render_data->lod_camera_plane.distance_to(lod_support_max); + float distance_min = p_render_data->scene_data->lod_camera_plane.distance_to(lod_support_min); + float distance_max = p_render_data->scene_data->lod_camera_plane.distance_to(lod_support_max); float distance = 0.0; @@ -1270,12 +958,12 @@ void RenderForwardClustered::_fill_render_list(RenderListType p_render_list, con distance = -distance_max; } - if (p_render_data->cam_orthogonal) { + if (p_render_data->scene_data->cam_orthogonal) { distance = 1.0; } uint32_t indices; - surf->sort.lod_index = mesh_storage->mesh_surface_get_lod(surf->surface, inst->lod_model_scale * inst->lod_bias, distance * p_render_data->lod_distance_multiplier, p_render_data->screen_mesh_lod_threshold, &indices); + surf->sort.lod_index = mesh_storage->mesh_surface_get_lod(surf->surface, inst->lod_model_scale * inst->lod_bias, distance * p_render_data->scene_data->lod_distance_multiplier, p_render_data->scene_data->screen_mesh_lod_threshold, &indices); if (p_render_data->render_info) { indices = _indices_to_primitives(surf->primitive, indices); if (p_render_list == RENDER_LIST_OPAQUE) { //opaque @@ -1337,6 +1025,12 @@ void RenderForwardClustered::_fill_render_list(RenderListType p_render_list, con scene_state.used_depth_texture = true; } + if (p_color_pass_flags & COLOR_PASS_FLAG_MOTION_VECTORS) { + if ((flags & (INSTANCE_DATA_FLAG_MULTIMESH | INSTANCE_DATA_FLAG_PARTICLES)) == INSTANCE_DATA_FLAG_MULTIMESH && RendererRD::MeshStorage::get_singleton()->_multimesh_enable_motion_vectors(inst->data->base)) { + inst->transforms_uniform_set = mesh_storage->multimesh_get_3d_uniform_set(inst->data->base, scene_shader.default_shader_rd, TRANSFORMS_UNIFORM_SET); + } + } + } else if (p_pass_mode == PASS_MODE_SHADOW || p_pass_mode == PASS_MODE_SHADOW_DP) { if (surf->flags & GeometryInstanceSurfaceDataCache::FLAG_PASS_SHADOW) { rl->add_element(surf); @@ -1365,20 +1059,29 @@ 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) { + RendererRD::LightStorage *light_storage = RendererRD::LightStorage::get_singleton(); + scene_state.lightmaps_used = 0; for (int i = 0; i < (int)p_lightmaps.size(); i++) { if (i >= (int)scene_state.max_lightmaps) { break; } - RID lightmap = lightmap_instance_get_lightmap(p_lightmaps[i]); + RID lightmap = light_storage->lightmap_instance_get_lightmap(p_lightmaps[i]); - Basis to_lm = lightmap_instance_get_transform(p_lightmaps[i]).basis.inverse() * p_cam_transform.basis; + Basis to_lm = light_storage->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 = light_storage->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); + scene_state.lightmap_has_sh[i] = light_storage->lightmap_uses_spherical_harmonics(lightmap); scene_state.lightmaps_used++; } @@ -1387,22 +1090,524 @@ void RenderForwardClustered::_setup_lightmaps(const PagedArray<RID> &p_lightmaps } } +/* SDFGI */ + +void RenderForwardClustered::_update_sdfgi(RenderDataRD *p_render_data) { + Ref<RenderSceneBuffersRD> rb; + if (p_render_data && p_render_data->render_buffers.is_valid()) { + rb = p_render_data->render_buffers; + } + + if (rb.is_valid() && rb->has_custom_data(RB_SCOPE_SDFGI)) { + Ref<RendererRD::GI::SDFGI> sdfgi = rb->get_custom_data(RB_SCOPE_SDFGI); + float exposure_normalization = 1.0; + + if (p_render_data->camera_attributes.is_valid()) { + exposure_normalization = RSG::camera_attributes->camera_attributes_get_exposure_normalization_factor(p_render_data->camera_attributes); + } + for (int i = 0; i < p_render_data->render_sdfgi_region_count; i++) { + sdfgi->render_region(rb, p_render_data->render_sdfgi_regions[i].region, p_render_data->render_sdfgi_regions[i].instances, exposure_normalization); + } + if (p_render_data->sdfgi_update_data->update_static) { + sdfgi->render_static_lights(p_render_data, rb, p_render_data->sdfgi_update_data->static_cascade_count, p_render_data->sdfgi_update_data->static_cascade_indices, p_render_data->sdfgi_update_data->static_positional_lights); + } + } +} + +/* Debug */ + +void RenderForwardClustered::_debug_draw_cluster(Ref<RenderSceneBuffersRD> p_render_buffers) { + if (p_render_buffers.is_valid() && current_cluster_builder != nullptr) { + RS::ViewportDebugDraw dd = get_debug_draw_mode(); + + if (dd == RS::VIEWPORT_DEBUG_DRAW_CLUSTER_OMNI_LIGHTS || dd == RS::VIEWPORT_DEBUG_DRAW_CLUSTER_SPOT_LIGHTS || dd == RS::VIEWPORT_DEBUG_DRAW_CLUSTER_DECALS || dd == RS::VIEWPORT_DEBUG_DRAW_CLUSTER_REFLECTION_PROBES) { + ClusterBuilderRD::ElementType elem_type = ClusterBuilderRD::ELEMENT_TYPE_MAX; + switch (dd) { + case RS::VIEWPORT_DEBUG_DRAW_CLUSTER_OMNI_LIGHTS: + elem_type = ClusterBuilderRD::ELEMENT_TYPE_OMNI_LIGHT; + break; + case RS::VIEWPORT_DEBUG_DRAW_CLUSTER_SPOT_LIGHTS: + elem_type = ClusterBuilderRD::ELEMENT_TYPE_SPOT_LIGHT; + break; + case RS::VIEWPORT_DEBUG_DRAW_CLUSTER_DECALS: + elem_type = ClusterBuilderRD::ELEMENT_TYPE_DECAL; + break; + case RS::VIEWPORT_DEBUG_DRAW_CLUSTER_REFLECTION_PROBES: + elem_type = ClusterBuilderRD::ELEMENT_TYPE_REFLECTION_PROBE; + break; + default: { + } + } + current_cluster_builder->debug(elem_type); + } + } +} + +//////////////////////////////////////////////////////////////////////////////// +// FOG SHADER + +void RenderForwardClustered::_update_volumetric_fog(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_environment, const Projection &p_cam_projection, const Transform3D &p_cam_transform, const Transform3D &p_prev_cam_inv_transform, RID p_shadow_atlas, int p_directional_light_count, bool p_use_directional_shadows, int p_positional_light_count, int p_voxel_gi_count, const PagedArray<RID> &p_fog_volumes) { + ERR_FAIL_COND(p_render_buffers.is_null()); + + Ref<RenderBufferDataForwardClustered> rb_data = p_render_buffers->get_custom_data(RB_SCOPE_FORWARD_CLUSTERED); + + ERR_FAIL_COND(!p_render_buffers->has_custom_data(RB_SCOPE_GI)); + Ref<RendererRD::GI::RenderBuffersGI> rbgi = p_render_buffers->get_custom_data(RB_SCOPE_GI); + + Ref<RendererRD::GI::SDFGI> sdfgi; + if (p_render_buffers->has_custom_data(RB_SCOPE_SDFGI)) { + sdfgi = p_render_buffers->get_custom_data(RB_SCOPE_SDFGI); + } + + Size2i size = p_render_buffers->get_internal_size(); + float ratio = float(size.x) / float((size.x + size.y) / 2); + uint32_t target_width = uint32_t(float(get_volumetric_fog_size()) * ratio); + uint32_t target_height = uint32_t(float(get_volumetric_fog_size()) / ratio); + + if (p_render_buffers->has_custom_data(RB_SCOPE_FOG)) { + Ref<RendererRD::Fog::VolumetricFog> fog = p_render_buffers->get_custom_data(RB_SCOPE_FOG); + //validate + if (p_environment.is_null() || !environment_get_volumetric_fog_enabled(p_environment) || fog->width != target_width || fog->height != target_height || fog->depth != get_volumetric_fog_depth()) { + p_render_buffers->set_custom_data(RB_SCOPE_FOG, Ref<RenderBufferCustomDataRD>()); + } + } + + if (p_environment.is_null() || !environment_get_volumetric_fog_enabled(p_environment)) { + //no reason to enable or update, bye + return; + } + + if (p_environment.is_valid() && environment_get_volumetric_fog_enabled(p_environment) && !p_render_buffers->has_custom_data(RB_SCOPE_FOG)) { + //required volumetric fog but not existing, create + Ref<RendererRD::Fog::VolumetricFog> fog; + + fog.instantiate(); + fog->init(Vector3i(target_width, target_height, get_volumetric_fog_depth()), sky.sky_shader.default_shader_rd); + + p_render_buffers->set_custom_data(RB_SCOPE_FOG, fog); + } + + if (p_render_buffers->has_custom_data(RB_SCOPE_FOG)) { + Ref<RendererRD::Fog::VolumetricFog> fog = p_render_buffers->get_custom_data(RB_SCOPE_FOG); + + RendererRD::Fog::VolumetricFogSettings settings; + settings.rb_size = size; + settings.time = time; + settings.is_using_radiance_cubemap_array = is_using_radiance_cubemap_array(); + settings.max_cluster_elements = RendererRD::LightStorage::get_singleton()->get_max_cluster_elements(); + settings.volumetric_fog_filter_active = get_volumetric_fog_filter_active(); + + settings.shadow_sampler = shadow_sampler; + settings.shadow_atlas_depth = RendererRD::LightStorage::get_singleton()->owns_shadow_atlas(p_shadow_atlas) ? RendererRD::LightStorage::get_singleton()->shadow_atlas_get_texture(p_shadow_atlas) : RID(); + settings.voxel_gi_buffer = rbgi->get_voxel_gi_buffer(); + settings.omni_light_buffer = RendererRD::LightStorage::get_singleton()->get_omni_light_buffer(); + settings.spot_light_buffer = RendererRD::LightStorage::get_singleton()->get_spot_light_buffer(); + settings.directional_shadow_depth = RendererRD::LightStorage::get_singleton()->directional_shadow_get_texture(); + settings.directional_light_buffer = RendererRD::LightStorage::get_singleton()->get_directional_light_buffer(); + + settings.vfog = fog; + settings.cluster_builder = rb_data->cluster_builder; + settings.rbgi = rbgi; + settings.sdfgi = sdfgi; + settings.env = p_environment; + settings.sky = &sky; + settings.gi = &gi; + + RendererRD::Fog::get_singleton()->volumetric_fog_update(settings, p_cam_projection, p_cam_transform, p_prev_cam_inv_transform, p_shadow_atlas, p_directional_light_count, p_use_directional_shadows, p_positional_light_count, p_voxel_gi_count, p_fog_volumes); + } +} + +/* Lighting */ + +void RenderForwardClustered::setup_added_reflection_probe(const Transform3D &p_transform, const Vector3 &p_half_extents) { + if (current_cluster_builder != nullptr) { + current_cluster_builder->add_box(ClusterBuilderRD::BOX_TYPE_REFLECTION_PROBE, p_transform, p_half_extents); + } +} + +void RenderForwardClustered::setup_added_light(const RS::LightType p_type, const Transform3D &p_transform, float p_radius, float p_spot_aperture) { + if (current_cluster_builder != nullptr) { + current_cluster_builder->add_light(p_type == RS::LIGHT_SPOT ? ClusterBuilderRD::LIGHT_TYPE_SPOT : ClusterBuilderRD::LIGHT_TYPE_OMNI, p_transform, p_radius, p_spot_aperture); + } +} + +void RenderForwardClustered::setup_added_decal(const Transform3D &p_transform, const Vector3 &p_half_extents) { + if (current_cluster_builder != nullptr) { + current_cluster_builder->add_box(ClusterBuilderRD::BOX_TYPE_DECAL, p_transform, p_half_extents); + } +} + +/* Render scene */ + +void RenderForwardClustered::_process_ssao(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_environment, RID p_normal_buffer, const Projection &p_projection) { + ERR_FAIL_NULL(ss_effects); + ERR_FAIL_COND(p_render_buffers.is_null()); + ERR_FAIL_COND(p_environment.is_null()); + + Ref<RenderBufferDataForwardClustered> rb_data = p_render_buffers->get_custom_data(RB_SCOPE_FORWARD_CLUSTERED); + ERR_FAIL_COND(rb_data.is_null()); + + RENDER_TIMESTAMP("Process SSAO"); + + RendererRD::SSEffects::SSAOSettings settings; + settings.radius = environment_get_ssao_radius(p_environment); + settings.intensity = environment_get_ssao_intensity(p_environment); + settings.power = environment_get_ssao_power(p_environment); + settings.detail = environment_get_ssao_detail(p_environment); + settings.horizon = environment_get_ssao_horizon(p_environment); + settings.sharpness = environment_get_ssao_sharpness(p_environment); + settings.full_screen_size = p_render_buffers->get_internal_size(); + + ss_effects->ssao_allocate_buffers(rb_data->ss_effects_data.ssao, settings, rb_data->ss_effects_data.linear_depth); + ss_effects->generate_ssao(rb_data->ss_effects_data.ssao, p_normal_buffer, p_projection, settings); +} + +void RenderForwardClustered::_process_ssil(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_environment, RID p_normal_buffer, const Projection &p_projection, const Transform3D &p_transform) { + ERR_FAIL_NULL(ss_effects); + ERR_FAIL_COND(p_render_buffers.is_null()); + ERR_FAIL_COND(p_environment.is_null()); + + Ref<RenderBufferDataForwardClustered> rb_data = p_render_buffers->get_custom_data(RB_SCOPE_FORWARD_CLUSTERED); + ERR_FAIL_COND(rb_data.is_null()); + + RENDER_TIMESTAMP("Process SSIL"); + + RendererRD::SSEffects::SSILSettings settings; + settings.radius = environment_get_ssil_radius(p_environment); + settings.intensity = environment_get_ssil_intensity(p_environment); + settings.sharpness = environment_get_ssil_sharpness(p_environment); + settings.normal_rejection = environment_get_ssil_normal_rejection(p_environment); + settings.full_screen_size = p_render_buffers->get_internal_size(); + + Projection correction; + correction.set_depth_correction(true); + Projection projection = correction * p_projection; + Transform3D transform = p_transform; + transform.set_origin(Vector3(0.0, 0.0, 0.0)); + Projection last_frame_projection = rb_data->ss_effects_data.last_frame_projection * Projection(rb_data->ss_effects_data.last_frame_transform.affine_inverse()) * Projection(transform) * projection.inverse(); + + ss_effects->ssil_allocate_buffers(rb_data->ss_effects_data.ssil, settings, rb_data->ss_effects_data.linear_depth); + ss_effects->screen_space_indirect_lighting(rb_data->ss_effects_data.ssil, p_normal_buffer, p_projection, last_frame_projection, settings); + rb_data->ss_effects_data.last_frame_projection = projection; + rb_data->ss_effects_data.last_frame_transform = transform; +} + +void RenderForwardClustered::_copy_framebuffer_to_ssil(Ref<RenderSceneBuffersRD> p_render_buffers) { + ERR_FAIL_COND(p_render_buffers.is_null()); + + Ref<RenderBufferDataForwardClustered> rb_data = p_render_buffers->get_custom_data(RB_SCOPE_FORWARD_CLUSTERED); + ERR_FAIL_COND(rb_data.is_null()); + + if (rb_data->ss_effects_data.ssil.last_frame.is_valid()) { + Size2i size = p_render_buffers->get_internal_size(); + RID texture = p_render_buffers->get_internal_texture(); + copy_effects->copy_to_rect(texture, rb_data->ss_effects_data.ssil.last_frame, Rect2i(0, 0, size.x, size.y)); + + int width = size.x; + int height = size.y; + for (int i = 0; i < rb_data->ss_effects_data.ssil.last_frame_slices.size() - 1; i++) { + width = MAX(1, width >> 1); + height = MAX(1, height >> 1); + copy_effects->make_mipmap(rb_data->ss_effects_data.ssil.last_frame_slices[i], rb_data->ss_effects_data.ssil.last_frame_slices[i + 1], Size2i(width, height)); + } + } +} + +void RenderForwardClustered::_pre_opaque_render(RenderDataRD *p_render_data, bool p_use_ssao, bool p_use_ssil, bool p_use_gi, const RID *p_normal_roughness_slices, RID p_voxel_gi_buffer) { + // Render shadows while GI is rendering, due to how barriers are handled, this should happen at the same time + RendererRD::LightStorage *light_storage = RendererRD::LightStorage::get_singleton(); + RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton(); + + Ref<RenderSceneBuffersRD> rb = p_render_data->render_buffers; + Ref<RenderBufferDataForwardClustered> rb_data; + if (rb.is_valid()) { + rb_data = rb->get_custom_data(RB_SCOPE_FORWARD_CLUSTERED); + } + + if (rb.is_valid() && p_use_gi && rb->has_custom_data(RB_SCOPE_SDFGI)) { + Ref<RendererRD::GI::SDFGI> sdfgi = rb->get_custom_data(RB_SCOPE_SDFGI); + sdfgi->store_probes(); + } + + p_render_data->cube_shadows.clear(); + p_render_data->shadows.clear(); + p_render_data->directional_shadows.clear(); + + Plane camera_plane(-p_render_data->scene_data->cam_transform.basis.get_column(Vector3::AXIS_Z), p_render_data->scene_data->cam_transform.origin); + float lod_distance_multiplier = p_render_data->scene_data->cam_projection.get_lod_multiplier(); + { + for (int i = 0; i < p_render_data->render_shadow_count; i++) { + RID li = p_render_data->render_shadows[i].light; + RID base = light_storage->light_instance_get_base_light(li); + + if (light_storage->light_get_type(base) == RS::LIGHT_DIRECTIONAL) { + p_render_data->directional_shadows.push_back(i); + } else if (light_storage->light_get_type(base) == RS::LIGHT_OMNI && light_storage->light_omni_get_shadow_mode(base) == RS::LIGHT_OMNI_SHADOW_CUBE) { + p_render_data->cube_shadows.push_back(i); + } else { + p_render_data->shadows.push_back(i); + } + } + + //cube shadows are rendered in their own way + for (uint32_t i = 0; i < p_render_data->cube_shadows.size(); i++) { + _render_shadow_pass(p_render_data->render_shadows[p_render_data->cube_shadows[i]].light, p_render_data->shadow_atlas, p_render_data->render_shadows[p_render_data->cube_shadows[i]].pass, p_render_data->render_shadows[p_render_data->cube_shadows[i]].instances, camera_plane, lod_distance_multiplier, p_render_data->scene_data->screen_mesh_lod_threshold, true, true, true, p_render_data->render_info); + } + + if (p_render_data->directional_shadows.size()) { + //open the pass for directional shadows + light_storage->update_directional_shadow_atlas(); + RD::get_singleton()->draw_list_begin(light_storage->direction_shadow_get_fb(), RD::INITIAL_ACTION_DROP, RD::FINAL_ACTION_DISCARD, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_CONTINUE); + RD::get_singleton()->draw_list_end(); + } + } + + // Render GI + + bool render_shadows = p_render_data->directional_shadows.size() || p_render_data->shadows.size(); + bool render_gi = rb.is_valid() && p_use_gi; + + if (render_shadows && render_gi) { + RENDER_TIMESTAMP("Render GI + Render Shadows (Parallel)"); + } else if (render_shadows) { + RENDER_TIMESTAMP("Render Shadows"); + } else if (render_gi) { + RENDER_TIMESTAMP("Render GI"); + } + + //prepare shadow rendering + if (render_shadows) { + _render_shadow_begin(); + + //render directional shadows + for (uint32_t i = 0; i < p_render_data->directional_shadows.size(); i++) { + _render_shadow_pass(p_render_data->render_shadows[p_render_data->directional_shadows[i]].light, p_render_data->shadow_atlas, p_render_data->render_shadows[p_render_data->directional_shadows[i]].pass, p_render_data->render_shadows[p_render_data->directional_shadows[i]].instances, camera_plane, lod_distance_multiplier, p_render_data->scene_data->screen_mesh_lod_threshold, false, i == p_render_data->directional_shadows.size() - 1, false, p_render_data->render_info); + } + //render positional shadows + for (uint32_t i = 0; i < p_render_data->shadows.size(); i++) { + _render_shadow_pass(p_render_data->render_shadows[p_render_data->shadows[i]].light, p_render_data->shadow_atlas, p_render_data->render_shadows[p_render_data->shadows[i]].pass, p_render_data->render_shadows[p_render_data->shadows[i]].instances, camera_plane, lod_distance_multiplier, p_render_data->scene_data->screen_mesh_lod_threshold, i == 0, i == p_render_data->shadows.size() - 1, true, p_render_data->render_info); + } + + _render_shadow_process(); + } + + //start GI + if (render_gi) { + gi.process_gi(rb, p_normal_roughness_slices, p_voxel_gi_buffer, p_render_data->environment, p_render_data->scene_data->view_count, p_render_data->scene_data->view_projection, p_render_data->scene_data->view_eye_offset, p_render_data->scene_data->cam_transform, *p_render_data->voxel_gi_instances); + } + + //Do shadow rendering (in parallel with GI) + if (render_shadows) { + _render_shadow_end(RD::BARRIER_MASK_NO_BARRIER); + } + + if (render_gi) { + RD::get_singleton()->compute_list_end(RD::BARRIER_MASK_NO_BARRIER); //use a later barrier + } + + if (rb_data.is_valid() && ss_effects) { + if (p_use_ssao || p_use_ssil) { + Size2i size = rb->get_internal_size(); + + bool invalidate_uniform_set = false; + if (rb_data->ss_effects_data.linear_depth.is_null()) { + RD::TextureFormat tf; + tf.format = RD::DATA_FORMAT_R16_SFLOAT; + tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY; + tf.width = (size.x + 1) / 2; + tf.height = (size.y + 1) / 2; + tf.mipmaps = 5; + tf.array_layers = 4; + tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT; + rb_data->ss_effects_data.linear_depth = RD::get_singleton()->texture_create(tf, RD::TextureView()); + RD::get_singleton()->set_resource_name(rb_data->ss_effects_data.linear_depth, "SS Effects Depth"); + for (uint32_t i = 0; i < tf.mipmaps; i++) { + RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb_data->ss_effects_data.linear_depth, 0, i, 1, RD::TEXTURE_SLICE_2D_ARRAY); + rb_data->ss_effects_data.linear_depth_slices.push_back(slice); + RD::get_singleton()->set_resource_name(slice, "SS Effects Depth Mip " + itos(i) + " "); + } + invalidate_uniform_set = true; + } + + RID depth_texture = rb->get_depth_texture(); + ss_effects->downsample_depth(depth_texture, rb_data->ss_effects_data.linear_depth_slices, invalidate_uniform_set, size, p_render_data->scene_data->cam_projection); + } + + if (p_use_ssao) { + // TODO make these proper stereo + _process_ssao(rb, p_render_data->environment, p_normal_roughness_slices[0], p_render_data->scene_data->cam_projection); + } + + if (p_use_ssil) { + // TODO make these proper stereo + _process_ssil(rb, p_render_data->environment, p_normal_roughness_slices[0], p_render_data->scene_data->cam_projection, p_render_data->scene_data->cam_transform); + } + } + + //full barrier here, we need raster, transfer and compute and it depends from the previous work + RD::get_singleton()->barrier(RD::BARRIER_MASK_ALL, RD::BARRIER_MASK_ALL); + + if (current_cluster_builder) { + current_cluster_builder->begin(p_render_data->scene_data->cam_transform, p_render_data->scene_data->cam_projection, !p_render_data->reflection_probe.is_valid()); + } + + bool using_shadows = true; + + if (p_render_data->reflection_probe.is_valid()) { + if (!RSG::light_storage->reflection_probe_renders_shadows(light_storage->reflection_probe_instance_get_probe(p_render_data->reflection_probe))) { + using_shadows = false; + } + } else { + //do not render reflections when rendering a reflection probe + light_storage->update_reflection_probe_buffer(p_render_data, *p_render_data->reflection_probes, p_render_data->scene_data->cam_transform.affine_inverse(), p_render_data->environment); + } + + uint32_t directional_light_count = 0; + uint32_t positional_light_count = 0; + light_storage->update_light_buffers(p_render_data, *p_render_data->lights, p_render_data->scene_data->cam_transform, p_render_data->shadow_atlas, using_shadows, directional_light_count, positional_light_count, p_render_data->directional_light_soft_shadows); + texture_storage->update_decal_buffer(*p_render_data->decals, p_render_data->scene_data->cam_transform.affine_inverse()); + + p_render_data->directional_light_count = directional_light_count; + + if (current_cluster_builder) { + current_cluster_builder->bake_cluster(); + } + + if (rb.is_valid()) { + bool directional_shadows = RendererRD::LightStorage::get_singleton()->has_directional_shadows(directional_light_count); + _update_volumetric_fog(rb, p_render_data->environment, p_render_data->scene_data->cam_projection, p_render_data->scene_data->cam_transform, p_render_data->scene_data->prev_cam_transform.affine_inverse(), p_render_data->shadow_atlas, directional_light_count, directional_shadows, positional_light_count, p_render_data->voxel_gi_count, *p_render_data->fog_volumes); + } +} + +void RenderForwardClustered::_process_ssr(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_dest_framebuffer, const RID *p_normal_slices, RID p_specular_buffer, const RID *p_metallic_slices, RID p_environment, const Projection *p_projections, const Vector3 *p_eye_offsets, bool p_use_additive) { + ERR_FAIL_NULL(ss_effects); + ERR_FAIL_COND(p_render_buffers.is_null()); + + Ref<RenderBufferDataForwardClustered> rb_data = p_render_buffers->get_custom_data(RB_SCOPE_FORWARD_CLUSTERED); + ERR_FAIL_COND(rb_data.is_null()); + + Size2i internal_size = p_render_buffers->get_internal_size(); + bool can_use_effects = internal_size.x >= 8 && internal_size.y >= 8; + uint32_t view_count = p_render_buffers->get_view_count(); + + if (!can_use_effects) { + //just copy + copy_effects->merge_specular(p_dest_framebuffer, p_specular_buffer, p_use_additive ? RID() : p_render_buffers->get_internal_texture(), RID(), view_count); + return; + } + + ERR_FAIL_COND(p_environment.is_null()); + ERR_FAIL_COND(!environment_get_ssr_enabled(p_environment)); + + Size2i half_size = Size2i(internal_size.x / 2, internal_size.y / 2); + ss_effects->ssr_allocate_buffers(rb_data->ss_effects_data.ssr, _render_buffers_get_color_format(), half_size, view_count); + + RID texture_slices[RendererSceneRender::MAX_RENDER_VIEWS]; + RID depth_slices[RendererSceneRender::MAX_RENDER_VIEWS]; + for (uint32_t v = 0; v < view_count; v++) { + texture_slices[v] = p_render_buffers->get_internal_texture(v); + depth_slices[v] = p_render_buffers->get_depth_texture(v); + } + ss_effects->screen_space_reflection(rb_data->ss_effects_data.ssr, texture_slices, p_normal_slices, p_metallic_slices, depth_slices, half_size, environment_get_ssr_max_steps(p_environment), environment_get_ssr_fade_in(p_environment), environment_get_ssr_fade_out(p_environment), environment_get_ssr_depth_tolerance(p_environment), view_count, p_projections, p_eye_offsets); + copy_effects->merge_specular(p_dest_framebuffer, p_specular_buffer, p_use_additive ? RID() : p_render_buffers->get_internal_texture(), rb_data->ss_effects_data.ssr.output, view_count); +} + +void RenderForwardClustered::_process_sss(Ref<RenderSceneBuffersRD> p_render_buffers, const Projection &p_camera) { + ERR_FAIL_COND(p_render_buffers.is_null()); + + Size2i internal_size = p_render_buffers->get_internal_size(); + bool can_use_effects = internal_size.x >= 8 && internal_size.y >= 8; + + if (!can_use_effects) { + //just copy + return; + } + + p_render_buffers->allocate_blur_textures(); + + for (uint32_t v = 0; v < p_render_buffers->get_view_count(); v++) { + RID internal_texture = p_render_buffers->get_internal_texture(v); + RID depth_texture = p_render_buffers->get_depth_texture(v); + ss_effects->sub_surface_scattering(p_render_buffers, internal_texture, depth_texture, p_camera, internal_size); + } +} + void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Color &p_default_bg_color) { - RenderBufferDataForwardClustered *render_buffer = nullptr; - if (p_render_data->render_buffers.is_valid()) { - render_buffer = static_cast<RenderBufferDataForwardClustered *>(render_buffers_get_data(p_render_data->render_buffers)); + RendererRD::LightStorage *light_storage = RendererRD::LightStorage::get_singleton(); + + Ref<RenderSceneBuffersRD> rb; + Ref<RenderBufferDataForwardClustered> rb_data; + if (p_render_data && p_render_data->render_buffers.is_valid()) { + rb = p_render_data->render_buffers; + rb_data = rb->get_custom_data(RB_SCOPE_FORWARD_CLUSTERED); } - RendererSceneEnvironmentRD *env = get_environment(p_render_data->environment); static const int texture_multisamples[RS::VIEWPORT_MSAA_MAX] = { 1, 2, 4, 8 }; //first of all, make a new render pass //fill up ubo + RENDER_TIMESTAMP("Prepare 3D Scene"); + + // sdfgi first + _update_sdfgi(p_render_data); + + // assign render indices to voxel_gi_instances + for (uint32_t i = 0; i < (uint32_t)p_render_data->voxel_gi_instances->size(); i++) { + RID voxel_gi_instance = (*p_render_data->voxel_gi_instances)[i]; + gi.voxel_gi_instance_set_render_index(voxel_gi_instance, i); + } + + // obtain cluster builder + if (rb_data.is_valid()) { + current_cluster_builder = rb_data->cluster_builder; + } else if (light_storage->owns_reflection_probe_instance(p_render_data->reflection_probe)) { + current_cluster_builder = light_storage->reflection_probe_instance_get_cluster_builder(p_render_data->reflection_probe, &cluster_builder_shared); + + if (p_render_data->camera_attributes.is_valid()) { + light_storage->reflection_probe_set_baked_exposure(light_storage->reflection_probe_instance_get_probe(p_render_data->reflection_probe), RSG::camera_attributes->camera_attributes_get_exposure_normalization_factor(p_render_data->camera_attributes)); + } + } else { + ERR_PRINT("No render buffer nor reflection atlas, bug"); //should never happen, will crash + current_cluster_builder = nullptr; + } + + p_render_data->voxel_gi_count = 0; + + if (rb.is_valid()) { + if (rb->has_custom_data(RB_SCOPE_SDFGI)) { + Ref<RendererRD::GI::SDFGI> sdfgi = rb->get_custom_data(RB_SCOPE_SDFGI); + if (sdfgi.is_valid()) { + sdfgi->update_cascades(); + sdfgi->pre_process_gi(p_render_data->scene_data->cam_transform, p_render_data); + sdfgi->update_light(); + } + } + + gi.setup_voxel_gi_instances(p_render_data, p_render_data->render_buffers, p_render_data->scene_data->cam_transform, *p_render_data->voxel_gi_instances, p_render_data->voxel_gi_count); + } + + if (current_cluster_builder != nullptr) { + p_render_data->cluster_buffer = current_cluster_builder->get_cluster_buffer(); + p_render_data->cluster_size = current_cluster_builder->get_cluster_size(); + p_render_data->cluster_max_elements = current_cluster_builder->get_max_cluster_elements(); + } + + _update_vrs(rb); + RENDER_TIMESTAMP("Setup 3D Scene"); - //scene_state.ubo.subsurface_scatter_width = subsurface_scatter_size; - scene_state.ubo.directional_light_count = 0; - scene_state.ubo.opaque_prepass_threshold = 0.99f; + // check if we need motion vectors + if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_MOTION_VECTORS) { + p_render_data->scene_data->calculate_motion_vectors = true; + } else if (rb.is_valid() && rb->get_use_taa()) { + p_render_data->scene_data->calculate_motion_vectors = true; + } else { + p_render_data->scene_data->calculate_motion_vectors = false; + } + + //p_render_data->scene_data->subsurface_scatter_width = subsurface_scatter_size; + p_render_data->scene_data->directional_light_count = 0; + p_render_data->scene_data->opaque_prepass_threshold = 0.99f; Size2i screen_size; RID color_framebuffer; @@ -1417,13 +1622,12 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co bool using_sdfgi = false; bool using_voxelgi = false; bool reverse_cull = false; - bool using_ssil = p_render_data->environment.is_valid() && environment_is_ssil_enabled(p_render_data->environment); + bool using_ssil = p_render_data->environment.is_valid() && environment_get_ssil_enabled(p_render_data->environment); - if (render_buffer) { - screen_size.x = render_buffer->width; - screen_size.y = render_buffer->height; + if (rb.is_valid()) { + screen_size = rb->get_internal_size(); - if (render_buffer->use_taa || get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_MOTION_VECTORS) { + if (rb->get_use_taa() || get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_MOTION_VECTORS) { color_pass_flags |= COLOR_PASS_FLAG_MOTION_VECTORS; } @@ -1431,37 +1635,34 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co using_voxelgi = true; } - if (!p_render_data->environment.is_valid() && using_voxelgi) { + if (p_render_data->environment.is_null() && using_voxelgi) { depth_pass_mode = PASS_MODE_DEPTH_NORMAL_ROUGHNESS_VOXEL_GI; - } else if (p_render_data->environment.is_valid() && (environment_is_ssr_enabled(p_render_data->environment) || environment_is_sdfgi_enabled(p_render_data->environment) || using_voxelgi)) { - if (environment_is_sdfgi_enabled(p_render_data->environment)) { + } else if (p_render_data->environment.is_valid() && (environment_get_ssr_enabled(p_render_data->environment) || environment_get_sdfgi_enabled(p_render_data->environment) || using_voxelgi)) { + if (environment_get_sdfgi_enabled(p_render_data->environment)) { depth_pass_mode = using_voxelgi ? PASS_MODE_DEPTH_NORMAL_ROUGHNESS_VOXEL_GI : PASS_MODE_DEPTH_NORMAL_ROUGHNESS; // also voxelgi using_sdfgi = true; } else { depth_pass_mode = using_voxelgi ? PASS_MODE_DEPTH_NORMAL_ROUGHNESS_VOXEL_GI : PASS_MODE_DEPTH_NORMAL_ROUGHNESS; } - if (environment_is_ssr_enabled(p_render_data->environment)) { + if (environment_get_ssr_enabled(p_render_data->environment)) { using_separate_specular = true; using_ssr = true; color_pass_flags |= COLOR_PASS_FLAG_SEPARATE_SPECULAR; } - } else if (p_render_data->environment.is_valid() && (environment_is_ssao_enabled(p_render_data->environment) || using_ssil || get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_NORMAL_BUFFER)) { + } else if (p_render_data->environment.is_valid() && (environment_get_ssao_enabled(p_render_data->environment) || using_ssil || get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_NORMAL_BUFFER)) { depth_pass_mode = PASS_MODE_DEPTH_NORMAL_ROUGHNESS; } switch (depth_pass_mode) { case PASS_MODE_DEPTH: { - depth_framebuffer = render_buffer->depth_fb; + depth_framebuffer = rb_data->get_depth_fb(); } break; case PASS_MODE_DEPTH_NORMAL_ROUGHNESS: { - _allocate_normal_roughness_texture(render_buffer); - depth_framebuffer = render_buffer->depth_normal_roughness_fb; + depth_framebuffer = rb_data->get_depth_fb(RenderBufferDataForwardClustered::DEPTH_FB_ROUGHNESS); depth_pass_clear.push_back(Color(0.5, 0.5, 0.5, 0)); } break; case PASS_MODE_DEPTH_NORMAL_ROUGHNESS_VOXEL_GI: { - _allocate_normal_roughness_texture(render_buffer); - render_buffer->ensure_voxelgi(); - depth_framebuffer = render_buffer->depth_normal_roughness_voxelgi_fb; + depth_framebuffer = rb_data->get_depth_fb(RenderBufferDataForwardClustered::DEPTH_FB_ROUGHNESS_VOXELGI); depth_pass_clear.push_back(Color(0.5, 0.5, 0.5, 0)); depth_pass_clear.push_back(Color(0, 0, 0, 0)); } break; @@ -1469,24 +1670,23 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co }; } - if (p_render_data->view_count > 1) { + if (p_render_data->scene_data->view_count > 1) { color_pass_flags |= COLOR_PASS_FLAG_MULTIVIEW; } - color_framebuffer = render_buffer->get_color_pass_fb(color_pass_flags); - color_only_framebuffer = render_buffer->color_only_fb; + color_framebuffer = rb_data->get_color_pass_fb(color_pass_flags); + color_only_framebuffer = rb_data->get_color_only_fb(); } else if (p_render_data->reflection_probe.is_valid()) { - uint32_t resolution = reflection_probe_instance_get_resolution(p_render_data->reflection_probe); + uint32_t resolution = light_storage->reflection_probe_instance_get_resolution(p_render_data->reflection_probe); screen_size.x = resolution; screen_size.y = resolution; - color_framebuffer = reflection_probe_instance_get_framebuffer(p_render_data->reflection_probe, p_render_data->reflection_probe_pass); + color_framebuffer = light_storage->reflection_probe_instance_get_framebuffer(p_render_data->reflection_probe, p_render_data->reflection_probe_pass); color_only_framebuffer = color_framebuffer; - depth_framebuffer = reflection_probe_instance_get_depth_framebuffer(p_render_data->reflection_probe, p_render_data->reflection_probe_pass); + depth_framebuffer = light_storage->reflection_probe_instance_get_depth_framebuffer(p_render_data->reflection_probe, p_render_data->reflection_probe_pass); - if (RendererRD::LightStorage::get_singleton()->reflection_probe_is_interior(reflection_probe_instance_get_probe(p_render_data->reflection_probe))) { + if (light_storage->reflection_probe_is_interior(light_storage->reflection_probe_instance_get_probe(p_render_data->reflection_probe))) { p_render_data->environment = RID(); //no environment on interiors - env = nullptr; } reverse_cull = true; // for some reason our views are inverted @@ -1494,18 +1694,17 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co ERR_FAIL(); //bug? } - scene_state.ubo.viewport_size[0] = screen_size.x; - scene_state.ubo.viewport_size[1] = screen_size.y; + p_render_data->scene_data->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->scene_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); _update_render_base_uniform_set(); //may have changed due to the above (light buffer enlarged, as an example) - _fill_render_list(RENDER_LIST_OPAQUE, p_render_data, PASS_MODE_COLOR, using_sdfgi, using_sdfgi || using_voxelgi); + _fill_render_list(RENDER_LIST_OPAQUE, p_render_data, PASS_MODE_COLOR, color_pass_flags, using_sdfgi, using_sdfgi || using_voxelgi); render_list[RENDER_LIST_OPAQUE].sort_by_key(); render_list[RENDER_LIST_ALPHA].sort_by_reverse_depth_and_priority(); _fill_instance_data(RENDER_LIST_OPAQUE, p_render_data->render_info ? p_render_data->render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_VISIBLE] : (int *)nullptr); @@ -1513,16 +1712,18 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co RD::get_singleton()->draw_command_end_label(); - bool using_sss = render_buffer && scene_state.used_sss && sub_surface_scattering_get_quality() != RS::SUB_SURFACE_SCATTERING_QUALITY_DISABLED; + bool using_sss = rb_data.is_valid() && scene_state.used_sss && ss_effects->sss_get_quality() != RS::SUB_SURFACE_SCATTERING_QUALITY_DISABLED; if (using_sss && !using_separate_specular) { using_separate_specular = true; color_pass_flags |= COLOR_PASS_FLAG_SEPARATE_SPECULAR; - color_framebuffer = render_buffer->get_color_pass_fb(color_pass_flags); + color_framebuffer = rb_data->get_color_pass_fb(color_pass_flags); } 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; @@ -1531,24 +1732,30 @@ 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; - if ((p_render_data->render_buffers.is_valid() && render_buffers_has_volumetric_fog(p_render_data->render_buffers)) || environment_is_fog_enabled(p_render_data->environment)) { + clear_color.r *= bg_energy_multiplier; + clear_color.g *= bg_energy_multiplier; + clear_color.b *= bg_energy_multiplier; + if ((rb.is_valid() && rb->has_custom_data(RB_SCOPE_FOG)) || 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())); } } 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; - if ((p_render_data->render_buffers.is_valid() && render_buffers_has_volumetric_fog(p_render_data->render_buffers)) || environment_is_fog_enabled(p_render_data->environment)) { + clear_color.r *= bg_energy_multiplier; + clear_color.g *= bg_energy_multiplier; + clear_color.b *= bg_energy_multiplier; + if ((rb.is_valid() && rb->has_custom_data(RB_SCOPE_FOG)) || 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())); } @@ -1571,18 +1778,20 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co if (draw_sky || draw_sky_fog_only || environment_get_reflection_source(p_render_data->environment) == RS::ENV_REFLECTION_SOURCE_SKY || environment_get_ambient_source(p_render_data->environment) == RS::ENV_AMBIENT_SOURCE_SKY) { RENDER_TIMESTAMP("Setup Sky"); RD::get_singleton()->draw_command_begin_label("Setup Sky"); - CameraMatrix projection = p_render_data->cam_projection; + Projection projection = p_render_data->scene_data->cam_projection; if (p_render_data->reflection_probe.is_valid()) { - CameraMatrix correction; + Projection correction; correction.set_depth_correction(true); - projection = correction * p_render_data->cam_projection; + projection = correction * p_render_data->scene_data->cam_projection; } - sky.setup(env, p_render_data->render_buffers, *p_render_data->lights, projection, p_render_data->cam_transform, screen_size, this); + sky.setup(p_render_data->environment, rb, *p_render_data->lights, p_render_data->camera_attributes, projection, p_render_data->scene_data->cam_transform, screen_size, this); + + sky_energy_multiplier *= bg_energy_multiplier; - RID sky_rid = env->sky; + RID sky_rid = environment_get_sky(p_render_data->environment); if (sky_rid.is_valid()) { - sky.update(env, projection, p_render_data->cam_transform, time); + sky.update(p_render_data->environment, projection, p_render_data->scene_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 @@ -1598,7 +1807,7 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co bool debug_sdfgi_probes = get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_SDFGI_PROBES; bool depth_pre_pass = bool(GLOBAL_GET("rendering/driver/depth_prepass/enable")) && depth_framebuffer.is_valid(); - bool using_ssao = depth_pre_pass && p_render_data->render_buffers.is_valid() && p_render_data->environment.is_valid() && environment_is_ssao_enabled(p_render_data->environment); + bool using_ssao = depth_pre_pass && rb.is_valid() && p_render_data->environment.is_valid() && environment_get_ssao_enabled(p_render_data->environment); bool continue_depth = false; if (depth_pre_pass) { //depth pre pass @@ -1621,7 +1830,7 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co RID rp_uniform_set = _setup_render_pass_uniform_set(RENDER_LIST_OPAQUE, nullptr, RID()); bool finish_depth = using_ssao || using_sdfgi || using_voxelgi; - RenderListParameters render_list_params(render_list[RENDER_LIST_OPAQUE].elements.ptr(), render_list[RENDER_LIST_OPAQUE].element_info.ptr(), render_list[RENDER_LIST_OPAQUE].elements.size(), reverse_cull, depth_pass_mode, 0, render_buffer == nullptr, p_render_data->directional_light_soft_shadows, rp_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->lod_camera_plane, p_render_data->lod_distance_multiplier, p_render_data->screen_mesh_lod_threshold, p_render_data->view_count); + RenderListParameters render_list_params(render_list[RENDER_LIST_OPAQUE].elements.ptr(), render_list[RENDER_LIST_OPAQUE].element_info.ptr(), render_list[RENDER_LIST_OPAQUE].elements.size(), reverse_cull, depth_pass_mode, 0, rb_data.is_null(), p_render_data->directional_light_soft_shadows, rp_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->scene_data->lod_camera_plane, p_render_data->scene_data->lod_distance_multiplier, p_render_data->scene_data->screen_mesh_lod_threshold, p_render_data->scene_data->view_count); _render_list_with_threads(&render_list_params, depth_framebuffer, needs_pre_resolve ? RD::INITIAL_ACTION_CONTINUE : RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, needs_pre_resolve ? RD::INITIAL_ACTION_CONTINUE : RD::INITIAL_ACTION_CLEAR, finish_depth ? RD::FINAL_ACTION_READ : RD::FINAL_ACTION_CONTINUE, needs_pre_resolve ? Vector<Color>() : depth_pass_clear); RD::get_singleton()->draw_command_end_label(); @@ -1630,19 +1839,19 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co _pre_resolve_render(p_render_data, using_sdfgi || using_voxelgi); } - if (render_buffer && render_buffer->msaa != RS::VIEWPORT_MSAA_DISABLED) { + if (rb.is_valid() && rb->get_msaa_3d() != RS::VIEWPORT_MSAA_DISABLED) { RENDER_TIMESTAMP("Resolve Depth Pre-Pass (MSAA)"); RD::get_singleton()->draw_command_begin_label("Resolve Depth Pre-Pass (MSAA)"); if (depth_pass_mode == PASS_MODE_DEPTH_NORMAL_ROUGHNESS || depth_pass_mode == PASS_MODE_DEPTH_NORMAL_ROUGHNESS_VOXEL_GI) { if (needs_pre_resolve) { RD::get_singleton()->barrier(RD::BARRIER_MASK_RASTER, RD::BARRIER_MASK_COMPUTE); } - for (uint32_t v = 0; v < render_buffer->view_count; v++) { - resolve_effects->resolve_gi(render_buffer->depth_msaa_views[v], render_buffer->normal_roughness_msaa_views[v], using_voxelgi ? render_buffer->voxelgi_msaa_views[v] : RID(), render_buffer->depth_views[v], render_buffer->normal_roughness_views[v], using_voxelgi ? render_buffer->voxelgi_views[v] : RID(), Vector2i(render_buffer->width, render_buffer->height), texture_multisamples[render_buffer->msaa]); + for (uint32_t v = 0; v < rb->get_view_count(); v++) { + resolve_effects->resolve_gi(rb_data->get_depth_msaa(v), rb_data->get_normal_roughness_msaa(v), using_voxelgi ? rb_data->get_voxelgi_msaa(v) : RID(), rb->get_depth_texture(v), rb_data->get_normal_roughness(v), using_voxelgi ? rb_data->get_voxelgi(v) : RID(), rb->get_internal_size(), texture_multisamples[rb->get_msaa_3d()]); } } else if (finish_depth) { - for (uint32_t v = 0; v < render_buffer->view_count; v++) { - resolve_effects->resolve_depth(render_buffer->depth_msaa_views[v], render_buffer->depth_views[v], Vector2i(render_buffer->width, render_buffer->height), texture_multisamples[render_buffer->msaa]); + for (uint32_t v = 0; v < rb->get_view_count(); v++) { + resolve_effects->resolve_depth(rb_data->get_depth_msaa(v), rb->get_depth_texture(v), rb->get_internal_size(), texture_multisamples[rb->get_msaa_3d()]); } } RD::get_singleton()->draw_command_end_label(); @@ -1651,15 +1860,20 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co continue_depth = !finish_depth; } - RID nullrids[RendererSceneRender::MAX_RENDER_VIEWS]; - _pre_opaque_render(p_render_data, using_ssao, using_ssil, using_sdfgi || using_voxelgi, render_buffer ? render_buffer->normal_roughness_views : nullrids, render_buffer ? render_buffer->voxelgi_buffer : RID(), render_buffer ? render_buffer->vrs_views : nullrids); + RID normal_roughness_views[RendererSceneRender::MAX_RENDER_VIEWS]; + if (rb_data.is_valid() && rb_data->has_normal_roughness()) { + for (uint32_t v = 0; v < rb->get_view_count(); v++) { + normal_roughness_views[v] = rb_data->get_normal_roughness(v); + } + } + _pre_opaque_render(p_render_data, using_ssao, using_ssil, using_sdfgi || using_voxelgi, normal_roughness_views, rb_data.is_valid() && rb_data->has_voxelgi() ? rb_data->get_voxelgi() : RID()); RD::get_singleton()->draw_command_begin_label("Render Opaque Pass"); - scene_state.ubo.directional_light_count = p_render_data->directional_light_count; - scene_state.ubo.opaque_prepass_threshold = 0.0f; + p_render_data->scene_data->directional_light_count = p_render_data->directional_light_count; + p_render_data->scene_data->opaque_prepass_threshold = 0.0f; - _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, p_render_data->render_buffers.is_valid()); + _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, rb.is_valid()); RENDER_TIMESTAMP("Render Opaque Pass"); @@ -1675,22 +1889,22 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co Vector<Color> c; { Color cc = clear_color.srgb_to_linear(); - if (using_separate_specular || render_buffer) { + if (using_separate_specular || rb_data.is_valid()) { cc.a = 0; //subsurf scatter must be 0 } c.push_back(cc); - if (render_buffer) { + if (rb_data.is_valid()) { c.push_back(Color(0, 0, 0, 0)); // Separate specular c.push_back(Color(0, 0, 0, 0)); // Motion vectors } } - RenderListParameters render_list_params(render_list[RENDER_LIST_OPAQUE].elements.ptr(), render_list[RENDER_LIST_OPAQUE].element_info.ptr(), render_list[RENDER_LIST_OPAQUE].elements.size(), reverse_cull, PASS_MODE_COLOR, color_pass_flags, render_buffer == nullptr, p_render_data->directional_light_soft_shadows, rp_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->lod_camera_plane, p_render_data->lod_distance_multiplier, p_render_data->screen_mesh_lod_threshold, p_render_data->view_count); + RenderListParameters render_list_params(render_list[RENDER_LIST_OPAQUE].elements.ptr(), render_list[RENDER_LIST_OPAQUE].element_info.ptr(), render_list[RENDER_LIST_OPAQUE].elements.size(), reverse_cull, PASS_MODE_COLOR, color_pass_flags, rb_data.is_null(), p_render_data->directional_light_soft_shadows, rp_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->scene_data->lod_camera_plane, p_render_data->scene_data->lod_distance_multiplier, p_render_data->scene_data->screen_mesh_lod_threshold, p_render_data->scene_data->view_count); _render_list_with_threads(&render_list_params, color_framebuffer, keep_color ? RD::INITIAL_ACTION_KEEP : RD::INITIAL_ACTION_CLEAR, will_continue_color ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, depth_pre_pass ? (continue_depth ? RD::INITIAL_ACTION_CONTINUE : RD::INITIAL_ACTION_KEEP) : RD::INITIAL_ACTION_CLEAR, will_continue_depth ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, c, 1.0, 0); if (will_continue_color && using_separate_specular) { // close the specular framebuffer, as it's no longer used - RD::get_singleton()->draw_list_begin(render_buffer->specular_only_fb, RD::INITIAL_ACTION_CONTINUE, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CONTINUE, RD::FINAL_ACTION_CONTINUE); + RD::get_singleton()->draw_list_begin(rb_data->get_specular_only_fb(), RD::INITIAL_ACTION_CONTINUE, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CONTINUE, RD::FINAL_ACTION_CONTINUE); RD::get_singleton()->draw_list_end(); } } @@ -1702,9 +1916,9 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co bool will_continue_color = (can_continue_color || draw_sky || draw_sky_fog_only); bool will_continue_depth = (can_continue_depth || draw_sky || draw_sky_fog_only); - CameraMatrix dc; + Projection dc; dc.set_depth_correction(true); - CameraMatrix cm = (dc * p_render_data->cam_projection) * CameraMatrix(p_render_data->cam_transform.affine_inverse()); + Projection cm = (dc * p_render_data->scene_data->cam_projection) * Projection(p_render_data->scene_data->cam_transform.affine_inverse()); RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(color_only_framebuffer, RD::INITIAL_ACTION_CONTINUE, will_continue_color ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CONTINUE, will_continue_depth ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ); RD::get_singleton()->draw_command_begin_label("Debug VoxelGIs"); for (int i = 0; i < (int)p_render_data->voxel_gi_instances->size(); i++) { @@ -1719,13 +1933,13 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co bool will_continue_color = (can_continue_color || draw_sky || draw_sky_fog_only); bool will_continue_depth = (can_continue_depth || draw_sky || draw_sky_fog_only); - CameraMatrix dc; + Projection dc; dc.set_depth_correction(true); - CameraMatrix cms[RendererSceneRender::MAX_RENDER_VIEWS]; - for (uint32_t v = 0; v < p_render_data->view_count; v++) { - cms[v] = (dc * p_render_data->view_projection[v]) * CameraMatrix(p_render_data->cam_transform.affine_inverse()); + Projection cms[RendererSceneRender::MAX_RENDER_VIEWS]; + for (uint32_t v = 0; v < p_render_data->scene_data->view_count; v++) { + cms[v] = (dc * p_render_data->scene_data->view_projection[v]) * Projection(p_render_data->scene_data->cam_transform.affine_inverse()); } - _debug_sdfgi_probes(p_render_data->render_buffers, color_only_framebuffer, p_render_data->view_count, cms, will_continue_color, will_continue_depth); + _debug_sdfgi_probes(rb, color_only_framebuffer, p_render_data->scene_data->view_count, cms, will_continue_color, will_continue_depth); } if (draw_sky || draw_sky_fog_only) { @@ -1734,30 +1948,31 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co RD::get_singleton()->draw_command_begin_label("Draw Sky"); if (p_render_data->reflection_probe.is_valid()) { - CameraMatrix correction; + Projection correction; correction.set_depth_correction(true); - CameraMatrix projection = correction * p_render_data->cam_projection; - sky.draw(env, can_continue_color, can_continue_depth, color_only_framebuffer, 1, &projection, p_render_data->cam_transform, time); + Projection projection = correction * p_render_data->scene_data->cam_projection; + sky.draw(p_render_data->environment, can_continue_color, can_continue_depth, color_only_framebuffer, 1, &projection, p_render_data->scene_data->cam_transform, time, sky_energy_multiplier); } else { - sky.draw(env, 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->scene_data->view_count, p_render_data->scene_data->view_projection, p_render_data->scene_data->cam_transform, time, sky_energy_multiplier); } RD::get_singleton()->draw_command_end_label(); } - if (render_buffer && !can_continue_color && render_buffer->msaa != RS::VIEWPORT_MSAA_DISABLED) { + if (rb.is_valid() && !can_continue_color && rb->get_msaa_3d() != RS::VIEWPORT_MSAA_DISABLED) { // Handle views individual, might want to look at rewriting our resolve to do both layers in one pass. - for (uint32_t v = 0; v < render_buffer->view_count; v++) { - RD::get_singleton()->texture_resolve_multisample(render_buffer->color_msaa_views[v], render_buffer->color_views[v]); + for (uint32_t v = 0; v < rb->get_view_count(); v++) { + RD::get_singleton()->texture_resolve_multisample(rb_data->get_color_msaa(v), rb->get_internal_texture(v)); } - // TODO mame this do multiview if (using_separate_specular) { - RD::get_singleton()->texture_resolve_multisample(render_buffer->specular_msaa, render_buffer->specular); + for (uint32_t v = 0; v < rb->get_view_count(); v++) { + RD::get_singleton()->texture_resolve_multisample(rb_data->get_specular_msaa(v), rb_data->get_specular(v)); + } } } - if (render_buffer && !can_continue_depth && render_buffer->msaa != RS::VIEWPORT_MSAA_DISABLED) { - for (uint32_t v = 0; v < render_buffer->view_count; v++) { - resolve_effects->resolve_depth(render_buffer->depth_msaa_views[v], render_buffer->depth_views[v], Vector2i(render_buffer->width, render_buffer->height), texture_multisamples[render_buffer->msaa]); + if (rb.is_valid() && !can_continue_depth && rb->get_msaa_3d() != RS::VIEWPORT_MSAA_DISABLED) { + for (uint32_t v = 0; v < rb->get_view_count(); v++) { + resolve_effects->resolve_depth(rb_data->get_depth_msaa(v), rb->get_depth_texture(v), rb->get_internal_size(), texture_multisamples[rb->get_msaa_3d()]); } } @@ -1765,19 +1980,23 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co if (using_sss) { RENDER_TIMESTAMP("Sub-Surface Scattering"); RD::get_singleton()->draw_command_begin_label("Process Sub-Surface Scattering"); - _process_sss(p_render_data->render_buffers, p_render_data->cam_projection); + _process_sss(rb, p_render_data->scene_data->cam_projection); RD::get_singleton()->draw_command_end_label(); } if (using_ssr) { RENDER_TIMESTAMP("Screen-Space Reflections"); RD::get_singleton()->draw_command_begin_label("Process Screen-Space Reflections"); - _process_ssr(p_render_data->render_buffers, color_only_framebuffer, render_buffer->normal_roughness_buffer, render_buffer->specular, render_buffer->specular, Color(0, 0, 0, 1), p_render_data->environment, p_render_data->cam_projection, render_buffer->msaa == RS::VIEWPORT_MSAA_DISABLED); + RID specular_views[RendererSceneRender::MAX_RENDER_VIEWS]; + for (uint32_t v = 0; v < p_render_data->scene_data->view_count; v++) { + specular_views[v] = rb_data->get_specular(v); + } + _process_ssr(rb, color_only_framebuffer, normal_roughness_views, rb_data->get_specular(), specular_views, p_render_data->environment, p_render_data->scene_data->view_projection, p_render_data->scene_data->view_eye_offset, rb->get_msaa_3d() == RS::VIEWPORT_MSAA_DISABLED); RD::get_singleton()->draw_command_end_label(); } else { //just mix specular back RENDER_TIMESTAMP("Merge Specular"); - RendererCompositorRD::singleton->get_effects()->merge_specular(color_only_framebuffer, render_buffer->specular, render_buffer->msaa == RS::VIEWPORT_MSAA_DISABLED ? RID() : render_buffer->color, RID()); + copy_effects->merge_specular(color_only_framebuffer, rb_data->get_specular(), rb->get_msaa_3d() == RS::VIEWPORT_MSAA_DISABLED ? RID() : rb->get_internal_texture(), RID(), p_render_data->scene_data->view_count); } } @@ -1801,8 +2020,8 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co { uint32_t transparent_color_pass_flags = (color_pass_flags | COLOR_PASS_FLAG_TRANSPARENT) & ~(COLOR_PASS_FLAG_SEPARATE_SPECULAR); - RID alpha_framebuffer = render_buffer ? render_buffer->get_color_pass_fb(transparent_color_pass_flags) : color_only_framebuffer; - RenderListParameters render_list_params(render_list[RENDER_LIST_ALPHA].elements.ptr(), render_list[RENDER_LIST_ALPHA].element_info.ptr(), render_list[RENDER_LIST_ALPHA].elements.size(), false, PASS_MODE_COLOR, transparent_color_pass_flags, render_buffer == nullptr, p_render_data->directional_light_soft_shadows, rp_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->lod_camera_plane, p_render_data->lod_distance_multiplier, p_render_data->screen_mesh_lod_threshold, p_render_data->view_count); + RID alpha_framebuffer = rb_data.is_valid() ? rb_data->get_color_pass_fb(transparent_color_pass_flags) : color_only_framebuffer; + RenderListParameters render_list_params(render_list[RENDER_LIST_ALPHA].elements.ptr(), render_list[RENDER_LIST_ALPHA].element_info.ptr(), render_list[RENDER_LIST_ALPHA].elements.size(), false, PASS_MODE_COLOR, transparent_color_pass_flags, rb_data.is_null(), p_render_data->directional_light_soft_shadows, rp_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->scene_data->lod_camera_plane, p_render_data->scene_data->lod_distance_multiplier, p_render_data->scene_data->screen_mesh_lod_threshold, p_render_data->scene_data->view_count); _render_list_with_threads(&render_list_params, alpha_framebuffer, can_continue_color ? RD::INITIAL_ACTION_CONTINUE : RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, can_continue_depth ? RD::INITIAL_ACTION_CONTINUE : RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ); } @@ -1812,13 +2031,13 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co RD::get_singleton()->draw_command_begin_label("Resolve"); - if (render_buffer && render_buffer->msaa != RS::VIEWPORT_MSAA_DISABLED) { - for (uint32_t v = 0; v < render_buffer->view_count; v++) { - RD::get_singleton()->texture_resolve_multisample(render_buffer->color_msaa_views[v], render_buffer->color_views[v]); - resolve_effects->resolve_depth(render_buffer->depth_msaa_views[v], render_buffer->depth_views[v], Vector2i(render_buffer->width, render_buffer->height), texture_multisamples[render_buffer->msaa]); + if (rb.is_valid() && rb->get_msaa_3d() != RS::VIEWPORT_MSAA_DISABLED) { + for (uint32_t v = 0; v < rb->get_view_count(); v++) { + RD::get_singleton()->texture_resolve_multisample(rb_data->get_color_msaa(v), rb->get_internal_texture(v)); + resolve_effects->resolve_depth(rb_data->get_depth_msaa(v), rb->get_depth_texture(v), rb->get_internal_size(), texture_multisamples[rb->get_msaa_3d()]); } - if (render_buffer->use_taa) { // TODO make TAA stereo capable, this will need to be handled in a separate PR - RD::get_singleton()->texture_resolve_multisample(render_buffer->velocity_buffer_msaa, render_buffer->velocity_buffer); + if (taa && rb->get_use_taa()) { + taa->msaa_resolve(rb); } } @@ -1827,22 +2046,245 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co RD::get_singleton()->draw_command_begin_label("Copy framebuffer for SSIL"); if (using_ssil) { RENDER_TIMESTAMP("Copy Final Framebuffer (SSIL)"); - _copy_framebuffer_to_ssil(p_render_data->render_buffers); + _copy_framebuffer_to_ssil(rb); } RD::get_singleton()->draw_command_end_label(); - if (render_buffer && render_buffer->use_taa) { + if (rb.is_valid() && taa && rb->get_use_taa()) { RENDER_TIMESTAMP("TAA") - _process_taa(p_render_data->render_buffers, render_buffer->velocity_buffer, p_render_data->z_near, p_render_data->z_far); + taa->process(rb, _render_buffers_get_color_format(), p_render_data->scene_data->z_near, p_render_data->scene_data->z_far); } - if (p_render_data->render_buffers.is_valid()) { - _debug_draw_cluster(p_render_data->render_buffers); + if (rb.is_valid()) { + _debug_draw_cluster(rb); RENDER_TIMESTAMP("Tonemap"); _render_buffers_post_process_and_tonemap(p_render_data); } + + if (rb.is_valid()) { + _render_buffers_debug_draw(rb, p_render_data->shadow_atlas, p_render_data->occluder_debug_tex); + + if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_SDFGI && rb->has_custom_data(RB_SCOPE_SDFGI)) { + Ref<RendererRD::GI::SDFGI> sdfgi = rb->get_custom_data(RB_SCOPE_SDFGI); + Vector<RID> view_rids; + + // SDFGI renders at internal resolution, need to check if our debug correctly supports outputting upscaled. + Size2i size = rb->get_internal_size(); + RID source_texture = rb->get_internal_texture(); + for (uint32_t v = 0; v < rb->get_view_count(); v++) { + view_rids.push_back(rb->get_internal_texture(v)); + } + + sdfgi->debug_draw(p_render_data->scene_data->view_count, p_render_data->scene_data->view_projection, p_render_data->scene_data->cam_transform, size.x, size.y, rb->get_render_target(), source_texture, view_rids); + } + } +} + +void RenderForwardClustered::_render_buffers_debug_draw(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_shadow_atlas, RID p_occlusion_buffer) { + RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton(); + ERR_FAIL_COND(p_render_buffers.is_null()); + + Ref<RenderBufferDataForwardClustered> rb_data = p_render_buffers->get_custom_data(RB_SCOPE_FORWARD_CLUSTERED); + ERR_FAIL_COND(rb_data.is_null()); + + RendererSceneRenderRD::_render_buffers_debug_draw(p_render_buffers, p_shadow_atlas, p_occlusion_buffer); + + RID render_target = p_render_buffers->get_render_target(); + + if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_SSAO && rb_data->ss_effects_data.ssao.ao_final.is_valid()) { + Size2i rtsize = texture_storage->render_target_get_size(render_target); + copy_effects->copy_to_fb_rect(rb_data->ss_effects_data.ssao.ao_final, texture_storage->render_target_get_rd_framebuffer(render_target), Rect2(Vector2(), rtsize), false, true); + } + + if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_SSIL && rb_data->ss_effects_data.ssil.ssil_final.is_valid()) { + Size2i rtsize = texture_storage->render_target_get_size(render_target); + copy_effects->copy_to_fb_rect(rb_data->ss_effects_data.ssil.ssil_final, texture_storage->render_target_get_rd_framebuffer(render_target), Rect2(Vector2(), rtsize), false, false); + } + + if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_GI_BUFFER && p_render_buffers->has_texture(RB_SCOPE_GI, RB_TEX_AMBIENT)) { + Size2i rtsize = texture_storage->render_target_get_size(render_target); + RID ambient_texture = p_render_buffers->get_texture(RB_SCOPE_GI, RB_TEX_AMBIENT); + RID reflection_texture = p_render_buffers->get_texture(RB_SCOPE_GI, RB_TEX_REFLECTION); + copy_effects->copy_to_fb_rect(ambient_texture, texture_storage->render_target_get_rd_framebuffer(render_target), Rect2(Vector2(), rtsize), false, false, false, true, reflection_texture, p_render_buffers->get_view_count() > 1); + } +} + +void RenderForwardClustered::_render_shadow_pass(RID p_light, RID p_shadow_atlas, int p_pass, const PagedArray<RenderGeometryInstance *> &p_instances, const Plane &p_camera_plane, float p_lod_distance_multiplier, float p_screen_mesh_lod_threshold, bool p_open_pass, bool p_close_pass, bool p_clear_region, RenderingMethod::RenderInfo *p_render_info) { + RendererRD::LightStorage *light_storage = RendererRD::LightStorage::get_singleton(); + + ERR_FAIL_COND(!light_storage->owns_light_instance(p_light)); + + RID base = light_storage->light_instance_get_base_light(p_light); + + Rect2i atlas_rect; + uint32_t atlas_size = 1; + RID atlas_fb; + + bool using_dual_paraboloid = false; + bool using_dual_paraboloid_flip = false; + Vector2i dual_paraboloid_offset; + RID render_fb; + RID render_texture; + float zfar; + + bool use_pancake = false; + bool render_cubemap = false; + bool finalize_cubemap = false; + + bool flip_y = false; + + Projection light_projection; + Transform3D light_transform; + + if (light_storage->light_get_type(base) == RS::LIGHT_DIRECTIONAL) { + //set pssm stuff + uint64_t last_scene_shadow_pass = light_storage->light_instance_get_shadow_pass(p_light); + if (last_scene_shadow_pass != get_scene_pass()) { + light_storage->light_instance_set_directional_rect(p_light, light_storage->get_directional_shadow_rect()); + light_storage->directional_shadow_increase_current_light(); + light_storage->light_instance_set_shadow_pass(p_light, get_scene_pass()); + } + + use_pancake = light_storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_PANCAKE_SIZE) > 0; + light_projection = light_storage->light_instance_get_shadow_camera(p_light, p_pass); + light_transform = light_storage->light_instance_get_shadow_transform(p_light, p_pass); + + atlas_rect = light_storage->light_instance_get_directional_rect(p_light); + + if (light_storage->light_directional_get_shadow_mode(base) == RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS) { + atlas_rect.size.width /= 2; + atlas_rect.size.height /= 2; + + if (p_pass == 1) { + atlas_rect.position.x += atlas_rect.size.width; + } else if (p_pass == 2) { + atlas_rect.position.y += atlas_rect.size.height; + } else if (p_pass == 3) { + atlas_rect.position += atlas_rect.size; + } + } else if (light_storage->light_directional_get_shadow_mode(base) == RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS) { + atlas_rect.size.height /= 2; + + if (p_pass == 0) { + } else { + atlas_rect.position.y += atlas_rect.size.height; + } + } + + float directional_shadow_size = light_storage->directional_shadow_get_size(); + Rect2 atlas_rect_norm = atlas_rect; + atlas_rect_norm.position /= directional_shadow_size; + atlas_rect_norm.size /= directional_shadow_size; + light_storage->light_instance_set_directional_shadow_atlas_rect(p_light, p_pass, atlas_rect_norm); + + zfar = RSG::light_storage->light_get_param(base, RS::LIGHT_PARAM_RANGE); + + render_fb = light_storage->direction_shadow_get_fb(); + render_texture = RID(); + flip_y = true; + + } else { + //set from shadow atlas + + ERR_FAIL_COND(!light_storage->owns_shadow_atlas(p_shadow_atlas)); + ERR_FAIL_COND(!light_storage->shadow_atlas_owns_light_instance(p_shadow_atlas, p_light)); + + RSG::light_storage->shadow_atlas_update(p_shadow_atlas); + + uint32_t key = light_storage->shadow_atlas_get_light_instance_key(p_shadow_atlas, p_light); + + uint32_t quadrant = (key >> RendererRD::LightStorage::QUADRANT_SHIFT) & 0x3; + uint32_t shadow = key & RendererRD::LightStorage::SHADOW_INDEX_MASK; + uint32_t subdivision = light_storage->shadow_atlas_get_quadrant_subdivision(p_shadow_atlas, quadrant); + + ERR_FAIL_INDEX((int)shadow, light_storage->shadow_atlas_get_quadrant_shadow_size(p_shadow_atlas, quadrant)); + + uint32_t shadow_atlas_size = light_storage->shadow_atlas_get_size(p_shadow_atlas); + uint32_t quadrant_size = shadow_atlas_size >> 1; + + atlas_rect.position.x = (quadrant & 1) * quadrant_size; + atlas_rect.position.y = (quadrant >> 1) * quadrant_size; + + uint32_t shadow_size = (quadrant_size / subdivision); + atlas_rect.position.x += (shadow % subdivision) * shadow_size; + atlas_rect.position.y += (shadow / subdivision) * shadow_size; + + atlas_rect.size.width = shadow_size; + atlas_rect.size.height = shadow_size; + + zfar = light_storage->light_get_param(base, RS::LIGHT_PARAM_RANGE); + + if (light_storage->light_get_type(base) == RS::LIGHT_OMNI) { + bool wrap = (shadow + 1) % subdivision == 0; + dual_paraboloid_offset = wrap ? Vector2i(1 - subdivision, 1) : Vector2i(1, 0); + + if (light_storage->light_omni_get_shadow_mode(base) == RS::LIGHT_OMNI_SHADOW_CUBE) { + render_texture = light_storage->get_cubemap(shadow_size / 2); + render_fb = light_storage->get_cubemap_fb(shadow_size / 2, p_pass); + + light_projection = light_storage->light_instance_get_shadow_camera(p_light, p_pass); + light_transform = light_storage->light_instance_get_shadow_transform(p_light, p_pass); + render_cubemap = true; + finalize_cubemap = p_pass == 5; + atlas_fb = light_storage->shadow_atlas_get_fb(p_shadow_atlas); + + atlas_size = shadow_atlas_size; + + if (p_pass == 0) { + _render_shadow_begin(); + } + + } else { + atlas_rect.position.x += 1; + atlas_rect.position.y += 1; + atlas_rect.size.x -= 2; + atlas_rect.size.y -= 2; + + atlas_rect.position += p_pass * atlas_rect.size * dual_paraboloid_offset; + + light_projection = light_storage->light_instance_get_shadow_camera(p_light, 0); + light_transform = light_storage->light_instance_get_shadow_transform(p_light, 0); + + using_dual_paraboloid = true; + using_dual_paraboloid_flip = p_pass == 1; + render_fb = light_storage->shadow_atlas_get_fb(p_shadow_atlas); + flip_y = true; + } + + } else if (light_storage->light_get_type(base) == RS::LIGHT_SPOT) { + light_projection = light_storage->light_instance_get_shadow_camera(p_light, 0); + light_transform = light_storage->light_instance_get_shadow_transform(p_light, 0); + + render_fb = light_storage->shadow_atlas_get_fb(p_shadow_atlas); + + flip_y = true; + } + } + + if (render_cubemap) { + //rendering to cubemap + _render_shadow_append(render_fb, p_instances, light_projection, light_transform, zfar, 0, 0, false, false, use_pancake, p_camera_plane, p_lod_distance_multiplier, p_screen_mesh_lod_threshold, Rect2(), false, true, true, true, p_render_info); + if (finalize_cubemap) { + _render_shadow_process(); + _render_shadow_end(); + //reblit + Rect2 atlas_rect_norm = atlas_rect; + atlas_rect_norm.position /= float(atlas_size); + atlas_rect_norm.size /= float(atlas_size); + copy_effects->copy_cubemap_to_dp(render_texture, atlas_fb, atlas_rect_norm, atlas_rect.size, light_projection.get_z_near(), light_projection.get_z_far(), false); + atlas_rect_norm.position += Vector2(dual_paraboloid_offset) * atlas_rect_norm.size; + copy_effects->copy_cubemap_to_dp(render_texture, atlas_fb, atlas_rect_norm, atlas_rect.size, light_projection.get_z_near(), light_projection.get_z_far(), true); + + //restore transform so it can be properly used + light_storage->light_instance_set_shadow_transform(p_light, Projection(), light_storage->light_instance_get_base_transform(p_light), zfar, 0, 0, 0); + } + + } else { + //render shadow + _render_shadow_append(render_fb, p_instances, light_projection, light_transform, zfar, 0, 0, using_dual_paraboloid, using_dual_paraboloid_flip, use_pancake, p_camera_plane, p_lod_distance_multiplier, p_screen_mesh_lod_threshold, atlas_rect, flip_y, p_clear_region, p_open_pass, p_close_pass, p_render_info); + } } void RenderForwardClustered::_render_shadow_begin() { @@ -1854,39 +2296,41 @@ void RenderForwardClustered::_render_shadow_begin() { scene_state.instance_data[RENDER_LIST_SECONDARY].clear(); } -void RenderForwardClustered::_render_shadow_append(RID p_framebuffer, const PagedArray<GeometryInstance *> &p_instances, const CameraMatrix &p_projection, const Transform3D &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip, bool p_use_pancake, const Plane &p_camera_plane, float p_lod_distance_multiplier, float p_screen_mesh_lod_threshold, const Rect2i &p_rect, bool p_flip_y, bool p_clear_region, bool p_begin, bool p_end, RendererScene::RenderInfo *p_render_info) { +void RenderForwardClustered::_render_shadow_append(RID p_framebuffer, const PagedArray<RenderGeometryInstance *> &p_instances, const Projection &p_projection, const Transform3D &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip, bool p_use_pancake, const Plane &p_camera_plane, float p_lod_distance_multiplier, float p_screen_mesh_lod_threshold, const Rect2i &p_rect, bool p_flip_y, bool p_clear_region, bool p_begin, bool p_end, RenderingMethod::RenderInfo *p_render_info) { uint32_t shadow_pass_index = scene_state.shadow_passes.size(); SceneState::ShadowPass shadow_pass; + RenderSceneDataRD scene_data; + scene_data.cam_projection = p_projection; + scene_data.cam_transform = p_transform; + scene_data.view_projection[0] = p_projection; + scene_data.z_far = p_zfar; + scene_data.z_near = 0.0; + scene_data.lod_camera_plane = p_camera_plane; + scene_data.lod_distance_multiplier = p_lod_distance_multiplier; + scene_data.dual_paraboloid_side = p_use_dp_flip ? -1 : 1; + scene_data.opaque_prepass_threshold = 0.1f; + RenderDataRD render_data; - render_data.cam_projection = p_projection; - render_data.cam_transform = p_transform; - render_data.view_projection[0] = p_projection; - render_data.z_far = p_zfar; - render_data.z_near = 0.0; + render_data.scene_data = &scene_data; render_data.cluster_size = 1; render_data.cluster_max_elements = 32; render_data.instances = &p_instances; - render_data.lod_camera_plane = p_camera_plane; - render_data.lod_distance_multiplier = p_lod_distance_multiplier; render_data.render_info = p_render_info; - scene_state.ubo.dual_paraboloid_side = p_use_dp_flip ? -1 : 1; - scene_state.ubo.opaque_prepass_threshold = 0.1f; - _setup_environment(&render_data, true, Vector2(1, 1), !p_flip_y, Color(), false, p_use_pancake, shadow_pass_index); if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_DISABLE_LOD) { - render_data.screen_mesh_lod_threshold = 0.0; + scene_data.screen_mesh_lod_threshold = 0.0; } else { - render_data.screen_mesh_lod_threshold = p_screen_mesh_lod_threshold; + scene_data.screen_mesh_lod_threshold = p_screen_mesh_lod_threshold; } PassMode pass_mode = p_use_dp ? PASS_MODE_SHADOW_DP : PASS_MODE_SHADOW; uint32_t render_list_from = render_list[RENDER_LIST_SECONDARY].elements.size(); - _fill_render_list(RENDER_LIST_SECONDARY, &render_data, pass_mode, false, false, true); + _fill_render_list(RENDER_LIST_SECONDARY, &render_data, pass_mode, 0, false, false, true); uint32_t render_list_size = render_list[RENDER_LIST_SECONDARY].elements.size() - render_list_from; render_list[RENDER_LIST_SECONDARY].sort_by_key_range(render_list_from, render_list_size); _fill_instance_data(RENDER_LIST_SECONDARY, p_render_info ? p_render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_SHADOW] : (int *)nullptr, render_list_from, render_list_size, false); @@ -1905,8 +2349,8 @@ void RenderForwardClustered::_render_shadow_append(RID p_framebuffer, const Page shadow_pass.rp_uniform_set = RID(); //will be filled later when instance buffer is complete shadow_pass.camera_plane = p_camera_plane; - shadow_pass.screen_mesh_lod_threshold = render_data.screen_mesh_lod_threshold; - shadow_pass.lod_distance_multiplier = render_data.lod_distance_multiplier; + shadow_pass.screen_mesh_lod_threshold = scene_data.screen_mesh_lod_threshold; + shadow_pass.lod_distance_multiplier = scene_data.lod_distance_multiplier; shadow_pass.framebuffer = p_framebuffer; shadow_pass.initial_depth_action = p_begin ? (p_clear_region ? RD::INITIAL_ACTION_CLEAR_REGION : RD::INITIAL_ACTION_CLEAR) : (p_clear_region ? RD::INITIAL_ACTION_CLEAR_REGION_CONTINUE : RD::INITIAL_ACTION_CONTINUE); @@ -1944,24 +2388,27 @@ void RenderForwardClustered::_render_shadow_end(uint32_t p_barrier) { RD::get_singleton()->draw_command_end_label(); } -void RenderForwardClustered::_render_particle_collider_heightfield(RID p_fb, const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, const PagedArray<GeometryInstance *> &p_instances) { +void RenderForwardClustered::_render_particle_collider_heightfield(RID p_fb, const Transform3D &p_cam_transform, const Projection &p_cam_projection, const PagedArray<RenderGeometryInstance *> &p_instances) { RENDER_TIMESTAMP("Setup GPUParticlesCollisionHeightField3D"); RD::get_singleton()->draw_command_begin_label("Render Collider Heightfield"); + RenderSceneDataRD scene_data; + scene_data.cam_projection = p_cam_projection; + scene_data.cam_transform = p_cam_transform; + scene_data.view_projection[0] = p_cam_projection; + scene_data.z_near = 0.0; + scene_data.z_far = p_cam_projection.get_z_far(); + scene_data.dual_paraboloid_side = 0; + scene_data.opaque_prepass_threshold = 0.0; + RenderDataRD render_data; - render_data.cam_projection = p_cam_projection; - render_data.cam_transform = p_cam_transform; - render_data.view_projection[0] = p_cam_projection; - render_data.z_near = 0.0; - render_data.z_far = p_cam_projection.get_z_far(); + render_data.scene_data = &scene_data; render_data.cluster_size = 1; render_data.cluster_max_elements = 32; render_data.instances = &p_instances; _update_render_base_uniform_set(); - scene_state.ubo.dual_paraboloid_side = 0; - scene_state.ubo.opaque_prepass_threshold = 0.0; _setup_environment(&render_data, true, Vector2(1, 1), true, Color(), false, false); @@ -1983,25 +2430,28 @@ 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 CameraMatrix &p_cam_projection, bool p_cam_orthogonal, const PagedArray<GeometryInstance *> &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"); + RenderSceneDataRD scene_data; + scene_data.cam_projection = p_cam_projection; + scene_data.cam_transform = p_cam_transform; + scene_data.view_projection[0] = p_cam_projection; + scene_data.dual_paraboloid_side = 0; + scene_data.material_uv2_mode = false; + scene_data.opaque_prepass_threshold = 0.0f; + scene_data.emissive_exposure_normalization = p_exposure_normalization; + RenderDataRD render_data; - render_data.cam_projection = p_cam_projection; - render_data.cam_transform = p_cam_transform; - render_data.view_projection[0] = p_cam_projection; + render_data.scene_data = &scene_data; render_data.cluster_size = 1; render_data.cluster_max_elements = 32; render_data.instances = &p_instances; _update_render_base_uniform_set(); - scene_state.ubo.dual_paraboloid_side = 0; - scene_state.ubo.material_uv2_mode = false; - scene_state.ubo.opaque_prepass_threshold = 0.0f; - _setup_environment(&render_data, true, Vector2(1, 1), false, Color()); PassMode pass_mode = PASS_MODE_DEPTH_MATERIAL; @@ -2032,22 +2482,25 @@ void RenderForwardClustered::_render_material(const Transform3D &p_cam_transform RD::get_singleton()->draw_command_end_label(); } -void RenderForwardClustered::_render_uv2(const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) { +void RenderForwardClustered::_render_uv2(const PagedArray<RenderGeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) { RENDER_TIMESTAMP("Setup Rendering UV2"); RD::get_singleton()->draw_command_begin_label("Render UV2"); + RenderSceneDataRD scene_data; + scene_data.dual_paraboloid_side = 0; + scene_data.material_uv2_mode = true; + scene_data.opaque_prepass_threshold = 0.0; + scene_data.emissive_exposure_normalization = -1.0; + RenderDataRD render_data; + render_data.scene_data = &scene_data; render_data.cluster_size = 1; render_data.cluster_max_elements = 32; render_data.instances = &p_instances; _update_render_base_uniform_set(); - scene_state.ubo.dual_paraboloid_side = 0; - scene_state.ubo.material_uv2_mode = true; - scene_state.ubo.opaque_prepass_threshold = 0.0; - _setup_environment(&render_data, true, Vector2(1, 1), false, Color()); PassMode pass_mode = PASS_MODE_DEPTH_MATERIAL; @@ -2102,21 +2555,21 @@ void RenderForwardClustered::_render_uv2(const PagedArray<GeometryInstance *> &p 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<GeometryInstance *> &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(Ref<RenderSceneBuffersRD> 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"); + RenderSceneDataRD scene_data; + RenderDataRD render_data; + render_data.scene_data = &scene_data; render_data.cluster_size = 1; render_data.cluster_max_elements = 32; render_data.instances = &p_instances; _update_render_base_uniform_set(); - RenderBufferDataForwardClustered *render_buffer = static_cast<RenderBufferDataForwardClustered *>(render_buffers_get_data(p_render_buffers)); - ERR_FAIL_COND(!render_buffer); - PassMode pass_mode = PASS_MODE_SDF; _fill_render_list(RENDER_LIST_SECONDARY, &render_data, pass_mode); render_list[RENDER_LIST_SECONDARY].sort_by_key(); @@ -2151,25 +2604,26 @@ void RenderForwardClustered::_render_sdfgi(RID p_render_buffers, const Vector3i fb_size.x = p_size[right_axis]; fb_size.y = p_size[up_axis]; - render_data.cam_transform.origin = center + axis * half_extents; - render_data.cam_transform.basis.set_column(0, right); - render_data.cam_transform.basis.set_column(1, up); - render_data.cam_transform.basis.set_column(2, axis); + scene_data.cam_transform.origin = center + axis * half_extents; + scene_data.cam_transform.basis.set_column(0, right); + scene_data.cam_transform.basis.set_column(1, up); + scene_data.cam_transform.basis.set_column(2, axis); - //print_line("pass: " + itos(i) + " xform " + render_data.cam_transform); + //print_line("pass: " + itos(i) + " xform " + scene_data.cam_transform); float h_size = half_extents[right_axis]; float v_size = half_extents[up_axis]; float d_size = half_extents[i] * 2.0; - render_data.cam_projection.set_orthogonal(-h_size, h_size, -v_size, v_size, 0, d_size); + scene_data.cam_projection.set_orthogonal(-h_size, h_size, -v_size, v_size, 0, d_size); //print_line("pass: " + itos(i) + " cam hsize: " + rtos(h_size) + " vsize: " + rtos(v_size) + " dsize " + rtos(d_size)); Transform3D to_bounds; to_bounds.origin = p_bounds.position; to_bounds.basis.scale(p_bounds.size); - RendererRD::MaterialStorage::store_transform(to_bounds.affine_inverse() * render_data.cam_transform, scene_state.ubo.sdf_to_bounds); + RendererRD::MaterialStorage::store_transform(to_bounds.affine_inverse() * scene_data.cam_transform, scene_state.ubo.sdf_to_bounds); + scene_data.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); @@ -2187,7 +2641,7 @@ void RenderForwardClustered::_render_sdfgi(RID p_render_buffers, const Vector3i RD::get_singleton()->draw_command_end_label(); } -void RenderForwardClustered::_base_uniforms_changed() { +void RenderForwardClustered::base_uniforms_changed() { if (!render_base_uniform_set.is_null() && RD::get_singleton()->uniform_set_is_valid(render_base_uniform_set)) { RD::get_singleton()->free(render_base_uniform_set); } @@ -2248,15 +2702,18 @@ void RenderForwardClustered::_update_render_base_uniform_set() { case RS::DECAL_FILTER_NEAREST: { sampler = material_storage->sampler_rd_get_custom(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); } break; - case RS::DECAL_FILTER_NEAREST_MIPMAPS: { - sampler = material_storage->sampler_rd_get_custom(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); - } break; case RS::DECAL_FILTER_LINEAR: { sampler = material_storage->sampler_rd_get_custom(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); } break; + case RS::DECAL_FILTER_NEAREST_MIPMAPS: { + sampler = material_storage->sampler_rd_get_custom(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + } break; case RS::DECAL_FILTER_LINEAR_MIPMAPS: { sampler = material_storage->sampler_rd_get_custom(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); } break; + case RS::DECAL_FILTER_NEAREST_MIPMAPS_ANISOTROPIC: { + sampler = material_storage->sampler_rd_get_custom(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + } break; case RS::DECAL_FILTER_LINEAR_MIPMAPS_ANISOTROPIC: { sampler = material_storage->sampler_rd_get_custom(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); } break; @@ -2275,15 +2732,18 @@ void RenderForwardClustered::_update_render_base_uniform_set() { case RS::LIGHT_PROJECTOR_FILTER_NEAREST: { sampler = material_storage->sampler_rd_get_custom(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); } break; - case RS::LIGHT_PROJECTOR_FILTER_NEAREST_MIPMAPS: { - sampler = material_storage->sampler_rd_get_custom(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); - } break; case RS::LIGHT_PROJECTOR_FILTER_LINEAR: { sampler = material_storage->sampler_rd_get_custom(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); } break; + case RS::LIGHT_PROJECTOR_FILTER_NEAREST_MIPMAPS: { + sampler = material_storage->sampler_rd_get_custom(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + } break; case RS::LIGHT_PROJECTOR_FILTER_LINEAR_MIPMAPS: { sampler = material_storage->sampler_rd_get_custom(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); } break; + case RS::LIGHT_PROJECTOR_FILTER_NEAREST_MIPMAPS_ANISOTROPIC: { + sampler = material_storage->sampler_rd_get_custom(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + } break; case RS::LIGHT_PROJECTOR_FILTER_LINEAR_MIPMAPS_ANISOTROPIC: { sampler = material_storage->sampler_rd_get_custom(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); } break; @@ -2297,14 +2757,14 @@ void RenderForwardClustered::_update_render_base_uniform_set() { RD::Uniform u; u.binding = 5; u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; - u.append_id(get_omni_light_buffer()); + u.append_id(RendererRD::LightStorage::get_singleton()->get_omni_light_buffer()); uniforms.push_back(u); } { RD::Uniform u; u.binding = 6; u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; - u.append_id(get_spot_light_buffer()); + u.append_id(RendererRD::LightStorage::get_singleton()->get_spot_light_buffer()); uniforms.push_back(u); } @@ -2312,14 +2772,14 @@ void RenderForwardClustered::_update_render_base_uniform_set() { RD::Uniform u; u.binding = 7; u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; - u.append_id(get_reflection_probe_buffer()); + u.append_id(RendererRD::LightStorage::get_singleton()->get_reflection_probe_buffer()); uniforms.push_back(u); } { RD::Uniform u; u.binding = 8; u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER; - u.append_id(get_directional_light_buffer()); + u.append_id(RendererRD::LightStorage::get_singleton()->get_directional_light_buffer()); uniforms.push_back(u); } { @@ -2356,7 +2816,7 @@ void RenderForwardClustered::_update_render_base_uniform_set() { RD::Uniform u; u.binding = 13; u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; - u.append_id(get_decal_buffer()); + u.append_id(RendererRD::TextureStorage::get_singleton()->get_decal_buffer()); uniforms.push_back(u); } @@ -2364,7 +2824,7 @@ void RenderForwardClustered::_update_render_base_uniform_set() { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; u.binding = 14; - u.append_id(RendererRD::MaterialStorage::get_singleton()->global_variables_get_storage_buffer()); + u.append_id(RendererRD::MaterialStorage::get_singleton()->global_shader_uniforms_get_storage_buffer()); uniforms.push_back(u); } @@ -2384,9 +2844,11 @@ RID RenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_rend RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton(); RendererRD::LightStorage *light_storage = RendererRD::LightStorage::get_singleton(); - RenderBufferDataForwardClustered *rb = nullptr; + Ref<RenderSceneBuffersRD> rb; // handy for not having to fully type out p_render_data->render_buffers all the time... + Ref<RenderBufferDataForwardClustered> rb_data; if (p_render_data && p_render_data->render_buffers.is_valid()) { - rb = static_cast<RenderBufferDataForwardClustered *>(render_buffers_get_data(p_render_data->render_buffers)); + rb = p_render_data->render_buffers; + rb_data = rb->get_custom_data(RB_SCOPE_FORWARD_CLUSTERED); } //default render buffer and scene state uniform set @@ -2403,6 +2865,13 @@ RID RenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_rend { RD::Uniform u; u.binding = 1; + u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER; + u.append_id(scene_state.implementation_uniform_buffers[p_index]); + uniforms.push_back(u); + } + { + RD::Uniform u; + u.binding = 2; u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; RID instance_buffer = scene_state.instance_buffer[p_render_list]; if (instance_buffer == RID()) { @@ -2416,62 +2885,60 @@ RID RenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_rend if (p_radiance_texture.is_valid()) { radiance_texture = p_radiance_texture; } else { - radiance_texture = texture_storage->texture_rd_get_default(is_using_radiance_cubemap_array() ? RendererRD::DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK : RendererRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK); + radiance_texture = texture_storage->texture_rd_get_default(is_using_radiance_cubemap_array() ? RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK : RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK); } RD::Uniform u; - u.binding = 2; + u.binding = 3; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; u.append_id(radiance_texture); uniforms.push_back(u); } - { - RID ref_texture = (p_render_data && p_render_data->reflection_atlas.is_valid()) ? reflection_atlas_get_texture(p_render_data->reflection_atlas) : RID(); + RID ref_texture = (p_render_data && p_render_data->reflection_atlas.is_valid()) ? light_storage->reflection_atlas_get_texture(p_render_data->reflection_atlas) : RID(); RD::Uniform u; - u.binding = 3; + u.binding = 4; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; if (ref_texture.is_valid()) { u.append_id(ref_texture); } else { - u.append_id(texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK)); + u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK)); } uniforms.push_back(u); } - { RD::Uniform u; - u.binding = 4; + u.binding = 5; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; RID texture; if (p_render_data && p_render_data->shadow_atlas.is_valid()) { - texture = shadow_atlas_get_texture(p_render_data->shadow_atlas); + texture = RendererRD::LightStorage::get_singleton()->shadow_atlas_get_texture(p_render_data->shadow_atlas); } if (!texture.is_valid()) { - texture = texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_DEPTH); + texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_DEPTH); } u.append_id(texture); uniforms.push_back(u); } { RD::Uniform u; - u.binding = 5; + u.binding = 6; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; - if (p_use_directional_shadow_atlas && directional_shadow_get_texture().is_valid()) { - u.append_id(directional_shadow_get_texture()); + if (p_use_directional_shadow_atlas && RendererRD::LightStorage::get_singleton()->directional_shadow_get_texture().is_valid()) { + u.append_id(RendererRD::LightStorage::get_singleton()->directional_shadow_get_texture()); } else { - u.append_id(texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_DEPTH)); + u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_DEPTH)); } uniforms.push_back(u); } { RD::Uniform u; - u.binding = 6; + u.binding = 7; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; - RID default_tex = texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE); + RID default_tex = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE); for (uint32_t i = 0; i < scene_state.max_lightmaps; i++) { if (p_render_data && i < p_render_data->lightmaps->size()) { - RID base = lightmap_instance_get_lightmap((*p_render_data->lightmaps)[i]); + RID base = light_storage->lightmap_instance_get_lightmap((*p_render_data->lightmaps)[i]); RID texture = light_storage->lightmap_get_texture(base); RID rd_texture = texture_storage->texture_get_rd_texture(texture); u.append_id(rd_texture); @@ -2484,9 +2951,9 @@ RID RenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_rend } { RD::Uniform u; - u.binding = 7; + u.binding = 8; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; - RID default_tex = texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_3D_WHITE); + RID default_tex = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE); for (int i = 0; i < MAX_VOXEL_GI_INSTANCESS; i++) { if (p_render_data && i < (int)p_render_data->voxel_gi_instances->size()) { RID tex = gi.voxel_gi_instance_get_texture((*p_render_data->voxel_gi_instances)[i]); @@ -2504,7 +2971,7 @@ RID RenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_rend { RD::Uniform u; - u.binding = 8; + u.binding = 9; u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; RID cb = (p_render_data && p_render_data->cluster_buffer.is_valid()) ? p_render_data->cluster_buffer : scene_shader.default_vec4_xform_buffer; u.append_id(cb); @@ -2513,118 +2980,130 @@ RID RenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_rend { RD::Uniform u; - u.binding = 9; + u.binding = 10; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; - RID dbt = rb ? render_buffers_get_back_depth_texture(p_render_data->render_buffers) : RID(); - RID texture = (dbt.is_valid()) ? dbt : texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_DEPTH); + RID texture; + if (rb.is_valid() && rb->has_texture(RB_SCOPE_BUFFERS, RB_TEX_BACK_DEPTH)) { + texture = rb->get_texture(RB_SCOPE_BUFFERS, RB_TEX_BACK_DEPTH); + } else { + texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_DEPTH); + } u.append_id(texture); uniforms.push_back(u); } { RD::Uniform u; - u.binding = 10; + u.binding = 11; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; - RID bbt = rb ? render_buffers_get_back_buffer_texture(p_render_data->render_buffers) : RID(); - RID texture = bbt.is_valid() ? bbt : texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_BLACK); + RID bbt = rb_data.is_valid() ? rb->get_back_buffer_texture() : RID(); + RID texture = bbt.is_valid() ? bbt : texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK); u.append_id(texture); uniforms.push_back(u); } { - { - RD::Uniform u; - u.binding = 11; - u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; - RID texture = rb && rb->normal_roughness_buffer.is_valid() ? rb->normal_roughness_buffer : texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_NORMAL); - u.append_id(texture); - uniforms.push_back(u); - } + RD::Uniform u; + u.binding = 12; + u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; + RID texture = rb_data.is_valid() && rb_data->has_normal_roughness() ? rb_data->get_normal_roughness() : texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_NORMAL); + u.append_id(texture); + uniforms.push_back(u); + } - { - RD::Uniform u; - u.binding = 12; - u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; - RID aot = rb ? render_buffers_get_ao_texture(p_render_data->render_buffers) : RID(); - RID texture = aot.is_valid() ? aot : texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_BLACK); - u.append_id(texture); - uniforms.push_back(u); - } + { + RD::Uniform u; + u.binding = 13; + u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; + RID aot = rb_data.is_valid() ? rb_data->get_ao_texture() : RID(); + RID texture = aot.is_valid() ? aot : texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK); + u.append_id(texture); + uniforms.push_back(u); + } - { - RD::Uniform u; - u.binding = 13; - u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; - RID ambient_buffer = rb ? render_buffers_get_gi_ambient_texture(p_render_data->render_buffers) : RID(); - RID texture = ambient_buffer.is_valid() ? ambient_buffer : texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_BLACK); - u.append_id(texture); - uniforms.push_back(u); - } + { + RD::Uniform u; + u.binding = 14; + u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; + RID texture = rb_data.is_valid() && rb->has_texture(RB_SCOPE_GI, RB_TEX_AMBIENT) ? rb->get_texture(RB_SCOPE_GI, RB_TEX_AMBIENT) : texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK); + u.append_id(texture); + uniforms.push_back(u); + } - { - RD::Uniform u; - u.binding = 14; - u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; - RID reflection_buffer = rb ? render_buffers_get_gi_reflection_texture(p_render_data->render_buffers) : RID(); - RID texture = reflection_buffer.is_valid() ? reflection_buffer : texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_BLACK); - u.append_id(texture); - uniforms.push_back(u); + { + RD::Uniform u; + u.binding = 15; + u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; + RID texture = rb_data.is_valid() && rb->has_texture(RB_SCOPE_GI, RB_TEX_REFLECTION) ? rb->get_texture(RB_SCOPE_GI, RB_TEX_REFLECTION) : texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK); + u.append_id(texture); + uniforms.push_back(u); + } + { + RD::Uniform u; + u.binding = 16; + u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; + RID t; + if (rb.is_valid() && rb->has_custom_data(RB_SCOPE_SDFGI)) { + Ref<RendererRD::GI::SDFGI> sdfgi = rb->get_custom_data(RB_SCOPE_SDFGI); + t = sdfgi->lightprobe_texture; } - { - RD::Uniform u; - u.binding = 15; - u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; - RID t; - if (rb && render_buffers_is_sdfgi_enabled(p_render_data->render_buffers)) { - t = render_buffers_get_sdfgi_irradiance_probes(p_render_data->render_buffers); - } else { - t = texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE); - } - u.append_id(t); - uniforms.push_back(u); + if (t.is_null()) { + t = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE); } - { - RD::Uniform u; - u.binding = 16; - u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; - if (rb && render_buffers_is_sdfgi_enabled(p_render_data->render_buffers)) { - u.append_id(render_buffers_get_sdfgi_occlusion_texture(p_render_data->render_buffers)); - } else { - u.append_id(texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_3D_WHITE)); - } - uniforms.push_back(u); + u.append_id(t); + uniforms.push_back(u); + } + { + RD::Uniform u; + u.binding = 17; + u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; + RID t; + if (rb.is_valid() && rb->has_custom_data(RB_SCOPE_SDFGI)) { + Ref<RendererRD::GI::SDFGI> sdfgi = rb->get_custom_data(RB_SCOPE_SDFGI); + t = sdfgi->occlusion_texture; } - { - RD::Uniform u; - u.binding = 17; - u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER; - u.append_id(rb ? render_buffers_get_voxel_gi_buffer(p_render_data->render_buffers) : render_buffers_get_default_voxel_gi_buffer()); - uniforms.push_back(u); + if (t.is_null()) { + t = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE); } - { - RD::Uniform u; - u.binding = 18; - u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; - RID vfog = RID(); - if (rb && render_buffers_has_volumetric_fog(p_render_data->render_buffers)) { - vfog = render_buffers_get_volumetric_fog_texture(p_render_data->render_buffers); - if (vfog.is_null()) { - vfog = texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_3D_WHITE); - } - } else { - vfog = texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_3D_WHITE); - } - u.append_id(vfog); - uniforms.push_back(u); + u.append_id(t); + uniforms.push_back(u); + } + { + RD::Uniform u; + u.binding = 18; + u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER; + RID voxel_gi; + if (rb.is_valid() && rb->has_custom_data(RB_SCOPE_GI)) { + Ref<RendererRD::GI::RenderBuffersGI> rbgi = rb->get_custom_data(RB_SCOPE_GI); + voxel_gi = rbgi->get_voxel_gi_buffer(); } - { - RD::Uniform u; - u.binding = 19; - u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; - RID ssil = rb ? render_buffers_get_ssil_texture(p_render_data->render_buffers) : RID(); - RID texture = ssil.is_valid() ? ssil : texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_BLACK); - u.append_id(texture); - uniforms.push_back(u); + u.append_id(voxel_gi.is_valid() ? voxel_gi : render_buffers_get_default_voxel_gi_buffer()); + uniforms.push_back(u); + } + { + RD::Uniform u; + u.binding = 19; + u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; + RID vfog = RID(); + if (rb_data.is_valid() && rb->has_custom_data(RB_SCOPE_FOG)) { + Ref<RendererRD::Fog::VolumetricFog> fog = rb->get_custom_data(RB_SCOPE_FOG); + vfog = fog->fog_map; + if (vfog.is_null()) { + vfog = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE); + } + } else { + vfog = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE); } + u.append_id(vfog); + uniforms.push_back(u); + } + { + RD::Uniform u; + u.binding = 20; + u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; + RID ssil = rb_data.is_valid() ? rb_data->get_ssil_texture() : RID(); + RID texture = ssil.is_valid() ? ssil : texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK); + u.append_id(texture); + uniforms.push_back(u); } return UniformSetCacheRD::get_singleton()->get_cache_vec(scene_shader.default_shader_rd, RENDER_PASS_UNIFORM_SET, uniforms); @@ -2644,15 +3123,26 @@ RID RenderForwardClustered::_setup_sdfgi_render_pass_uniform_set(RID p_albedo_te { RD::Uniform u; u.binding = 1; + u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER; + u.append_id(scene_state.implementation_uniform_buffers[0]); + uniforms.push_back(u); + } + { + RD::Uniform u; + u.binding = 2; u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; - u.append_id(scene_state.instance_buffer[RENDER_LIST_SECONDARY]); + RID instance_buffer = scene_state.instance_buffer[RENDER_LIST_SECONDARY]; + if (instance_buffer == RID()) { + instance_buffer = scene_shader.default_vec4_xform_buffer; // any buffer will do since its not used + } + u.append_id(instance_buffer); uniforms.push_back(u); } { // No radiance texture. - RID radiance_texture = texture_storage->texture_rd_get_default(is_using_radiance_cubemap_array() ? RendererRD::DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK : RendererRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK); + RID radiance_texture = texture_storage->texture_rd_get_default(is_using_radiance_cubemap_array() ? RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK : RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK); RD::Uniform u; - u.binding = 2; + u.binding = 3; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; u.append_id(radiance_texture); uniforms.push_back(u); @@ -2660,9 +3150,9 @@ RID RenderForwardClustered::_setup_sdfgi_render_pass_uniform_set(RID p_albedo_te { // No reflection atlas. - RID ref_texture = texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK); + RID ref_texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK); RD::Uniform u; - u.binding = 3; + u.binding = 4; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; u.append_id(ref_texture); uniforms.push_back(u); @@ -2671,9 +3161,9 @@ RID RenderForwardClustered::_setup_sdfgi_render_pass_uniform_set(RID p_albedo_te { // No shadow atlas. RD::Uniform u; - u.binding = 4; + u.binding = 5; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; - RID texture = texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_DEPTH); + RID texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_DEPTH); u.append_id(texture); uniforms.push_back(u); } @@ -2681,9 +3171,9 @@ RID RenderForwardClustered::_setup_sdfgi_render_pass_uniform_set(RID p_albedo_te { // No directional shadow atlas. RD::Uniform u; - u.binding = 5; + u.binding = 6; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; - RID texture = texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_DEPTH); + RID texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_DEPTH); u.append_id(texture); uniforms.push_back(u); } @@ -2691,10 +3181,10 @@ RID RenderForwardClustered::_setup_sdfgi_render_pass_uniform_set(RID p_albedo_te { // No Lightmaps RD::Uniform u; - u.binding = 6; + u.binding = 7; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; - RID default_tex = texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE); + RID default_tex = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE); for (uint32_t i = 0; i < scene_state.max_lightmaps; i++) { u.append_id(default_tex); } @@ -2705,10 +3195,10 @@ RID RenderForwardClustered::_setup_sdfgi_render_pass_uniform_set(RID p_albedo_te { // No VoxelGIs RD::Uniform u; - u.binding = 7; + u.binding = 8; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; - RID default_tex = texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_3D_WHITE); + RID default_tex = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE); for (int i = 0; i < MAX_VOXEL_GI_INSTANCESS; i++) { u.append_id(default_tex); } @@ -2718,7 +3208,7 @@ RID RenderForwardClustered::_setup_sdfgi_render_pass_uniform_set(RID p_albedo_te { RD::Uniform u; - u.binding = 8; + u.binding = 9; u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; RID cb = scene_shader.default_vec4_xform_buffer; u.append_id(cb); @@ -2730,28 +3220,28 @@ RID RenderForwardClustered::_setup_sdfgi_render_pass_uniform_set(RID p_albedo_te { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_IMAGE; - u.binding = 9; + u.binding = 10; u.append_id(p_albedo_texture); uniforms.push_back(u); } { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_IMAGE; - u.binding = 10; + u.binding = 11; u.append_id(p_emission_texture); uniforms.push_back(u); } { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_IMAGE; - u.binding = 11; + u.binding = 12; u.append_id(p_emission_aniso_texture); uniforms.push_back(u); } { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_IMAGE; - u.binding = 12; + u.binding = 13; u.append_id(p_geom_facing_texture); uniforms.push_back(u); } @@ -2759,38 +3249,55 @@ RID RenderForwardClustered::_setup_sdfgi_render_pass_uniform_set(RID p_albedo_te return UniformSetCacheRD::get_singleton()->get_cache_vec(scene_shader.default_shader_sdfgi_rd, RENDER_PASS_UNIFORM_SET, uniforms); } -RID RenderForwardClustered::_render_buffers_get_normal_texture(RID p_render_buffers) { - RenderBufferDataForwardClustered *rb = static_cast<RenderBufferDataForwardClustered *>(render_buffers_get_data(p_render_buffers)); +RID RenderForwardClustered::_render_buffers_get_normal_texture(Ref<RenderSceneBuffersRD> p_render_buffers) { + Ref<RenderBufferDataForwardClustered> rb_data = p_render_buffers->get_custom_data(RB_SCOPE_FORWARD_CLUSTERED); - return rb->msaa == RS::VIEWPORT_MSAA_DISABLED ? rb->normal_roughness_buffer : rb->normal_roughness_buffer_msaa; + return p_render_buffers->get_msaa_3d() == RS::VIEWPORT_MSAA_DISABLED ? rb_data->get_normal_roughness() : rb_data->get_normal_roughness_msaa(); } -RID RenderForwardClustered::_render_buffers_get_velocity_texture(RID p_render_buffers) { - RenderBufferDataForwardClustered *rb = static_cast<RenderBufferDataForwardClustered *>(render_buffers_get_data(p_render_buffers)); +RID RenderForwardClustered::_render_buffers_get_velocity_texture(Ref<RenderSceneBuffersRD> p_render_buffers) { + return p_render_buffers->get_velocity_buffer(p_render_buffers->get_msaa_3d() != RS::VIEWPORT_MSAA_DISABLED); +} + +void RenderForwardClustered::environment_set_ssao_quality(RS::EnvironmentSSAOQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to) { + ss_effects->ssao_set_quality(p_quality, p_half_size, p_adaptive_target, p_blur_passes, p_fadeout_from, p_fadeout_to); +} - return rb->msaa == RS::VIEWPORT_MSAA_DISABLED ? rb->velocity_buffer : rb->velocity_buffer_msaa; +void RenderForwardClustered::environment_set_ssil_quality(RS::EnvironmentSSILQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to) { + ss_effects->ssil_set_quality(p_quality, p_half_size, p_adaptive_target, p_blur_passes, p_fadeout_from, p_fadeout_to); +} + +void RenderForwardClustered::environment_set_ssr_roughness_quality(RS::EnvironmentSSRRoughnessQuality p_quality) { + ss_effects->ssr_set_roughness_quality(p_quality); +} + +void RenderForwardClustered::sub_surface_scattering_set_quality(RS::SubSurfaceScatteringQuality p_quality) { + ss_effects->sss_set_quality(p_quality); +} + +void RenderForwardClustered::sub_surface_scattering_set_scale(float p_scale, float p_depth_scale) { + ss_effects->sss_set_scale(p_scale, p_depth_scale); } RenderForwardClustered *RenderForwardClustered::singleton = nullptr; -void RenderForwardClustered::_geometry_instance_mark_dirty(GeometryInstance *p_geometry_instance) { - GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_geometry_instance); - if (ginstance->dirty_list_element.in_list()) { +void RenderForwardClustered::GeometryInstanceForwardClustered::_mark_dirty() { + if (dirty_list_element.in_list()) { return; } //clear surface caches - GeometryInstanceSurfaceDataCache *surf = ginstance->surface_caches; + GeometryInstanceSurfaceDataCache *surf = surface_caches; while (surf) { GeometryInstanceSurfaceDataCache *next = surf->next; - geometry_instance_surface_alloc.free(surf); + RenderForwardClustered::get_singleton()->geometry_instance_surface_alloc.free(surf); surf = next; } - ginstance->surface_caches = nullptr; + surface_caches = nullptr; - geometry_instance_dirty_list.add(&ginstance->dirty_list_element); + RenderForwardClustered::get_singleton()->geometry_instance_dirty_list.add(&dirty_list_element); } void RenderForwardClustered::_geometry_instance_add_surface_with_material(GeometryInstanceForwardClustered *ginstance, uint32_t p_surface, SceneShaderForwardClustered::MaterialData *p_material, uint32_t p_material_id, uint32_t p_shader_id, RID p_mesh) { @@ -2844,7 +3351,7 @@ void RenderForwardClustered::_geometry_instance_add_surface_with_material(Geomet void *surface_shadow = nullptr; if (!p_material->shader_data->uses_particle_trails && !p_material->shader_data->writes_modelview_or_projection && !p_material->shader_data->uses_vertex && !p_material->shader_data->uses_position && !p_material->shader_data->uses_discard && !p_material->shader_data->uses_depth_pre_pass && !p_material->shader_data->uses_alpha_clip && p_material->shader_data->cull_mode == SceneShaderForwardClustered::ShaderData::CULL_BACK) { flags |= GeometryInstanceSurfaceDataCache::FLAG_USES_SHARED_SHADOW_MATERIAL; - material_shadow = static_cast<SceneShaderForwardClustered::MaterialData *>(RendererRD::MaterialStorage::get_singleton()->material_get_data(scene_shader.default_material, RendererRD::SHADER_TYPE_3D)); + material_shadow = static_cast<SceneShaderForwardClustered::MaterialData *>(RendererRD::MaterialStorage::get_singleton()->material_get_data(scene_shader.default_material, RendererRD::MaterialStorage::SHADER_TYPE_3D)); RID shadow_mesh = mesh_storage->mesh_get_shadow_mesh(p_mesh); @@ -2905,7 +3412,7 @@ void RenderForwardClustered::_geometry_instance_add_surface_with_material_chain( while (material->next_pass.is_valid()) { RID next_pass = material->next_pass; - material = static_cast<SceneShaderForwardClustered::MaterialData *>(material_storage->material_get_data(next_pass, RendererRD::SHADER_TYPE_3D)); + material = static_cast<SceneShaderForwardClustered::MaterialData *>(material_storage->material_get_data(next_pass, RendererRD::MaterialStorage::SHADER_TYPE_3D)); if (!material || !material->shader_data->valid) { break; } @@ -2925,7 +3432,7 @@ void RenderForwardClustered::_geometry_instance_add_surface(GeometryInstanceForw SceneShaderForwardClustered::MaterialData *material = nullptr; if (m_src.is_valid()) { - material = static_cast<SceneShaderForwardClustered::MaterialData *>(material_storage->material_get_data(m_src, RendererRD::SHADER_TYPE_3D)); + material = static_cast<SceneShaderForwardClustered::MaterialData *>(material_storage->material_get_data(m_src, RendererRD::MaterialStorage::SHADER_TYPE_3D)); if (!material || !material->shader_data->valid) { material = nullptr; } @@ -2936,7 +3443,7 @@ void RenderForwardClustered::_geometry_instance_add_surface(GeometryInstanceForw material_storage->material_update_dependency(m_src, &ginstance->data->dependency_tracker); } } else { - material = static_cast<SceneShaderForwardClustered::MaterialData *>(material_storage->material_get_data(scene_shader.default_material, RendererRD::SHADER_TYPE_3D)); + material = static_cast<SceneShaderForwardClustered::MaterialData *>(material_storage->material_get_data(scene_shader.default_material, RendererRD::MaterialStorage::SHADER_TYPE_3D)); m_src = scene_shader.default_material; } @@ -2947,7 +3454,7 @@ void RenderForwardClustered::_geometry_instance_add_surface(GeometryInstanceForw if (ginstance->data->material_overlay.is_valid()) { m_src = ginstance->data->material_overlay; - material = static_cast<SceneShaderForwardClustered::MaterialData *>(material_storage->material_get_data(m_src, RendererRD::SHADER_TYPE_3D)); + material = static_cast<SceneShaderForwardClustered::MaterialData *>(material_storage->material_get_data(m_src, RendererRD::MaterialStorage::SHADER_TYPE_3D)); if (material && material->shader_data->valid) { if (ginstance->data->dirty_dependencies) { material_storage->material_update_dependency(m_src, &ginstance->data->dependency_tracker); @@ -2958,7 +3465,7 @@ void RenderForwardClustered::_geometry_instance_add_surface(GeometryInstanceForw } } -void RenderForwardClustered::_geometry_instance_update(GeometryInstance *p_geometry_instance) { +void RenderForwardClustered::_geometry_instance_update(RenderGeometryInstance *p_geometry_instance) { RendererRD::MeshStorage *mesh_storage = RendererRD::MeshStorage::get_singleton(); RendererRD::ParticlesStorage *particles_storage = RendererRD::ParticlesStorage::get_singleton(); GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_geometry_instance); @@ -3065,6 +3572,7 @@ void RenderForwardClustered::_geometry_instance_update(GeometryInstance *p_geome ginstance->transforms_uniform_set = mesh_storage->multimesh_get_3d_uniform_set(ginstance->data->base, scene_shader.default_shader_rd, TRANSFORMS_UNIFORM_SET); } else if (ginstance->data->base_type == RS::INSTANCE_PARTICLES) { + ginstance->base_flags |= INSTANCE_DATA_FLAG_PARTICLES; ginstance->base_flags |= INSTANCE_DATA_FLAG_MULTIMESH; ginstance->base_flags |= INSTANCE_DATA_FLAG_MULTIMESH_HAS_COLOR; @@ -3090,7 +3598,7 @@ void RenderForwardClustered::_geometry_instance_update(GeometryInstance *p_geome ginstance->store_transform_cache = store_transform; ginstance->can_sdfgi = false; - if (!lightmap_instance_is_valid(ginstance->lightmap_instance)) { + if (!RendererRD::LightStorage::get_singleton()->lightmap_instance_is_valid(ginstance->lightmap_instance)) { if (ginstance->voxel_gi_instances[0].is_null() && (ginstance->data->use_baked_light || ginstance->data->use_dynamic_gi)) { ginstance->can_sdfgi = true; } @@ -3117,7 +3625,7 @@ void RenderForwardClustered::_geometry_instance_dependency_changed(Dependency::D case Dependency::DEPENDENCY_CHANGED_PARTICLES: case Dependency::DEPENDENCY_CHANGED_MULTIMESH: case Dependency::DEPENDENCY_CHANGED_SKELETON_DATA: { - static_cast<RenderForwardClustered *>(singleton)->_geometry_instance_mark_dirty(static_cast<GeometryInstance *>(p_tracker->userdata)); + static_cast<RenderGeometryInstance *>(p_tracker->userdata)->_mark_dirty(); } break; case Dependency::DEPENDENCY_CHANGED_MULTIMESH_VISIBLE_INSTANCES: { GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_tracker->userdata); @@ -3131,10 +3639,10 @@ void RenderForwardClustered::_geometry_instance_dependency_changed(Dependency::D } } void RenderForwardClustered::_geometry_instance_dependency_deleted(const RID &p_dependency, DependencyTracker *p_tracker) { - static_cast<RenderForwardClustered *>(singleton)->_geometry_instance_mark_dirty(static_cast<GeometryInstance *>(p_tracker->userdata)); + static_cast<RenderGeometryInstance *>(p_tracker->userdata)->_mark_dirty(); } -RendererSceneRender::GeometryInstance *RenderForwardClustered::geometry_instance_create(RID p_base) { +RenderGeometryInstance *RenderForwardClustered::geometry_instance_create(RID p_base) { RS::InstanceType type = RSG::utilities->get_base_type(p_base); ERR_FAIL_COND_V(!((1 << type) & RS::INSTANCE_GEOMETRY_MASK), nullptr); @@ -3147,155 +3655,47 @@ RendererSceneRender::GeometryInstance *RenderForwardClustered::geometry_instance ginstance->data->dependency_tracker.changed_callback = _geometry_instance_dependency_changed; ginstance->data->dependency_tracker.deleted_callback = _geometry_instance_dependency_deleted; - _geometry_instance_mark_dirty(ginstance); + ginstance->_mark_dirty(); return ginstance; } -void RenderForwardClustered::geometry_instance_set_skeleton(GeometryInstance *p_geometry_instance, RID p_skeleton) { - GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_geometry_instance); - ERR_FAIL_COND(!ginstance); - ginstance->data->skeleton = p_skeleton; - _geometry_instance_mark_dirty(ginstance); - ginstance->data->dirty_dependencies = true; -} -void RenderForwardClustered::geometry_instance_set_material_override(GeometryInstance *p_geometry_instance, RID p_override) { - GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_geometry_instance); - ERR_FAIL_COND(!ginstance); - ginstance->data->material_override = p_override; - _geometry_instance_mark_dirty(ginstance); - ginstance->data->dirty_dependencies = true; -} -void RenderForwardClustered::geometry_instance_set_material_overlay(GeometryInstance *p_geometry_instance, RID p_overlay) { - GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_geometry_instance); - ERR_FAIL_COND(!ginstance); - ginstance->data->material_overlay = p_overlay; - _geometry_instance_mark_dirty(ginstance); - ginstance->data->dirty_dependencies = true; -} -void RenderForwardClustered::geometry_instance_set_surface_materials(GeometryInstance *p_geometry_instance, const Vector<RID> &p_materials) { - GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_geometry_instance); - ERR_FAIL_COND(!ginstance); - ginstance->data->surface_materials = p_materials; - _geometry_instance_mark_dirty(ginstance); - ginstance->data->dirty_dependencies = true; -} -void RenderForwardClustered::geometry_instance_set_mesh_instance(GeometryInstance *p_geometry_instance, RID p_mesh_instance) { - GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_geometry_instance); - ERR_FAIL_COND(!ginstance); - ginstance->mesh_instance = p_mesh_instance; - _geometry_instance_mark_dirty(ginstance); -} -void RenderForwardClustered::geometry_instance_set_transform(GeometryInstance *p_geometry_instance, const Transform3D &p_transform, const AABB &p_aabb, const AABB &p_transformed_aabb) { - GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_geometry_instance); - ERR_FAIL_COND(!ginstance); +void RenderForwardClustered::GeometryInstanceForwardClustered::set_transform(const Transform3D &p_transform, const AABB &p_aabb, const AABB &p_transformed_aabbb) { uint64_t frame = RSG::rasterizer->get_frame_number(); - if (frame != ginstance->prev_transform_change_frame) { - ginstance->prev_transform = ginstance->transform; - ginstance->prev_transform_change_frame = frame; - ginstance->prev_transform_dirty = true; + if (frame != prev_transform_change_frame) { + prev_transform = transform; + prev_transform_change_frame = frame; + prev_transform_dirty = true; } - ginstance->transform = p_transform; - ginstance->mirror = p_transform.basis.determinant() < 0; - ginstance->data->aabb = p_aabb; - ginstance->transformed_aabb = p_transformed_aabb; - - Vector3 model_scale_vec = p_transform.basis.get_scale_abs(); - // handle non uniform scale here - - float max_scale = MAX(model_scale_vec.x, MAX(model_scale_vec.y, model_scale_vec.z)); - float min_scale = MIN(model_scale_vec.x, MIN(model_scale_vec.y, model_scale_vec.z)); - ginstance->non_uniform_scale = max_scale >= 0.0 && (min_scale / max_scale) < 0.9; - - ginstance->lod_model_scale = max_scale; -} -void RenderForwardClustered::geometry_instance_set_lod_bias(GeometryInstance *p_geometry_instance, float p_lod_bias) { - GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_geometry_instance); - ERR_FAIL_COND(!ginstance); - ginstance->lod_bias = p_lod_bias; -} -void RenderForwardClustered::geometry_instance_set_fade_range(GeometryInstance *p_geometry_instance, bool p_enable_near, float p_near_begin, float p_near_end, bool p_enable_far, float p_far_begin, float p_far_end) { - GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_geometry_instance); - ERR_FAIL_COND(!ginstance); - ginstance->fade_near = p_enable_near; - ginstance->fade_near_begin = p_near_begin; - ginstance->fade_near_end = p_near_end; - ginstance->fade_far = p_enable_far; - ginstance->fade_far_begin = p_far_begin; - ginstance->fade_far_end = p_far_end; + RenderGeometryInstanceBase::set_transform(p_transform, p_aabb, p_transformed_aabbb); } -void RenderForwardClustered::geometry_instance_set_parent_fade_alpha(GeometryInstance *p_geometry_instance, float p_alpha) { - GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_geometry_instance); - ERR_FAIL_COND(!ginstance); - ginstance->parent_fade_alpha = p_alpha; -} +void RenderForwardClustered::GeometryInstanceForwardClustered::set_use_lightmap(RID p_lightmap_instance, const Rect2 &p_lightmap_uv_scale, int p_lightmap_slice_index) { + lightmap_instance = p_lightmap_instance; + lightmap_uv_scale = p_lightmap_uv_scale; + lightmap_slice_index = p_lightmap_slice_index; -void RenderForwardClustered::geometry_instance_set_transparency(GeometryInstance *p_geometry_instance, float p_transparency) { - GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_geometry_instance); - ERR_FAIL_COND(!ginstance); - ginstance->force_alpha = CLAMP(1.0 - p_transparency, 0, 1); + _mark_dirty(); } -void RenderForwardClustered::geometry_instance_set_use_baked_light(GeometryInstance *p_geometry_instance, bool p_enable) { - GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_geometry_instance); - ERR_FAIL_COND(!ginstance); - ginstance->data->use_baked_light = p_enable; - _geometry_instance_mark_dirty(ginstance); -} -void RenderForwardClustered::geometry_instance_set_use_dynamic_gi(GeometryInstance *p_geometry_instance, bool p_enable) { - GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_geometry_instance); - ERR_FAIL_COND(!ginstance); - ginstance->data->use_dynamic_gi = p_enable; - _geometry_instance_mark_dirty(ginstance); -} -void RenderForwardClustered::geometry_instance_set_use_lightmap(GeometryInstance *p_geometry_instance, RID p_lightmap_instance, const Rect2 &p_lightmap_uv_scale, int p_lightmap_slice_index) { - GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_geometry_instance); - ERR_FAIL_COND(!ginstance); - ginstance->lightmap_instance = p_lightmap_instance; - ginstance->lightmap_uv_scale = p_lightmap_uv_scale; - ginstance->lightmap_slice_index = p_lightmap_slice_index; - _geometry_instance_mark_dirty(ginstance); -} -void RenderForwardClustered::geometry_instance_set_lightmap_capture(GeometryInstance *p_geometry_instance, const Color *p_sh9) { - GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_geometry_instance); - ERR_FAIL_COND(!ginstance); +void RenderForwardClustered::GeometryInstanceForwardClustered::set_lightmap_capture(const Color *p_sh9) { if (p_sh9) { - if (ginstance->lightmap_sh == nullptr) { - ginstance->lightmap_sh = geometry_instance_lightmap_sh.alloc(); + if (lightmap_sh == nullptr) { + lightmap_sh = RenderForwardClustered::get_singleton()->geometry_instance_lightmap_sh.alloc(); } - memcpy(ginstance->lightmap_sh->sh, p_sh9, sizeof(Color) * 9); + memcpy(lightmap_sh->sh, p_sh9, sizeof(Color) * 9); } else { - if (ginstance->lightmap_sh != nullptr) { - geometry_instance_lightmap_sh.free(ginstance->lightmap_sh); - ginstance->lightmap_sh = nullptr; + if (lightmap_sh != nullptr) { + RenderForwardClustered::get_singleton()->geometry_instance_lightmap_sh.free(lightmap_sh); + lightmap_sh = nullptr; } } - _geometry_instance_mark_dirty(ginstance); -} -void RenderForwardClustered::geometry_instance_set_instance_shader_parameters_offset(GeometryInstance *p_geometry_instance, int32_t p_offset) { - GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_geometry_instance); - ERR_FAIL_COND(!ginstance); - ginstance->shader_parameters_offset = p_offset; - _geometry_instance_mark_dirty(ginstance); -} -void RenderForwardClustered::geometry_instance_set_cast_double_sided_shadows(GeometryInstance *p_geometry_instance, bool p_enable) { - GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_geometry_instance); - ERR_FAIL_COND(!ginstance); - - ginstance->data->cast_double_sided_shadows = p_enable; - _geometry_instance_mark_dirty(ginstance); + _mark_dirty(); } -void RenderForwardClustered::geometry_instance_set_layer_mask(GeometryInstance *p_geometry_instance, uint32_t p_layer_mask) { - GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_geometry_instance); - ERR_FAIL_COND(!ginstance); - ginstance->layer_mask = p_layer_mask; -} - -void RenderForwardClustered::geometry_instance_free(GeometryInstance *p_geometry_instance) { +void RenderForwardClustered::geometry_instance_free(RenderGeometryInstance *p_geometry_instance) { GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_geometry_instance); ERR_FAIL_COND(!ginstance); if (ginstance->lightmap_sh != nullptr) { @@ -3314,47 +3714,25 @@ void RenderForwardClustered::geometry_instance_free(GeometryInstance *p_geometry uint32_t RenderForwardClustered::geometry_instance_get_pair_mask() { return (1 << RS::INSTANCE_VOXEL_GI); } -void RenderForwardClustered::geometry_instance_pair_light_instances(GeometryInstance *p_geometry_instance, const RID *p_light_instances, uint32_t p_light_instance_count) { -} -void RenderForwardClustered::geometry_instance_pair_reflection_probe_instances(GeometryInstance *p_geometry_instance, const RID *p_reflection_probe_instances, uint32_t p_reflection_probe_instance_count) { -} -void RenderForwardClustered::geometry_instance_pair_decal_instances(GeometryInstance *p_geometry_instance, const RID *p_decal_instances, uint32_t p_decal_instance_count) { -} - -Transform3D RenderForwardClustered::geometry_instance_get_transform(GeometryInstance *p_instance) { - GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_instance); - ERR_FAIL_COND_V(!ginstance, Transform3D()); - return ginstance->transform; -} - -AABB RenderForwardClustered::geometry_instance_get_aabb(GeometryInstance *p_instance) { - GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_instance); - ERR_FAIL_COND_V(!ginstance, AABB()); - return ginstance->data->aabb; -} -void RenderForwardClustered::geometry_instance_pair_voxel_gi_instances(GeometryInstance *p_geometry_instance, const RID *p_voxel_gi_instances, uint32_t p_voxel_gi_instance_count) { - GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_geometry_instance); - ERR_FAIL_COND(!ginstance); +void RenderForwardClustered::GeometryInstanceForwardClustered::pair_voxel_gi_instances(const RID *p_voxel_gi_instances, uint32_t p_voxel_gi_instance_count) { if (p_voxel_gi_instance_count > 0) { - ginstance->voxel_gi_instances[0] = p_voxel_gi_instances[0]; + voxel_gi_instances[0] = p_voxel_gi_instances[0]; } else { - ginstance->voxel_gi_instances[0] = RID(); + voxel_gi_instances[0] = RID(); } if (p_voxel_gi_instance_count > 1) { - ginstance->voxel_gi_instances[1] = p_voxel_gi_instances[1]; + voxel_gi_instances[1] = p_voxel_gi_instances[1]; } else { - ginstance->voxel_gi_instances[1] = RID(); + voxel_gi_instances[1] = RID(); } } -void RenderForwardClustered::geometry_instance_set_softshadow_projector_pairing(GeometryInstance *p_geometry_instance, bool p_softshadow, bool p_projector) { - GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_geometry_instance); - ERR_FAIL_COND(!ginstance); - ginstance->using_projectors = p_projector; - ginstance->using_softshadows = p_softshadow; - _geometry_instance_mark_dirty(ginstance); +void RenderForwardClustered::GeometryInstanceForwardClustered::set_softshadow_projector_pairing(bool p_softshadow, bool p_projector) { + using_projectors = p_projector; + using_softshadows = p_softshadow; + _mark_dirty(); } void RenderForwardClustered::_update_shader_quality_settings() { @@ -3385,18 +3763,24 @@ void RenderForwardClustered::_update_shader_quality_settings() { sc.type = RD::PIPELINE_SPECIALIZATION_CONSTANT_TYPE_BOOL; sc.constant_id = SPEC_CONSTANT_DECAL_FILTER; - sc.bool_value = decals_get_filter() == RS::DECAL_FILTER_NEAREST_MIPMAPS || decals_get_filter() == RS::DECAL_FILTER_LINEAR_MIPMAPS || decals_get_filter() == RS::DECAL_FILTER_LINEAR_MIPMAPS_ANISOTROPIC; + sc.bool_value = decals_get_filter() == RS::DECAL_FILTER_NEAREST_MIPMAPS || + decals_get_filter() == RS::DECAL_FILTER_LINEAR_MIPMAPS || + decals_get_filter() == RS::DECAL_FILTER_NEAREST_MIPMAPS_ANISOTROPIC || + decals_get_filter() == RS::DECAL_FILTER_LINEAR_MIPMAPS_ANISOTROPIC; spec_constants.push_back(sc); sc.constant_id = SPEC_CONSTANT_PROJECTOR_FILTER; - sc.bool_value = light_projectors_get_filter() == RS::LIGHT_PROJECTOR_FILTER_NEAREST_MIPMAPS || light_projectors_get_filter() == RS::LIGHT_PROJECTOR_FILTER_LINEAR_MIPMAPS || light_projectors_get_filter() == RS::LIGHT_PROJECTOR_FILTER_LINEAR_MIPMAPS_ANISOTROPIC; + sc.bool_value = light_projectors_get_filter() == RS::LIGHT_PROJECTOR_FILTER_NEAREST_MIPMAPS || + light_projectors_get_filter() == RS::LIGHT_PROJECTOR_FILTER_LINEAR_MIPMAPS || + light_projectors_get_filter() == RS::LIGHT_PROJECTOR_FILTER_NEAREST_MIPMAPS_ANISOTROPIC || + light_projectors_get_filter() == RS::LIGHT_PROJECTOR_FILTER_LINEAR_MIPMAPS_ANISOTROPIC; spec_constants.push_back(sc); scene_shader.set_default_specialization_constants(spec_constants); - _base_uniforms_changed(); //also need this + base_uniforms_changed(); //also need this } RenderForwardClustered::RenderForwardClustered() { @@ -3430,29 +3814,60 @@ RenderForwardClustered::RenderForwardClustered() { { defines += "\n#define MATERIAL_UNIFORM_SET " + itos(MATERIAL_UNIFORM_SET) + "\n"; } +#ifdef REAL_T_IS_DOUBLE + { + defines += "\n#define USE_DOUBLE_PRECISION \n"; + } +#endif scene_shader.init(defines); } + /* shadow sampler */ + { + RD::SamplerState sampler; + sampler.mag_filter = RD::SAMPLER_FILTER_NEAREST; + sampler.min_filter = RD::SAMPLER_FILTER_NEAREST; + sampler.enable_compare = true; + sampler.compare_op = RD::COMPARE_OP_LESS; + shadow_sampler = RD::get_singleton()->sampler_create(sampler); + } + render_list_thread_threshold = GLOBAL_GET("rendering/limits/forward_renderer/threaded_render_minimum_instances"); _update_shader_quality_settings(); resolve_effects = memnew(RendererRD::Resolve()); + taa = memnew(RendererRD::TAA); + ss_effects = memnew(RendererRD::SSEffects); } RenderForwardClustered::~RenderForwardClustered() { + if (ss_effects != nullptr) { + memdelete(ss_effects); + ss_effects = nullptr; + } + + if (taa != nullptr) { + memdelete(taa); + taa = nullptr; + } + if (resolve_effects != nullptr) { memdelete(resolve_effects); resolve_effects = nullptr; } - directional_shadow_atlas_set_size(0); + RD::get_singleton()->free(shadow_sampler); + RSG::light_storage->directional_shadow_atlas_set_size(0); { for (uint32_t i = 0; i < scene_state.uniform_buffers.size(); i++) { RD::get_singleton()->free(scene_state.uniform_buffers[i]); } + for (uint32_t i = 0; i < scene_state.implementation_uniform_buffers.size(); i++) { + RD::get_singleton()->free(scene_state.implementation_uniform_buffers[i]); + } RD::get_singleton()->free(scene_state.lightmap_buffer); RD::get_singleton()->free(scene_state.lightmap_capture_buffer); for (uint32_t i = 0; i < RENDER_LIST_MAX; i++) { 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 ff712a20a1..55f1ef01af 100644 --- a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h +++ b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h @@ -28,17 +28,29 @@ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ -#ifndef RENDERING_SERVER_SCENE_RENDER_FORWARD_CLUSTERED_H -#define RENDERING_SERVER_SCENE_RENDER_FORWARD_CLUSTERED_H +#ifndef RENDER_FORWARD_CLUSTERED_H +#define RENDER_FORWARD_CLUSTERED_H #include "core/templates/paged_allocator.h" +#include "servers/rendering/renderer_rd/cluster_builder_rd.h" #include "servers/rendering/renderer_rd/effects/resolve.h" +#include "servers/rendering/renderer_rd/effects/ss_effects.h" +#include "servers/rendering/renderer_rd/effects/taa.h" #include "servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.h" #include "servers/rendering/renderer_rd/pipeline_cache_rd.h" #include "servers/rendering/renderer_rd/renderer_scene_render_rd.h" -#include "servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl.gen.h" +#include "servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl.gen.h" #include "servers/rendering/renderer_rd/storage_rd/utilities.h" +#define RB_SCOPE_FORWARD_CLUSTERED SNAME("forward_clustered") + +#define RB_TEX_SPECULAR SNAME("specular") +#define RB_TEX_SPECULAR_MSAA SNAME("specular_msaa") +#define RB_TEX_ROUGHNESS SNAME("normal_roughnesss") +#define RB_TEX_ROUGHNESS_MSAA SNAME("normal_roughnesss_msaa") +#define RB_TEX_VOXEL_GI SNAME("voxel_gi") +#define RB_TEX_VOXEL_GI_MSAA SNAME("voxel_gi_msaa") + namespace RendererSceneRenderImplementation { class RenderForwardClustered : public RendererSceneRenderRD { @@ -81,72 +93,81 @@ class RenderForwardClustered : public RendererSceneRenderRD { /* Framebuffer */ - struct RenderBufferDataForwardClustered : public RenderBufferData { - //for rendering, may be MSAAd + class RenderBufferDataForwardClustered : public RenderBufferCustomDataRD { + GDCLASS(RenderBufferDataForwardClustered, RenderBufferCustomDataRD) - RID color; - RID depth; - RID specular; - RID normal_roughness_buffer; - RID voxelgi_buffer; - RID velocity_buffer; + private: + RenderSceneBuffersRD *render_buffers = nullptr; + RD::TextureSamples texture_samples = RD::TEXTURE_SAMPLES_1; - RS::ViewportMSAA msaa; - RD::TextureSamples texture_samples; - bool use_taa; + public: + ClusterBuilderRD *cluster_builder = nullptr; - RID color_msaa; - RID depth_msaa; - RID specular_msaa; - RID normal_roughness_buffer_msaa; - RID voxelgi_buffer_msaa; - RID velocity_buffer_msaa; + struct SSEffectsData { + RID linear_depth; + Vector<RID> linear_depth_slices; - RID depth_fb; - RID depth_normal_roughness_fb; - RID depth_normal_roughness_voxelgi_fb; - RID color_only_fb; - RID specular_only_fb; + RID downsample_uniform_set; - RID vrs; + Projection last_frame_projection; + Transform3D last_frame_transform; - int width, height; - HashMap<uint32_t, RID> color_framebuffers; + RendererRD::SSEffects::SSAORenderBuffers ssao; + RendererRD::SSEffects::SSILRenderBuffers ssil; + RendererRD::SSEffects::SSRRenderBuffers ssr; + } ss_effects_data; - // for multiview - uint32_t view_count = 1; - RID color_views[RendererSceneRender::MAX_RENDER_VIEWS]; // we should rewrite this so we get access to the existing views in our renderer, something we can address when we reorg this - RID depth_views[RendererSceneRender::MAX_RENDER_VIEWS]; // we should rewrite this so we get access to the existing views in our renderer, something we can address when we reorg this - RID color_msaa_views[RendererSceneRender::MAX_RENDER_VIEWS]; - RID depth_msaa_views[RendererSceneRender::MAX_RENDER_VIEWS]; - RID normal_roughness_views[RendererSceneRender::MAX_RENDER_VIEWS]; - RID normal_roughness_msaa_views[RendererSceneRender::MAX_RENDER_VIEWS]; - RID voxelgi_views[RendererSceneRender::MAX_RENDER_VIEWS]; - RID voxelgi_msaa_views[RendererSceneRender::MAX_RENDER_VIEWS]; - RID vrs_views[RendererSceneRender::MAX_RENDER_VIEWS]; + enum DepthFrameBufferType { + DEPTH_FB, + DEPTH_FB_ROUGHNESS, + DEPTH_FB_ROUGHNESS_VOXELGI + }; RID render_sdfgi_uniform_set; + + RID get_color_msaa() const { return render_buffers->get_texture(RB_SCOPE_FORWARD_CLUSTERED, RB_TEX_COLOR_MSAA); } + RID get_color_msaa(uint32_t p_layer) { return render_buffers->get_texture_slice(RB_SCOPE_FORWARD_CLUSTERED, RB_TEX_COLOR_MSAA, p_layer, 0); } + + RID get_depth_msaa() const { return render_buffers->get_texture(RB_SCOPE_FORWARD_CLUSTERED, RB_TEX_DEPTH_MSAA); } + RID get_depth_msaa(uint32_t p_layer) { return render_buffers->get_texture_slice(RB_SCOPE_FORWARD_CLUSTERED, RB_TEX_DEPTH_MSAA, p_layer, 0); } + void ensure_specular(); + bool has_specular() const { return render_buffers->has_texture(RB_SCOPE_FORWARD_CLUSTERED, RB_TEX_SPECULAR); } + RID get_specular() const { return render_buffers->get_texture(RB_SCOPE_FORWARD_CLUSTERED, RB_TEX_SPECULAR); } + RID get_specular(uint32_t p_layer) { return render_buffers->get_texture_slice(RB_SCOPE_FORWARD_CLUSTERED, RB_TEX_SPECULAR, p_layer, 0); } + RID get_specular_msaa(uint32_t p_layer) { return render_buffers->get_texture_slice(RB_SCOPE_FORWARD_CLUSTERED, RB_TEX_SPECULAR_MSAA, p_layer, 0); } + + void ensure_normal_roughness_texture(); + bool has_normal_roughness() const { return render_buffers->has_texture(RB_SCOPE_FORWARD_CLUSTERED, RB_TEX_ROUGHNESS); } + RID get_normal_roughness() const { return render_buffers->get_texture(RB_SCOPE_FORWARD_CLUSTERED, RB_TEX_ROUGHNESS); } + RID get_normal_roughness(uint32_t p_layer) { return render_buffers->get_texture_slice(RB_SCOPE_FORWARD_CLUSTERED, RB_TEX_ROUGHNESS, p_layer, 0); } + RID get_normal_roughness_msaa() const { return render_buffers->get_texture(RB_SCOPE_FORWARD_CLUSTERED, RB_TEX_ROUGHNESS_MSAA); } + RID get_normal_roughness_msaa(uint32_t p_layer) { return render_buffers->get_texture_slice(RB_SCOPE_FORWARD_CLUSTERED, RB_TEX_ROUGHNESS_MSAA, p_layer, 0); } + void ensure_voxelgi(); - void ensure_velocity(); - void clear(); - virtual void configure(RID p_color_buffer, RID p_depth_buffer, RID p_target_buffer, int p_width, int p_height, RS::ViewportMSAA p_msaa, bool p_use_taa, uint32_t p_view_count, RID p_vrs_texture); + bool has_voxelgi() const { return render_buffers->has_texture(RB_SCOPE_FORWARD_CLUSTERED, RB_TEX_VOXEL_GI); } + RID get_voxelgi() const { return render_buffers->get_texture(RB_SCOPE_FORWARD_CLUSTERED, RB_TEX_VOXEL_GI); } + RID get_voxelgi(uint32_t p_layer) { return render_buffers->get_texture_slice(RB_SCOPE_FORWARD_CLUSTERED, RB_TEX_VOXEL_GI, p_layer, 0); } + RID get_voxelgi_msaa(uint32_t p_layer) { return render_buffers->get_texture_slice(RB_SCOPE_FORWARD_CLUSTERED, RB_TEX_VOXEL_GI_MSAA, p_layer, 0); } + + RID get_color_only_fb(); RID get_color_pass_fb(uint32_t p_color_pass_flags); + RID get_depth_fb(DepthFrameBufferType p_type = DEPTH_FB); + RID get_specular_only_fb(); + + RID get_ao_texture() const { return ss_effects_data.ssao.ao_final; } + RID get_ssil_texture() const { return ss_effects_data.ssil.ssil_final; } - ~RenderBufferDataForwardClustered(); + virtual void configure(RenderSceneBuffersRD *p_render_buffers) override; + virtual void free_data() override; }; - virtual RenderBufferData *_create_render_buffer_data() override; - void _allocate_normal_roughness_texture(RenderBufferDataForwardClustered *rb); + virtual void setup_render_buffer_data(Ref<RenderSceneBuffersRD> p_render_buffers) override; RID render_base_uniform_set; uint64_t lightmap_texture_array_version = 0xFFFFFFFF; - virtual void _base_uniforms_changed() override; - virtual RID _render_buffers_get_normal_texture(RID p_render_buffers) override; - virtual RID _render_buffers_get_velocity_texture(RID p_render_buffers) override; - bool base_uniform_set_updated = false; void _update_render_base_uniform_set(); RID _setup_sdfgi_render_pass_uniform_set(RID p_albedo_texture, RID p_emission_texture, RID p_emission_aniso_texture, RID p_geom_facing_texture); @@ -216,20 +237,24 @@ class RenderForwardClustered : public RendererSceneRenderRD { struct LightmapData { float normal_xform[12]; + float pad[3]; + float exposure_normalization; }; struct LightmapCaptureData { float sh[9 * 4]; }; + // When changing any of these enums, remember to change the corresponding enums in the shader files as well. enum { - INSTANCE_DATA_FLAGS_NON_UNIFORM_SCALE = 1 << 5, - INSTANCE_DATA_FLAG_USE_GI_BUFFERS = 1 << 6, - INSTANCE_DATA_FLAG_USE_SDFGI = 1 << 7, - INSTANCE_DATA_FLAG_USE_LIGHTMAP_CAPTURE = 1 << 8, - INSTANCE_DATA_FLAG_USE_LIGHTMAP = 1 << 9, - INSTANCE_DATA_FLAG_USE_SH_LIGHTMAP = 1 << 10, - INSTANCE_DATA_FLAG_USE_VOXEL_GI = 1 << 11, + INSTANCE_DATA_FLAGS_NON_UNIFORM_SCALE = 1 << 4, + INSTANCE_DATA_FLAG_USE_GI_BUFFERS = 1 << 5, + INSTANCE_DATA_FLAG_USE_SDFGI = 1 << 6, + INSTANCE_DATA_FLAG_USE_LIGHTMAP_CAPTURE = 1 << 7, + INSTANCE_DATA_FLAG_USE_LIGHTMAP = 1 << 8, + INSTANCE_DATA_FLAG_USE_SH_LIGHTMAP = 1 << 9, + INSTANCE_DATA_FLAG_USE_VOXEL_GI = 1 << 10, + INSTANCE_DATA_FLAG_PARTICLES = 1 << 11, INSTANCE_DATA_FLAG_MULTIMESH = 1 << 12, INSTANCE_DATA_FLAG_MULTIMESH_FORMAT_2D = 1 << 13, INSTANCE_DATA_FLAG_MULTIMESH_HAS_COLOR = 1 << 14, @@ -241,61 +266,22 @@ class RenderForwardClustered : public RendererSceneRenderRD { }; struct SceneState { - // This struct is loaded into Set 1 - Binding 0, populated at start of rendering a frame, must match with shader code + // This struct is loaded into Set 1 - Binding 1, populated at start of rendering a frame, must match with shader code struct UBO { - float projection_matrix[16]; - float inv_projection_matrix[16]; - float inv_view_matrix[16]; - float view_matrix[16]; - - float projection_matrix_view[RendererSceneRender::MAX_RENDER_VIEWS][16]; - float inv_projection_matrix_view[RendererSceneRender::MAX_RENDER_VIEWS][16]; - float eye_offset[RendererSceneRender::MAX_RENDER_VIEWS][4]; - - float viewport_size[2]; - float screen_pixel_size[2]; - uint32_t cluster_shift; uint32_t cluster_width; uint32_t cluster_type_size; uint32_t max_cluster_element_count_div_32; - float directional_penumbra_shadow_kernel[128]; //32 vec4s - float directional_soft_shadow_kernel[128]; - float penumbra_shadow_kernel[128]; - float soft_shadow_kernel[128]; - - float ambient_light_color_energy[4]; - - float ambient_color_sky_mix; - uint32_t use_ambient_light; - uint32_t use_ambient_cubemap; - uint32_t use_reflection_cubemap; - - float radiance_inverse_xform[12]; - - float shadow_atlas_pixel_size[2]; - float directional_shadow_pixel_size[2]; - - uint32_t directional_light_count; - float dual_paraboloid_side; - float z_far; - float z_near; - uint32_t ss_effects_flags; float ssao_light_affect; float ssao_ao_affect; - uint32_t roughness_limiter_enabled; - - float roughness_limiter_amount; - float roughness_limiter_limit; - float opaque_prepass_threshold; - uint32_t roughness_limiter_pad; + uint32_t pad1; float sdf_to_bounds[16]; int32_t sdf_offset[3]; - uint32_t material_uv2_mode; + uint32_t pad2; int32_t sdf_size[3]; uint32_t gi_upscale_for_msaa; @@ -304,31 +290,13 @@ class RenderForwardClustered : public RendererSceneRenderRD { float volumetric_fog_inv_length; float volumetric_fog_detail_spread; uint32_t volumetric_fog_pad; - - // Fog - uint32_t fog_enabled; - float fog_density; - float fog_height; - float fog_height_density; - - float fog_light_color[3]; - float fog_sun_scatter; - - float fog_aerial_perspective; - - float time; - float reflection_multiplier; - - uint32_t pancake_shadows; - - float taa_jitter[2]; - uint32_t pad[2]; }; struct PushConstant { uint32_t base_index; // uint32_t uv_offset; //packed - uint32_t pad[2]; + uint32_t multimesh_motion_vectors_current_offset; + uint32_t multimesh_motion_vectors_previous_offset; }; struct InstanceData { @@ -341,11 +309,10 @@ class RenderForwardClustered : public RendererSceneRenderRD { float lightmap_uv_scale[4]; }; - UBO ubo_data[2]; - UBO &ubo = ubo_data[0]; - UBO &prev_ubo = ubo_data[1]; + UBO ubo; LocalVector<RID> uniform_buffers; + LocalVector<RID> implementation_uniform_buffers; LightmapData lightmaps[MAX_LIGHTMAPS]; RID lightmap_ids[MAX_LIGHTMAPS]; @@ -395,7 +362,7 @@ 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 }; @@ -420,12 +387,12 @@ class RenderForwardClustered : public RendererSceneRenderRD { void _update_instance_data_buffer(RenderListType p_render_list); void _fill_instance_data(RenderListType p_render_list, int *p_render_info = nullptr, uint32_t p_offset = 0, int32_t p_max_elements = -1, bool p_update_buffer = true); - void _fill_render_list(RenderListType p_render_list, const RenderDataRD *p_render_data, PassMode p_pass_mode, bool p_using_sdfgi = false, bool p_using_opaque_gi = false, bool p_append = false); + void _fill_render_list(RenderListType p_render_list, const RenderDataRD *p_render_data, PassMode p_pass_mode, uint32_t p_color_pass_flags, bool p_using_sdfgi = false, bool p_using_opaque_gi = false, bool p_append = false); HashMap<Size2i, RID> sdfgi_framebuffer_size_cache; struct GeometryInstanceData; - struct GeometryInstanceForwardClustered; + class GeometryInstanceForwardClustered; struct GeometryInstanceLightmapSH { Color sh[9]; @@ -485,73 +452,48 @@ class RenderForwardClustered : public RendererSceneRenderRD { GeometryInstanceForwardClustered *owner = nullptr; }; - struct GeometryInstanceForwardClustered : public GeometryInstance { + class GeometryInstanceForwardClustered : public RenderGeometryInstanceBase { + public: + // lightmap + RID lightmap_instance; + Rect2 lightmap_uv_scale; + uint32_t lightmap_slice_index; + GeometryInstanceLightmapSH *lightmap_sh = nullptr; + //used during rendering - bool mirror = false; - bool non_uniform_scale = false; - float lod_bias = 0.0; - float lod_model_scale = 1.0; - AABB transformed_aabb; //needed for LOD - float depth = 0; + uint32_t gi_offset_cache = 0; - uint32_t flags_cache = 0; bool store_transform_cache = true; - int32_t shader_parameters_offset = -1; - uint32_t lightmap_slice_index; - Rect2 lightmap_uv_scale; - uint32_t layer_mask = 1; RID transforms_uniform_set; uint32_t instance_count = 0; uint32_t trail_steps = 1; - RID mesh_instance; bool can_sdfgi = false; bool using_projectors = false; bool using_softshadows = false; - bool fade_near = false; - float fade_near_begin = 0; - float fade_near_end = 0; - bool fade_far = false; - float fade_far_begin = 0; - float fade_far_end = 0; - float force_alpha = 1.0; - float parent_fade_alpha = 1.0; //used during setup - uint32_t base_flags = 0; uint64_t prev_transform_change_frame = 0xFFFFFFFF; bool prev_transform_dirty = true; - Transform3D transform; Transform3D prev_transform; RID voxel_gi_instances[MAX_VOXEL_GI_INSTANCESS_PER_INSTANCE]; - RID lightmap_instance; - GeometryInstanceLightmapSH *lightmap_sh = nullptr; GeometryInstanceSurfaceDataCache *surface_caches = nullptr; SelfList<GeometryInstanceForwardClustered> dirty_list_element; - struct Data { - //data used less often goes into regular heap - RID base; - RS::InstanceType base_type; - - RID skeleton; - Vector<RID> surface_materials; - RID material_override; - RID material_overlay; - AABB aabb; + GeometryInstanceForwardClustered() : + dirty_list_element(this) {} - bool use_dynamic_gi = false; - bool use_baked_light = true; - bool cast_double_sided_shadows = false; - bool mirror = false; - bool dirty_dependencies = false; + virtual void _mark_dirty() override; - DependencyTracker dependency_tracker; - }; + virtual void set_transform(const Transform3D &p_transform, const AABB &p_aabb, const AABB &p_transformed_aabbb) override; + virtual void set_use_lightmap(RID p_lightmap_instance, const Rect2 &p_lightmap_uv_scale, int p_lightmap_slice_index) override; + virtual void set_lightmap_capture(const Color *p_sh9) override; - Data *data = nullptr; + virtual void pair_light_instances(const RID *p_light_instances, uint32_t p_light_instance_count) override {} + virtual void pair_reflection_probe_instances(const RID *p_reflection_probe_instances, uint32_t p_reflection_probe_instance_count) override {} + virtual void pair_decal_instances(const RID *p_decal_instances, uint32_t p_decal_instance_count) override {} + virtual void pair_voxel_gi_instances(const RID *p_voxel_gi_instances, uint32_t p_voxel_gi_instance_count) override; - GeometryInstanceForwardClustered() : - dirty_list_element(this) {} + virtual void set_softshadow_projector_pairing(bool p_softshadow, bool p_projector) override; }; static void _geometry_instance_dependency_changed(Dependency::DependencyChangedNotification p_notification, DependencyTracker *p_tracker); @@ -566,8 +508,7 @@ class RenderForwardClustered : public RendererSceneRenderRD { void _geometry_instance_add_surface_with_material(GeometryInstanceForwardClustered *ginstance, uint32_t p_surface, SceneShaderForwardClustered::MaterialData *p_material, uint32_t p_material_id, uint32_t p_shader_id, RID p_mesh); void _geometry_instance_add_surface_with_material_chain(GeometryInstanceForwardClustered *ginstance, uint32_t p_surface, SceneShaderForwardClustered::MaterialData *p_material, RID p_mat_src, RID p_mesh); void _geometry_instance_add_surface(GeometryInstanceForwardClustered *ginstance, uint32_t p_surface, RID p_material, RID p_mesh); - void _geometry_instance_mark_dirty(GeometryInstance *p_geometry_instance); - void _geometry_instance_update(GeometryInstance *p_geometry_instance); + void _geometry_instance_update(RenderGeometryInstance *p_geometry_instance); void _update_dirty_geometry_instances(); /* Render List */ @@ -632,58 +573,88 @@ class RenderForwardClustered : public RendererSceneRenderRD { virtual void _update_shader_quality_settings() override; + /* Effects */ + RendererRD::Resolve *resolve_effects = nullptr; + RendererRD::TAA *taa = nullptr; + RendererRD::SSEffects *ss_effects = nullptr; + + /* Cluster builder */ + + ClusterBuilderSharedDataRD cluster_builder_shared; + ClusterBuilderRD *current_cluster_builder = nullptr; + + /* SDFGI */ + void _update_sdfgi(RenderDataRD *p_render_data); + + /* Volumetric fog */ + RID shadow_sampler; + + void _update_volumetric_fog(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_environment, const Projection &p_cam_projection, const Transform3D &p_cam_transform, const Transform3D &p_prev_cam_inv_transform, RID p_shadow_atlas, int p_directional_light_count, bool p_use_directional_shadows, int p_positional_light_count, int p_voxel_gi_count, const PagedArray<RID> &p_fog_volumes); + + /* Render shadows */ + + void _render_shadow_pass(RID p_light, RID p_shadow_atlas, int p_pass, const PagedArray<RenderGeometryInstance *> &p_instances, const Plane &p_camera_plane = Plane(), float p_lod_distance_multiplier = 0, float p_screen_mesh_lod_threshold = 0.0, bool p_open_pass = true, bool p_close_pass = true, bool p_clear_region = true, RenderingMethod::RenderInfo *p_render_info = nullptr); + void _render_shadow_begin(); + void _render_shadow_append(RID p_framebuffer, const PagedArray<RenderGeometryInstance *> &p_instances, const Projection &p_projection, const Transform3D &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip, bool p_use_pancake, const Plane &p_camera_plane = Plane(), float p_lod_distance_multiplier = 0.0, float p_screen_mesh_lod_threshold = 0.0, const Rect2i &p_rect = Rect2i(), bool p_flip_y = false, bool p_clear_region = true, bool p_begin = true, bool p_end = true, RenderingMethod::RenderInfo *p_render_info = nullptr); + void _render_shadow_process(); + void _render_shadow_end(uint32_t p_barrier = RD::BARRIER_MASK_ALL); + + /* Render Scene */ + void _process_ssao(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_environment, RID p_normal_buffer, const Projection &p_projection); + void _process_ssil(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_environment, RID p_normal_buffer, const Projection &p_projection, const Transform3D &p_transform); + void _copy_framebuffer_to_ssil(Ref<RenderSceneBuffersRD> p_render_buffers); + void _pre_opaque_render(RenderDataRD *p_render_data, bool p_use_ssao, bool p_use_ssil, bool p_use_gi, const RID *p_normal_roughness_slices, RID p_voxel_gi_buffer); + void _process_ssr(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_dest_framebuffer, const RID *p_normal_buffer_slices, RID p_specular_buffer, const RID *p_metallic_slices, RID p_environment, const Projection *p_projections, const Vector3 *p_eye_offsets, bool p_use_additive); + void _process_sss(Ref<RenderSceneBuffersRD> p_render_buffers, const Projection &p_camera); + + /* Debug */ + void _debug_draw_cluster(Ref<RenderSceneBuffersRD> p_render_buffers); protected: - virtual void _render_scene(RenderDataRD *p_render_data, const Color &p_default_bg_color) override; + /* setup */ + + virtual RID _render_buffers_get_normal_texture(Ref<RenderSceneBuffersRD> p_render_buffers) override; + virtual RID _render_buffers_get_velocity_texture(Ref<RenderSceneBuffersRD> p_render_buffers) override; + + virtual void environment_set_ssao_quality(RS::EnvironmentSSAOQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to) override; + virtual void environment_set_ssil_quality(RS::EnvironmentSSILQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to) override; + virtual void environment_set_ssr_roughness_quality(RS::EnvironmentSSRRoughnessQuality p_quality) override; - virtual void _render_shadow_begin() override; - virtual void _render_shadow_append(RID p_framebuffer, const PagedArray<GeometryInstance *> &p_instances, const CameraMatrix &p_projection, const Transform3D &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip, bool p_use_pancake, const Plane &p_camera_plane = Plane(), float p_lod_distance_multiplier = 0.0, float p_screen_mesh_lod_threshold = 0.0, const Rect2i &p_rect = Rect2i(), bool p_flip_y = false, bool p_clear_region = true, bool p_begin = true, bool p_end = true, RendererScene::RenderInfo *p_render_info = nullptr) override; - virtual void _render_shadow_process() override; - virtual void _render_shadow_end(uint32_t p_barrier = RD::BARRIER_MASK_ALL) override; + virtual void sub_surface_scattering_set_quality(RS::SubSurfaceScatteringQuality p_quality) override; + virtual void sub_surface_scattering_set_scale(float p_scale, float p_depth_scale) override; - virtual void _render_material(const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) override; - virtual void _render_uv2(const PagedArray<GeometryInstance *> &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<GeometryInstance *> &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_particle_collider_heightfield(RID p_fb, const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, const PagedArray<GeometryInstance *> &p_instances) override; + /* Rendering */ + + virtual void _render_scene(RenderDataRD *p_render_data, const Color &p_default_bg_color) override; + virtual void _render_buffers_debug_draw(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_shadow_atlas, RID p_occlusion_buffer) 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(Ref<RenderSceneBuffersRD> 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: + static RenderForwardClustered *get_singleton() { return singleton; } + + ClusterBuilderSharedDataRD *get_cluster_builder_shared() { return &cluster_builder_shared; } + RendererRD::SSEffects *get_ss_effects() { return ss_effects; } + + /* callback from updating our lighting UBOs, used to populate cluster builder */ + virtual void setup_added_reflection_probe(const Transform3D &p_transform, const Vector3 &p_half_extents) override; + virtual void setup_added_light(const RS::LightType p_type, const Transform3D &p_transform, float p_radius, float p_spot_aperture) override; + virtual void setup_added_decal(const Transform3D &p_transform, const Vector3 &p_half_extents) override; + + virtual void base_uniforms_changed() override; _FORCE_INLINE_ virtual void update_uniform_sets() override { base_uniform_set_updated = true; _update_render_base_uniform_set(); } - virtual GeometryInstance *geometry_instance_create(RID p_base) override; - virtual void geometry_instance_set_skeleton(GeometryInstance *p_geometry_instance, RID p_skeleton) override; - virtual void geometry_instance_set_material_override(GeometryInstance *p_geometry_instance, RID p_override) override; - virtual void geometry_instance_set_material_overlay(GeometryInstance *p_geometry_instance, RID p_override) override; - virtual void geometry_instance_set_surface_materials(GeometryInstance *p_geometry_instance, const Vector<RID> &p_materials) override; - virtual void geometry_instance_set_mesh_instance(GeometryInstance *p_geometry_instance, RID p_mesh_instance) override; - virtual void geometry_instance_set_transform(GeometryInstance *p_geometry_instance, const Transform3D &p_transform, const AABB &p_aabb, const AABB &p_transformed_aabb) override; - virtual void geometry_instance_set_layer_mask(GeometryInstance *p_geometry_instance, uint32_t p_layer_mask) override; - virtual void geometry_instance_set_lod_bias(GeometryInstance *p_geometry_instance, float p_lod_bias) override; - virtual void geometry_instance_set_fade_range(GeometryInstance *p_geometry_instance, bool p_enable_near, float p_near_begin, float p_near_end, bool p_enable_far, float p_far_begin, float p_far_end) override; - virtual void geometry_instance_set_parent_fade_alpha(GeometryInstance *p_geometry_instance, float p_alpha) override; - virtual void geometry_instance_set_transparency(GeometryInstance *p_geometry_instance, float p_transparency) override; - virtual void geometry_instance_set_use_baked_light(GeometryInstance *p_geometry_instance, bool p_enable) override; - virtual void geometry_instance_set_use_dynamic_gi(GeometryInstance *p_geometry_instance, bool p_enable) override; - virtual void geometry_instance_set_use_lightmap(GeometryInstance *p_geometry_instance, RID p_lightmap_instance, const Rect2 &p_lightmap_uv_scale, int p_lightmap_slice_index) override; - virtual void geometry_instance_set_lightmap_capture(GeometryInstance *p_geometry_instance, const Color *p_sh9) override; - virtual void geometry_instance_set_instance_shader_parameters_offset(GeometryInstance *p_geometry_instance, int32_t p_offset) override; - virtual void geometry_instance_set_cast_double_sided_shadows(GeometryInstance *p_geometry_instance, bool p_enable) override; - - virtual Transform3D geometry_instance_get_transform(GeometryInstance *p_instance) override; - virtual AABB geometry_instance_get_aabb(GeometryInstance *p_instance) override; - - virtual void geometry_instance_free(GeometryInstance *p_geometry_instance) override; + virtual RenderGeometryInstance *geometry_instance_create(RID p_base) override; + virtual void geometry_instance_free(RenderGeometryInstance *p_geometry_instance) override; virtual uint32_t geometry_instance_get_pair_mask() override; - virtual void geometry_instance_pair_light_instances(GeometryInstance *p_geometry_instance, const RID *p_light_instances, uint32_t p_light_instance_count) override; - virtual void geometry_instance_pair_reflection_probe_instances(GeometryInstance *p_geometry_instance, const RID *p_reflection_probe_instances, uint32_t p_reflection_probe_instance_count) override; - virtual void geometry_instance_pair_decal_instances(GeometryInstance *p_geometry_instance, const RID *p_decal_instances, uint32_t p_decal_instance_count) override; - virtual void geometry_instance_pair_voxel_gi_instances(GeometryInstance *p_geometry_instance, const RID *p_voxel_gi_instances, uint32_t p_voxel_gi_instance_count) override; - - virtual void geometry_instance_set_softshadow_projector_pairing(GeometryInstance *p_geometry_instance, bool p_softshadow, bool p_projector) override; virtual bool free(RID p_rid) override; @@ -691,4 +662,5 @@ public: ~RenderForwardClustered(); }; } // namespace RendererSceneRenderImplementation -#endif // !RENDERING_SERVER_SCENE_RENDER_FORWARD_CLUSTERED_H + +#endif // RENDER_FORWARD_CLUSTERED_H diff --git a/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp b/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp index 1951bfe915..c01919a606 100644 --- a/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp +++ b/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp @@ -37,6 +37,10 @@ using namespace RendererSceneRenderImplementation; +void SceneShaderForwardClustered::ShaderData::set_path_hint(const String &p_path) { + path = p_path; +} + void SceneShaderForwardClustered::ShaderData::set_code(const String &p_code) { //compile @@ -146,6 +150,7 @@ void SceneShaderForwardClustered::ShaderData::set_code(const String &p_code) { depth_draw = DepthDraw(depth_drawi); depth_test = DepthTest(depth_testi); cull_mode = Cull(cull_modei); + uses_screen_texture_mipmaps = gen_code.uses_screen_texture_mipmaps; #if 0 print_line("**compiling shader:"); @@ -154,11 +159,10 @@ void SceneShaderForwardClustered::ShaderData::set_code(const String &p_code) { print_line(gen_code.defines[i]); } - RBMap<String, String>::Element *el = gen_code.code.front(); + HashMap<String, String>::Iterator el = gen_code.code.begin(); while (el) { - print_line("\n**code " + el->key() + ":\n" + el->value()); - - el = el->next(); + print_line("\n**code " + el->key + ":\n" + el->value); + ++el; } print_line("\n**uniforms:\n" + gen_code.uniforms); @@ -371,7 +375,7 @@ void SceneShaderForwardClustered::ShaderData::set_code(const String &p_code) { valid = true; } -void SceneShaderForwardClustered::ShaderData::set_default_texture_param(const StringName &p_name, RID p_texture, int p_index) { +void SceneShaderForwardClustered::ShaderData::set_default_texture_parameter(const StringName &p_name, RID p_texture, int p_index) { if (!p_texture.is_valid()) { if (default_texture_params.has(p_name) && default_texture_params[p_name].has(p_index)) { default_texture_params[p_name].erase(p_index); @@ -388,11 +392,15 @@ void SceneShaderForwardClustered::ShaderData::set_default_texture_param(const St } } -void SceneShaderForwardClustered::ShaderData::get_param_list(List<PropertyInfo> *p_param_list) const { +void SceneShaderForwardClustered::ShaderData::get_shader_uniform_list(List<PropertyInfo> *p_param_list) const { HashMap<int, StringName> order; for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) { - if (E.value.scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_LOCAL) { + if (E.value.scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_LOCAL || + E.value.hint == ShaderLanguage::ShaderNode::Uniform::HINT_SCREEN_TEXTURE || + E.value.hint == ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL_ROUGHNESS_TEXTURE || + E.value.hint == ShaderLanguage::ShaderNode::Uniform::HINT_DEPTH_TEXTURE) { + // Don't expose any of these. continue; } @@ -403,7 +411,22 @@ void SceneShaderForwardClustered::ShaderData::get_param_list(List<PropertyInfo> } } + String last_group; for (const KeyValue<int, StringName> &E : order) { + String group = uniforms[E.value].group; + if (!uniforms[E.value].subgroup.is_empty()) { + group += "::" + uniforms[E.value].subgroup; + } + + if (group != last_group) { + PropertyInfo pi; + pi.usage = PROPERTY_USAGE_GROUP; + pi.name = group; + p_param_list->push_back(pi); + + last_group = group; + } + PropertyInfo pi = ShaderLanguage::uniform_to_property_info(uniforms[E.value]); pi.name = E.value; p_param_list->push_back(pi); @@ -425,7 +448,7 @@ void SceneShaderForwardClustered::ShaderData::get_instance_param_list(List<Rende } } -bool SceneShaderForwardClustered::ShaderData::is_param_texture(const StringName &p_param) const { +bool SceneShaderForwardClustered::ShaderData::is_parameter_texture(const StringName &p_param) const { if (!uniforms.has(p_param)) { return false; } @@ -469,7 +492,7 @@ SceneShaderForwardClustered::ShaderData::~ShaderData() { } } -RendererRD::ShaderData *SceneShaderForwardClustered::_create_shader_func() { +RendererRD::MaterialStorage::ShaderData *SceneShaderForwardClustered::_create_shader_func() { ShaderData *shader_data = memnew(ShaderData); singleton->shader_list.add(&shader_data->shader_list_element); return shader_data; @@ -486,14 +509,14 @@ void SceneShaderForwardClustered::MaterialData::set_next_pass(RID p_pass) { bool SceneShaderForwardClustered::MaterialData::update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) { SceneShaderForwardClustered *shader_singleton = (SceneShaderForwardClustered *)SceneShaderForwardClustered::singleton; - return update_parameters_uniform_set(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size, uniform_set, shader_singleton->shader.version_get_shader(shader_data->version, 0), RenderForwardClustered::MATERIAL_UNIFORM_SET, RD::BARRIER_MASK_RASTER); + return update_parameters_uniform_set(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size, uniform_set, shader_singleton->shader.version_get_shader(shader_data->version, 0), RenderForwardClustered::MATERIAL_UNIFORM_SET, true, RD::BARRIER_MASK_RASTER); } SceneShaderForwardClustered::MaterialData::~MaterialData() { free_parameters_uniform_set(uniform_set); } -RendererRD::MaterialData *SceneShaderForwardClustered::_create_material_func(ShaderData *p_shader) { +RendererRD::MaterialStorage::MaterialData *SceneShaderForwardClustered::_create_material_func(ShaderData *p_shader) { MaterialData *material_data = memnew(MaterialData); material_data->shader_data = p_shader; //update will happen later anyway so do nothing. @@ -591,17 +614,17 @@ void SceneShaderForwardClustered::init(const String p_defines) { valid_color_pass_pipelines.insert(PIPELINE_COLOR_PASS_FLAG_MOTION_VECTORS); - material_storage->shader_set_data_request_function(RendererRD::SHADER_TYPE_3D, _create_shader_funcs); - material_storage->material_set_data_request_function(RendererRD::SHADER_TYPE_3D, _create_material_funcs); + material_storage->shader_set_data_request_function(RendererRD::MaterialStorage::SHADER_TYPE_3D, _create_shader_funcs); + material_storage->material_set_data_request_function(RendererRD::MaterialStorage::SHADER_TYPE_3D, _create_material_funcs); { //shader compiler ShaderCompiler::DefaultIdentifierActions actions; - actions.renames["MODEL_MATRIX"] = "model_matrix"; + actions.renames["MODEL_MATRIX"] = "read_model_matrix"; actions.renames["MODEL_NORMAL_MATRIX"] = "model_normal_matrix"; actions.renames["VIEW_MATRIX"] = "scene_data.view_matrix"; - actions.renames["INV_VIEW_MATRIX"] = "scene_data.inv_view_matrix"; + actions.renames["INV_VIEW_MATRIX"] = "inv_view_matrix"; actions.renames["PROJECTION_MATRIX"] = "projection_matrix"; actions.renames["INV_PROJECTION_MATRIX"] = "inv_projection_matrix"; actions.renames["MODELVIEW_MATRIX"] = "modelview"; @@ -663,7 +686,7 @@ void SceneShaderForwardClustered::init(const String p_defines) { actions.renames["NORMAL_ROUGHNESS_TEXTURE"] = "normal_roughness_buffer"; actions.renames["DEPTH"] = "gl_FragDepth"; actions.renames["OUTPUT_IS_SRGB"] = "true"; - actions.renames["FOG"] = "custom_fog"; + actions.renames["FOG"] = "fog"; actions.renames["RADIANCE"] = "custom_radiance"; actions.renames["IRRADIANCE"] = "custom_irradiance"; actions.renames["BONE_INDICES"] = "bone_attrib"; @@ -674,6 +697,11 @@ void SceneShaderForwardClustered::init(const String p_defines) { actions.renames["CUSTOM3"] = "custom3_attrib"; actions.renames["OUTPUT_IS_SRGB"] = "SHADER_IS_SRGB"; + actions.renames["NODE_POSITION_WORLD"] = "model_matrix[3].xyz"; + actions.renames["CAMERA_POSITION_WORLD"] = "scene_data.inv_view_matrix[3].xyz"; + actions.renames["CAMERA_DIRECTION_WORLD"] = "scene_data.view_matrix[3].xyz"; + actions.renames["NODE_POSITION_VIEW"] = "(model_matrix * scene_data.view_matrix)[3].xyz"; + actions.renames["VIEW_INDEX"] = "ViewIndex"; actions.renames["VIEW_MONO_LEFT"] = "0"; actions.renames["VIEW_RIGHT"] = "1"; @@ -729,6 +757,8 @@ void SceneShaderForwardClustered::init(const String p_defines) { actions.usage_defines["RADIANCE"] = "#define CUSTOM_RADIANCE_USED\n"; actions.usage_defines["IRRADIANCE"] = "#define CUSTOM_IRRADIANCE_USED\n"; + actions.usage_defines["MODEL_MATRIX"] = "#define MODEL_MATRIX_USED\n"; + actions.render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n"; actions.render_mode_defines["world_vertex_coords"] = "#define VERTEX_WORLD_COORDS_USED\n"; actions.render_mode_defines["ensure_correct_normals"] = "#define ENSURE_CORRECT_NORMALS\n"; @@ -769,7 +799,7 @@ void SceneShaderForwardClustered::init(const String p_defines) { actions.default_filter = ShaderLanguage::FILTER_LINEAR_MIPMAP; actions.default_repeat = ShaderLanguage::REPEAT_ENABLE; - actions.global_buffer_array_variable = "global_variables.data"; + actions.global_buffer_array_variable = "global_shader_uniforms.data"; actions.instance_uniform_index_variable = "instances.data[instance_index_interp].instance_uniforms_ofs"; compiler.initialize(actions); @@ -798,7 +828,7 @@ void fragment() { material_storage->material_initialize(default_material); material_storage->material_set_shader(default_material, default_shader); - MaterialData *md = static_cast<MaterialData *>(material_storage->material_get_data(default_material, RendererRD::SHADER_TYPE_3D)); + MaterialData *md = static_cast<MaterialData *>(material_storage->material_get_data(default_material, RendererRD::MaterialStorage::SHADER_TYPE_3D)); default_shader_rd = shader.version_get_shader(md->shader_data->version, SHADER_VERSION_COLOR_PASS); default_shader_sdfgi_rd = shader.version_get_shader(md->shader_data->version, SHADER_VERSION_DEPTH_PASS_WITH_SDF); @@ -826,7 +856,7 @@ void fragment() { material_storage->material_initialize(overdraw_material); material_storage->material_set_shader(overdraw_material, overdraw_material_shader); - MaterialData *md = static_cast<MaterialData *>(material_storage->material_get_data(overdraw_material, RendererRD::SHADER_TYPE_3D)); + MaterialData *md = static_cast<MaterialData *>(material_storage->material_get_data(overdraw_material, RendererRD::MaterialStorage::SHADER_TYPE_3D)); overdraw_material_shader_ptr = md->shader_data; overdraw_material_uniform_set = md->uniform_set; } diff --git a/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.h b/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.h index 1cfe723174..a9a9fa94de 100644 --- a/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.h +++ b/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.h @@ -28,11 +28,11 @@ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ -#ifndef RSSR_SCENE_SHADER_FC_H -#define RSSR_SCENE_SHADER_FC_H +#ifndef SCENE_SHADER_FORWARD_CLUSTERED_H +#define SCENE_SHADER_FORWARD_CLUSTERED_H #include "servers/rendering/renderer_rd/renderer_scene_render_rd.h" -#include "servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl.gen.h" +#include "servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl.gen.h" namespace RendererSceneRenderImplementation { @@ -93,7 +93,7 @@ public: SHADER_SPECIALIZATION_DIRECTIONAL_SOFT_SHADOWS = 1 << 3, }; - struct ShaderData : public RendererRD::ShaderData { + struct ShaderData : public RendererRD::MaterialStorage::ShaderData { enum BlendMode { //used internally BLEND_MODE_MIX, BLEND_MODE_ADD, @@ -174,17 +174,19 @@ public: bool uses_time = false; bool writes_modelview_or_projection = false; bool uses_world_coordinates = false; + bool uses_screen_texture_mipmaps = false; Cull cull_mode = CULL_DISABLED; uint64_t last_pass = 0; uint32_t index = 0; virtual void set_code(const String &p_Code); - virtual void set_default_texture_param(const StringName &p_name, RID p_texture, int p_index); - virtual void get_param_list(List<PropertyInfo> *p_param_list) const; + virtual void set_path_hint(const String &p_path); + virtual void set_default_texture_parameter(const StringName &p_name, RID p_texture, int p_index); + virtual void get_shader_uniform_list(List<PropertyInfo> *p_param_list) const; void get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const; - virtual bool is_param_texture(const StringName &p_param) const; + virtual bool is_parameter_texture(const StringName &p_param) const; virtual bool is_animated() const; virtual bool casts_shadows() const; virtual Variant get_default_parameter(const StringName &p_parameter) const; @@ -197,12 +199,12 @@ public: SelfList<ShaderData>::List shader_list; - RendererRD::ShaderData *_create_shader_func(); - static RendererRD::ShaderData *_create_shader_funcs() { + RendererRD::MaterialStorage::ShaderData *_create_shader_func(); + static RendererRD::MaterialStorage::ShaderData *_create_shader_funcs() { return static_cast<SceneShaderForwardClustered *>(singleton)->_create_shader_func(); } - struct MaterialData : public RendererRD::MaterialData { + struct MaterialData : public RendererRD::MaterialStorage::MaterialData { ShaderData *shader_data = nullptr; RID uniform_set; uint64_t last_pass = 0; @@ -215,8 +217,8 @@ public: virtual ~MaterialData(); }; - RendererRD::MaterialData *_create_material_func(ShaderData *p_shader); - static RendererRD::MaterialData *_create_material_funcs(RendererRD::ShaderData *p_shader) { + RendererRD::MaterialStorage::MaterialData *_create_material_func(ShaderData *p_shader); + static RendererRD::MaterialStorage::MaterialData *_create_material_funcs(RendererRD::MaterialStorage::ShaderData *p_shader) { return static_cast<SceneShaderForwardClustered *>(singleton)->_create_material_func(static_cast<ShaderData *>(p_shader)); } @@ -251,4 +253,5 @@ public: }; } // namespace RendererSceneRenderImplementation -#endif // !RSSR_SCENE_SHADER_FM_H + +#endif // SCENE_SHADER_FORWARD_CLUSTERED_H 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 966621c93e..2b2090f8ed 100644 --- a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp +++ b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp @@ -39,7 +39,7 @@ using namespace RendererSceneRenderImplementation; -RenderForwardMobile::ForwardID RenderForwardMobile::_allocate_forward_id(ForwardIDType p_type) { +RendererRD::ForwardID RenderForwardMobile::ForwardIDStorageMobile::allocate_forward_id(RendererRD::ForwardIDType p_type) { int32_t index = -1; for (uint32_t i = 0; i < forward_id_allocators[p_type].allocations.size(); i++) { if (forward_id_allocators[p_type].allocations[i] == false) { @@ -58,194 +58,237 @@ RenderForwardMobile::ForwardID RenderForwardMobile::_allocate_forward_id(Forward return index; } -void RenderForwardMobile::_free_forward_id(ForwardIDType p_type, ForwardID p_id) { - ERR_FAIL_INDEX(p_id, (ForwardID)forward_id_allocators[p_type].allocations.size()); +void RenderForwardMobile::ForwardIDStorageMobile::free_forward_id(RendererRD::ForwardIDType p_type, RendererRD::ForwardID p_id) { + ERR_FAIL_INDEX(p_id, (RendererRD::ForwardID)forward_id_allocators[p_type].allocations.size()); forward_id_allocators[p_type].allocations[p_id] = false; } -void RenderForwardMobile::_map_forward_id(ForwardIDType p_type, ForwardID p_id, uint32_t p_index) { +void RenderForwardMobile::ForwardIDStorageMobile::map_forward_id(RendererRD::ForwardIDType p_type, RendererRD::ForwardID p_id, uint32_t p_index) { forward_id_allocators[p_type].map[p_id] = p_index; } -/* Render buffer */ +void RenderForwardMobile::ForwardIDStorageMobile::fill_push_constant_instance_indices(GeometryInstanceForwardMobile::PushConstant *p_push_constant, uint32_t &spec_constants, const GeometryInstanceForwardMobile *p_instance) { + // first zero out our indices -void RenderForwardMobile::RenderBufferDataForwardMobile::clear() { - if (color_msaa.is_valid()) { - RD::get_singleton()->free(color_msaa); - color_msaa = RID(); - } + p_push_constant->omni_lights[0] = 0xFFFF; + p_push_constant->omni_lights[1] = 0xFFFF; + + p_push_constant->spot_lights[0] = 0xFFFF; + p_push_constant->spot_lights[1] = 0xFFFF; - if (depth_msaa.is_valid()) { - RD::get_singleton()->free(depth_msaa); - depth_msaa = RID(); + p_push_constant->decals[0] = 0xFFFF; + p_push_constant->decals[1] = 0xFFFF; + + p_push_constant->reflection_probes[0] = 0xFFFF; + p_push_constant->reflection_probes[1] = 0xFFFF; + + if (p_instance->omni_light_count == 0) { + spec_constants |= 1 << SPEC_CONSTANT_DISABLE_OMNI_LIGHTS; + } + if (p_instance->spot_light_count == 0) { + spec_constants |= 1 << SPEC_CONSTANT_DISABLE_SPOT_LIGHTS; + } + if (p_instance->reflection_probe_count == 0) { + spec_constants |= 1 << SPEC_CONSTANT_DISABLE_REFLECTION_PROBES; + } + if (p_instance->decals_count == 0) { + spec_constants |= 1 << SPEC_CONSTANT_DISABLE_DECALS; } - color = RID(); - depth = RID(); - for (int i = 0; i < FB_CONFIG_MAX; i++) { - color_fbs[i] = RID(); + for (uint32_t i = 0; i < MAX_RDL_CULL; i++) { + uint32_t ofs = i < 4 ? 0 : 1; + uint32_t shift = (i & 0x3) << 3; + uint32_t mask = ~(0xFF << shift); + if (i < p_instance->omni_light_count) { + p_push_constant->omni_lights[ofs] &= mask; + p_push_constant->omni_lights[ofs] |= uint32_t(forward_id_allocators[RendererRD::FORWARD_ID_TYPE_OMNI_LIGHT].map[p_instance->omni_lights[i]]) << shift; + } + if (i < p_instance->spot_light_count) { + p_push_constant->spot_lights[ofs] &= mask; + p_push_constant->spot_lights[ofs] |= uint32_t(forward_id_allocators[RendererRD::FORWARD_ID_TYPE_SPOT_LIGHT].map[p_instance->spot_lights[i]]) << shift; + } + if (i < p_instance->decals_count) { + p_push_constant->decals[ofs] &= mask; + p_push_constant->decals[ofs] |= uint32_t(forward_id_allocators[RendererRD::FORWARD_ID_TYPE_DECAL].map[p_instance->decals[i]]) << shift; + } + if (i < p_instance->reflection_probe_count) { + p_push_constant->reflection_probes[ofs] &= mask; + p_push_constant->reflection_probes[ofs] |= uint32_t(forward_id_allocators[RendererRD::FORWARD_ID_TYPE_REFLECTION_PROBE].map[p_instance->reflection_probes[i]]) << shift; + } } } -void RenderForwardMobile::RenderBufferDataForwardMobile::configure(RID p_color_buffer, RID p_depth_buffer, RID p_target_buffer, int p_width, int p_height, RS::ViewportMSAA p_msaa, bool p_use_taa, uint32_t p_view_count, RID p_vrs_texture) { - clear(); +/* Render buffer */ - msaa = p_msaa; - vrs = p_vrs_texture; +void RenderForwardMobile::RenderBufferDataForwardMobile::free_data() { + // this should already be done but JIC.. + if (render_buffers) { + render_buffers->clear_context(RB_SCOPE_MOBILE); + } +} - Size2i target_size = RD::get_singleton()->texture_size(p_target_buffer); +void RenderForwardMobile::RenderBufferDataForwardMobile::configure(RenderSceneBuffersRD *p_render_buffers) { + if (render_buffers) { + // JIC + free_data(); + } - width = p_width; - height = p_height; - bool is_scaled = (target_size.width != p_width) || (target_size.height != p_height); - view_count = p_view_count; + render_buffers = p_render_buffers; + ERR_FAIL_NULL(render_buffers); // Huh? really? - color = p_color_buffer; - depth = p_depth_buffer; + RS::ViewportMSAA msaa_3d = render_buffers->get_msaa_3d(); + if (msaa_3d != RS::VIEWPORT_MSAA_DISABLED) { + // Create our MSAA textures... - // We are creating 4 configurations here for our framebuffers. + RD::DataFormat format = render_buffers->get_base_data_format(); + uint32_t usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT; - if (p_msaa == RS::VIEWPORT_MSAA_DISABLED) { - Vector<RID> fb; - fb.push_back(p_color_buffer); // 0 - color buffer - fb.push_back(depth); // 1 - depth buffer - if (vrs.is_valid()) { - fb.push_back(vrs); // 2 - vrs texture - } + const RD::TextureSamples ts[RS::VIEWPORT_MSAA_MAX] = { + RD::TEXTURE_SAMPLES_1, + RD::TEXTURE_SAMPLES_2, + RD::TEXTURE_SAMPLES_4, + RD::TEXTURE_SAMPLES_8, + }; - // Now define our subpasses - Vector<RD::FramebufferPass> passes; - RD::FramebufferPass pass; + texture_samples = ts[msaa_3d]; - // re-using the same attachments - pass.color_attachments.push_back(0); - pass.depth_attachment = 1; - if (vrs.is_valid()) { - pass.vrs_attachment = 2; - } + render_buffers->create_texture(RB_SCOPE_MOBILE, RB_TEX_COLOR_MSAA, format, usage_bits, texture_samples); - // - opaque pass - passes.push_back(pass); - color_fbs[FB_CONFIG_ONE_PASS] = RD::get_singleton()->framebuffer_create_multipass(fb, passes, RenderingDevice::INVALID_ID, view_count); + format = RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_D24_UNORM_S8_UINT, RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT) ? RD::DATA_FORMAT_D24_UNORM_S8_UINT : RD::DATA_FORMAT_D32_SFLOAT_S8_UINT; + usage_bits = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT; - // - add sky pass - passes.push_back(pass); - color_fbs[FB_CONFIG_TWO_SUBPASSES] = RD::get_singleton()->framebuffer_create_multipass(fb, passes, RenderingDevice::INVALID_ID, view_count); + render_buffers->create_texture(RB_SCOPE_MOBILE, RB_TEX_DEPTH_MSAA, format, usage_bits, texture_samples); + } +} - // - add alpha pass - passes.push_back(pass); - color_fbs[FB_CONFIG_THREE_SUBPASSES] = RD::get_singleton()->framebuffer_create_multipass(fb, passes, RenderingDevice::INVALID_ID, view_count); +RID RenderForwardMobile::RenderBufferDataForwardMobile::get_color_fbs(FramebufferConfigType p_config_type) { + ERR_FAIL_NULL_V(render_buffers, RID()); - if (!is_scaled) { - // - add blit to 2D pass - int target_buffer_id = fb.size(); - fb.push_back(p_target_buffer); // 2/3 - target buffer + RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton(); + ERR_FAIL_NULL_V(texture_storage, RID()); - RD::FramebufferPass blit_pass; - blit_pass.color_attachments.push_back(target_buffer_id); - blit_pass.input_attachments.push_back(0); - passes.push_back(blit_pass); // this doesn't need VRS + // We use our framebuffer cache here instead of building these in RenderBufferDataForwardMobile::configure + // This approach ensures we only build the framebuffers we actually need for this viewport. + // In the (near) future this means that if we cycle through a texture chain for our render target, we'll also support + // this. - color_fbs[FB_CONFIG_FOUR_SUBPASSES] = RD::get_singleton()->framebuffer_create_multipass(fb, passes, RenderingDevice::INVALID_ID, view_count); - } else { - // can't do our blit pass if resolutions don't match - color_fbs[FB_CONFIG_FOUR_SUBPASSES] = RID(); - } - } else { - RD::DataFormat color_format = RenderForwardMobile::singleton->_render_buffers_get_color_format(); + RS::ViewportMSAA msaa_3d = render_buffers->get_msaa_3d(); + bool use_msaa = msaa_3d != RS::VIEWPORT_MSAA_DISABLED; - RD::TextureFormat tf; - if (view_count > 1) { - tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY; - } else { - tf.texture_type = RD::TEXTURE_TYPE_2D; - } - tf.format = color_format; - tf.width = p_width; - tf.height = p_height; - tf.array_layers = view_count; // create a layer for every view - tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT; + uint32_t view_count = render_buffers->get_view_count(); - const RD::TextureSamples ts[RS::VIEWPORT_MSAA_MAX] = { - RD::TEXTURE_SAMPLES_1, - RD::TEXTURE_SAMPLES_2, - RD::TEXTURE_SAMPLES_4, - RD::TEXTURE_SAMPLES_8, - }; + RID vrs_texture; + if (render_buffers->has_texture(RB_SCOPE_VRS, RB_TEXTURE)) { + vrs_texture = render_buffers->get_texture(RB_SCOPE_VRS, RB_TEXTURE); + } - texture_samples = ts[p_msaa]; - tf.samples = texture_samples; + Vector<RID> textures; + int color_buffer_id = 0; + textures.push_back(use_msaa ? get_color_msaa() : render_buffers->get_internal_texture()); // 0 - color buffer + textures.push_back(use_msaa ? get_depth_msaa() : render_buffers->get_depth_texture()); // 1 - depth buffer + if (vrs_texture.is_valid()) { + textures.push_back(vrs_texture); // 2 - vrs texture + } + if (use_msaa) { + color_buffer_id = textures.size(); + textures.push_back(render_buffers->get_internal_texture()); // color buffer for resolve - color_msaa = RD::get_singleton()->texture_create(tf, RD::TextureView()); + // TODO add support for resolving depth buffer!!! + } - tf.format = RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_D24_UNORM_S8_UINT, RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT) ? RD::DATA_FORMAT_D24_UNORM_S8_UINT : RD::DATA_FORMAT_D32_SFLOAT_S8_UINT; - tf.usage_bits = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT; + // Now define our subpasses + Vector<RD::FramebufferPass> passes; - depth_msaa = RD::get_singleton()->texture_create(tf, RD::TextureView()); + // Define our base pass, we'll be re-using this + RD::FramebufferPass pass; + pass.color_attachments.push_back(0); + pass.depth_attachment = 1; + if (vrs_texture.is_valid()) { + pass.vrs_attachment = 2; + } - { - Vector<RID> fb; - fb.push_back(color_msaa); // 0 - msaa color buffer - fb.push_back(depth_msaa); // 1 - msaa depth buffer - if (vrs.is_valid()) { - fb.push_back(vrs); // 2 - vrs texture + switch (p_config_type) { + case FB_CONFIG_ONE_PASS: { + // just one pass + if (use_msaa) { + // Add resolve + pass.resolve_attachments.push_back(color_buffer_id); } + passes.push_back(pass); - // Now define our subpasses - Vector<RD::FramebufferPass> passes; - RD::FramebufferPass pass; + return FramebufferCacheRD::get_singleton()->get_cache_multipass(textures, passes, view_count); + } break; + case FB_CONFIG_TWO_SUBPASSES: { + // - opaque pass + passes.push_back(pass); - // re-using the same attachments - pass.color_attachments.push_back(0); - pass.depth_attachment = 1; - if (vrs.is_valid()) { - pass.vrs_attachment = 2; + // - add sky pass + if (use_msaa) { + // add resolve + pass.resolve_attachments.push_back(color_buffer_id); } + passes.push_back(pass); + return FramebufferCacheRD::get_singleton()->get_cache_multipass(textures, passes, view_count); + } break; + case FB_CONFIG_THREE_SUBPASSES: { // - opaque pass passes.push_back(pass); // - add sky pass - int color_buffer_id = fb.size(); - fb.push_back(color); // color buffer - passes.push_back(pass); // without resolve for our 3 + 4 subpass config - { - // but with resolve for our 2 subpass config - Vector<RD::FramebufferPass> two_passes; - two_passes.push_back(pass); // opaque subpass without resolve - pass.resolve_attachments.push_back(color_buffer_id); - two_passes.push_back(pass); // sky subpass with resolve + passes.push_back(pass); - color_fbs[FB_CONFIG_TWO_SUBPASSES] = RD::get_singleton()->framebuffer_create_multipass(fb, two_passes, RenderingDevice::INVALID_ID, view_count); + // - add alpha pass + if (use_msaa) { + // add resolve + pass.resolve_attachments.push_back(color_buffer_id); } + passes.push_back(pass); + + return FramebufferCacheRD::get_singleton()->get_cache_multipass(textures, passes, view_count); + } break; + case FB_CONFIG_FOUR_SUBPASSES: { + Size2i target_size = render_buffers->get_target_size(); + Size2i internal_size = render_buffers->get_internal_size(); + + // can't do our blit pass if resolutions don't match + ERR_FAIL_COND_V(target_size != internal_size, RID()); + + // - opaque pass + passes.push_back(pass); - // - add alpha pass (with resolve, we just added that above) + // - add sky pass passes.push_back(pass); - color_fbs[FB_CONFIG_THREE_SUBPASSES] = RD::get_singleton()->framebuffer_create_multipass(fb, passes, RenderingDevice::INVALID_ID, view_count); - { - // we also need our one pass with resolve - Vector<RD::FramebufferPass> one_pass_with_resolve; - one_pass_with_resolve.push_back(pass); // note our pass configuration already has resolve.. - color_fbs[FB_CONFIG_ONE_PASS] = RD::get_singleton()->framebuffer_create_multipass(fb, one_pass_with_resolve, RenderingDevice::INVALID_ID, view_count); + // - add alpha pass + if (use_msaa) { + // add resolve + pass.resolve_attachments.push_back(color_buffer_id); } + passes.push_back(pass); - if (!is_scaled) { - // - add blit to 2D pass - int target_buffer_id = fb.size(); - fb.push_back(p_target_buffer); // target buffer - RD::FramebufferPass blit_pass; - blit_pass.color_attachments.push_back(target_buffer_id); - blit_pass.input_attachments.push_back(color_buffer_id); - passes.push_back(blit_pass); + // - add blit to 2D pass + RID render_target = render_buffers->get_render_target(); + ERR_FAIL_COND_V(render_target.is_null(), RID()); + RID target_buffer = texture_storage->render_target_get_rd_texture(render_target); + ERR_FAIL_COND_V(target_buffer.is_null(), RID()); - color_fbs[FB_CONFIG_FOUR_SUBPASSES] = RD::get_singleton()->framebuffer_create_multipass(fb, passes, RenderingDevice::INVALID_ID, view_count); - } else { - // can't do our blit pass if resolutions don't match - color_fbs[FB_CONFIG_FOUR_SUBPASSES] = RID(); - } - } - } + int target_buffer_id = textures.size(); + textures.push_back(target_buffer); // target buffer + + RD::FramebufferPass blit_pass; + blit_pass.input_attachments.push_back(color_buffer_id); // Read from our (resolved) color buffer + blit_pass.color_attachments.push_back(target_buffer_id); // Write into our target buffer + // this doesn't need VRS + passes.push_back(blit_pass); + + return FramebufferCacheRD::get_singleton()->get_cache_multipass(textures, passes, view_count); + } break; + default: + break; + }; + + return RID(); } RID RenderForwardMobile::reflection_probe_create_framebuffer(RID p_color, RID p_depth) { @@ -274,12 +317,11 @@ RID RenderForwardMobile::reflection_probe_create_framebuffer(RID p_color, RID p_ return RD::get_singleton()->framebuffer_create_multipass(fb, passes); } -RenderForwardMobile::RenderBufferDataForwardMobile::~RenderBufferDataForwardMobile() { - clear(); -} +void RenderForwardMobile::setup_render_buffer_data(Ref<RenderSceneBuffersRD> p_render_buffers) { + Ref<RenderBufferDataForwardMobile> data; + data.instantiate(); -RendererSceneRenderRD::RenderBufferData *RenderForwardMobile::_create_render_buffer_data() { - return memnew(RenderBufferDataForwardMobile); + p_render_buffers->set_custom_data(RB_SCOPE_MOBILE, data); } bool RenderForwardMobile::free(RID p_rid) { @@ -309,14 +351,17 @@ bool RenderForwardMobile::_render_buffers_can_be_storage() { } RID RenderForwardMobile::_setup_render_pass_uniform_set(RenderListType p_render_list, const RenderDataRD *p_render_data, RID p_radiance_texture, bool p_use_directional_shadow_atlas, int p_index) { + RendererRD::LightStorage *light_storage = RendererRD::LightStorage::get_singleton(); RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton(); //there should always be enough uniform buffers for render passes, otherwise bugs ERR_FAIL_INDEX_V(p_index, (int)scene_state.uniform_buffers.size(), RID()); - RenderBufferDataForwardMobile *rb = nullptr; + Ref<RenderBufferDataForwardMobile> rb_data; + Ref<RenderSceneBuffersRD> rb; if (p_render_data && p_render_data->render_buffers.is_valid()) { - rb = static_cast<RenderBufferDataForwardMobile *>(render_buffers_get_data(p_render_data->render_buffers)); + rb = p_render_data->render_buffers; + rb_data = rb->get_custom_data(RB_SCOPE_MOBILE); } // default render buffer and scene state uniform set @@ -337,7 +382,7 @@ RID RenderForwardMobile::_setup_render_pass_uniform_set(RenderListType p_render_ if (p_radiance_texture.is_valid()) { radiance_texture = p_radiance_texture; } else { - radiance_texture = texture_storage->texture_rd_get_default(is_using_radiance_cubemap_array() ? RendererRD::DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK : RendererRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK); + radiance_texture = texture_storage->texture_rd_get_default(is_using_radiance_cubemap_array() ? RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK : RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK); } RD::Uniform u; u.binding = 2; @@ -347,14 +392,14 @@ RID RenderForwardMobile::_setup_render_pass_uniform_set(RenderListType p_render_ } { - RID ref_texture = (p_render_data && p_render_data->reflection_atlas.is_valid()) ? reflection_atlas_get_texture(p_render_data->reflection_atlas) : RID(); + RID ref_texture = (p_render_data && p_render_data->reflection_atlas.is_valid()) ? light_storage->reflection_atlas_get_texture(p_render_data->reflection_atlas) : RID(); RD::Uniform u; u.binding = 3; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; if (ref_texture.is_valid()) { u.append_id(ref_texture); } else { - u.append_id(texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK)); + u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK)); } uniforms.push_back(u); } @@ -365,10 +410,10 @@ RID RenderForwardMobile::_setup_render_pass_uniform_set(RenderListType p_render_ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; RID texture; if (p_render_data && p_render_data->shadow_atlas.is_valid()) { - texture = shadow_atlas_get_texture(p_render_data->shadow_atlas); + texture = light_storage->shadow_atlas_get_texture(p_render_data->shadow_atlas); } if (!texture.is_valid()) { - texture = texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_DEPTH); + texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_DEPTH); } u.append_id(texture); uniforms.push_back(u); @@ -377,10 +422,10 @@ RID RenderForwardMobile::_setup_render_pass_uniform_set(RenderListType p_render_ RD::Uniform u; u.binding = 5; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; - if (p_use_directional_shadow_atlas && directional_shadow_get_texture().is_valid()) { - u.append_id(directional_shadow_get_texture()); + if (p_use_directional_shadow_atlas && light_storage->directional_shadow_get_texture().is_valid()) { + u.append_id(light_storage->directional_shadow_get_texture()); } else { - u.append_id(texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_DEPTH)); + u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_DEPTH)); } uniforms.push_back(u); } @@ -391,11 +436,11 @@ RID RenderForwardMobile::_setup_render_pass_uniform_set(RenderListType p_render_ u.binding = 6; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; - RID default_tex = texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE); + RID default_tex = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE); for (uint32_t i = 0; i < scene_state.max_lightmaps; i++) { if (p_render_data && i < p_render_data->lightmaps->size()) { - RID base = lightmap_instance_get_lightmap((*p_render_data->lightmaps)[i]); - RID texture = RendererRD::LightStorage::get_singleton()->lightmap_get_texture(base); + RID base = light_storage->lightmap_instance_get_lightmap((*p_render_data->lightmaps)[i]); + RID texture = light_storage->lightmap_get_texture(base); RID rd_texture = texture_storage->texture_get_rd_texture(texture); u.append_id(rd_texture); } else { @@ -412,7 +457,7 @@ RID RenderForwardMobile::_setup_render_pass_uniform_set(RenderListType p_render_ u.binding = 7; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; u.ids.resize(MAX_VOXEL_GI_INSTANCESS); - RID default_tex = texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_3D_WHITE); + RID default_tex = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE); for (int i = 0; i < MAX_VOXEL_GI_INSTANCESS; i++) { if (i < (int)p_voxel_gi_instances.size()) { RID tex = gi.voxel_gi_instance_get_texture(p_voxel_gi_instances[i]); @@ -442,8 +487,12 @@ RID RenderForwardMobile::_setup_render_pass_uniform_set(RenderListType p_render_ RD::Uniform u; u.binding = 9; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; - RID dbt = rb ? render_buffers_get_back_depth_texture(p_render_data->render_buffers) : RID(); - RID texture = (dbt.is_valid()) ? dbt : texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_DEPTH); + RID texture; + if (rb.is_valid() && rb->has_texture(RB_SCOPE_BUFFERS, RB_TEX_BACK_DEPTH)) { + texture = rb->get_texture(RB_SCOPE_BUFFERS, RB_TEX_BACK_DEPTH); + } else { + texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_DEPTH); + } u.append_id(texture); uniforms.push_back(u); } @@ -451,8 +500,8 @@ RID RenderForwardMobile::_setup_render_pass_uniform_set(RenderListType p_render_ RD::Uniform u; u.binding = 10; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; - RID bbt = rb ? render_buffers_get_back_buffer_texture(p_render_data->render_buffers) : RID(); - RID texture = bbt.is_valid() ? bbt : texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_BLACK); + RID bbt = rb_data.is_valid() ? rb->get_back_buffer_texture() : RID(); + RID texture = bbt.is_valid() ? bbt : texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK); u.append_id(texture); uniforms.push_back(u); } @@ -469,7 +518,9 @@ 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) { + RendererRD::LightStorage *light_storage = RendererRD::LightStorage::get_singleton(); + // This probably needs to change... scene_state.lightmaps_used = 0; for (int i = 0; i < (int)p_lightmaps.size(); i++) { @@ -477,13 +528,20 @@ void RenderForwardMobile::_setup_lightmaps(const PagedArray<RID> &p_lightmaps, c break; } - RID lightmap = lightmap_instance_get_lightmap(p_lightmaps[i]); + RID lightmap = light_storage->lightmap_instance_get_lightmap(p_lightmaps[i]); - Basis to_lm = lightmap_instance_get_transform(p_lightmaps[i]).basis.inverse() * p_cam_transform.basis; + Basis to_lm = light_storage->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 = light_storage->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); + scene_state.lightmap_has_sh[i] = light_storage->lightmap_uses_spherical_harmonics(lightmap); scene_state.lightmaps_used++; } @@ -492,17 +550,119 @@ void RenderForwardMobile::_setup_lightmaps(const PagedArray<RID> &p_lightmaps, c } } +void RenderForwardMobile::_pre_opaque_render(RenderDataRD *p_render_data) { + RendererRD::LightStorage *light_storage = RendererRD::LightStorage::get_singleton(); + RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton(); + + p_render_data->cube_shadows.clear(); + p_render_data->shadows.clear(); + p_render_data->directional_shadows.clear(); + + Plane camera_plane(-p_render_data->scene_data->cam_transform.basis.get_column(Vector3::AXIS_Z), p_render_data->scene_data->cam_transform.origin); + float lod_distance_multiplier = p_render_data->scene_data->cam_projection.get_lod_multiplier(); + { + for (int i = 0; i < p_render_data->render_shadow_count; i++) { + RID li = p_render_data->render_shadows[i].light; + RID base = light_storage->light_instance_get_base_light(li); + + if (light_storage->light_get_type(base) == RS::LIGHT_DIRECTIONAL) { + p_render_data->directional_shadows.push_back(i); + } else if (light_storage->light_get_type(base) == RS::LIGHT_OMNI && light_storage->light_omni_get_shadow_mode(base) == RS::LIGHT_OMNI_SHADOW_CUBE) { + p_render_data->cube_shadows.push_back(i); + } else { + p_render_data->shadows.push_back(i); + } + } + + //cube shadows are rendered in their own way + for (uint32_t i = 0; i < p_render_data->cube_shadows.size(); i++) { + _render_shadow_pass(p_render_data->render_shadows[p_render_data->cube_shadows[i]].light, p_render_data->shadow_atlas, p_render_data->render_shadows[p_render_data->cube_shadows[i]].pass, p_render_data->render_shadows[p_render_data->cube_shadows[i]].instances, camera_plane, lod_distance_multiplier, p_render_data->scene_data->screen_mesh_lod_threshold, true, true, true, p_render_data->render_info); + } + + if (p_render_data->directional_shadows.size()) { + //open the pass for directional shadows + light_storage->update_directional_shadow_atlas(); + RD::get_singleton()->draw_list_begin(light_storage->direction_shadow_get_fb(), RD::INITIAL_ACTION_DROP, RD::FINAL_ACTION_DISCARD, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_CONTINUE); + RD::get_singleton()->draw_list_end(); + } + } + + bool render_shadows = p_render_data->directional_shadows.size() || p_render_data->shadows.size(); + + if (render_shadows) { + RENDER_TIMESTAMP("Render Shadows"); + } + + //prepare shadow rendering + if (render_shadows) { + _render_shadow_begin(); + + //render directional shadows + for (uint32_t i = 0; i < p_render_data->directional_shadows.size(); i++) { + _render_shadow_pass(p_render_data->render_shadows[p_render_data->directional_shadows[i]].light, p_render_data->shadow_atlas, p_render_data->render_shadows[p_render_data->directional_shadows[i]].pass, p_render_data->render_shadows[p_render_data->directional_shadows[i]].instances, camera_plane, lod_distance_multiplier, p_render_data->scene_data->screen_mesh_lod_threshold, false, i == p_render_data->directional_shadows.size() - 1, false, p_render_data->render_info); + } + //render positional shadows + for (uint32_t i = 0; i < p_render_data->shadows.size(); i++) { + _render_shadow_pass(p_render_data->render_shadows[p_render_data->shadows[i]].light, p_render_data->shadow_atlas, p_render_data->render_shadows[p_render_data->shadows[i]].pass, p_render_data->render_shadows[p_render_data->shadows[i]].instances, camera_plane, lod_distance_multiplier, p_render_data->scene_data->screen_mesh_lod_threshold, i == 0, i == p_render_data->shadows.size() - 1, true, p_render_data->render_info); + } + + _render_shadow_process(); + + _render_shadow_end(RD::BARRIER_MASK_NO_BARRIER); + } + + //full barrier here, we need raster, transfer and compute and it depends from the previous work + RD::get_singleton()->barrier(RD::BARRIER_MASK_ALL, RD::BARRIER_MASK_ALL); + + bool using_shadows = true; + + if (p_render_data->reflection_probe.is_valid()) { + if (!RSG::light_storage->reflection_probe_renders_shadows(light_storage->reflection_probe_instance_get_probe(p_render_data->reflection_probe))) { + using_shadows = false; + } + } else { + //do not render reflections when rendering a reflection probe + light_storage->update_reflection_probe_buffer(p_render_data, *p_render_data->reflection_probes, p_render_data->scene_data->cam_transform.affine_inverse(), p_render_data->environment); + } + + uint32_t directional_light_count = 0; + uint32_t positional_light_count = 0; + light_storage->update_light_buffers(p_render_data, *p_render_data->lights, p_render_data->scene_data->cam_transform, p_render_data->shadow_atlas, using_shadows, directional_light_count, positional_light_count, p_render_data->directional_light_soft_shadows); + texture_storage->update_decal_buffer(*p_render_data->decals, p_render_data->scene_data->cam_transform.affine_inverse()); + + p_render_data->directional_light_count = directional_light_count; +} + void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color &p_default_bg_color) { - RenderBufferDataForwardMobile *render_buffer = nullptr; + RendererRD::LightStorage *light_storage = RendererRD::LightStorage::get_singleton(); + + Ref<RenderSceneBuffersRD> rb; + Ref<RenderBufferDataForwardMobile> rb_data; if (p_render_data->render_buffers.is_valid()) { - render_buffer = static_cast<RenderBufferDataForwardMobile *>(render_buffers_get_data(p_render_data->render_buffers)); + rb = p_render_data->render_buffers; + rb_data = rb->get_custom_data(RB_SCOPE_MOBILE); } - RendererSceneEnvironmentRD *env = get_environment(p_render_data->environment); + + RENDER_TIMESTAMP("Prepare 3D Scene"); + + _update_vrs(rb); RENDER_TIMESTAMP("Setup 3D Scene"); - scene_state.ubo.directional_light_count = 0; - scene_state.ubo.opaque_prepass_threshold = 0.0; + /* TODO + // check if we need motion vectors + if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_MOTION_VECTORS) { + p_render_data->scene_data->calculate_motion_vectors = true; + } else if (render target has velocity override) { // TODO + p_render_data->scene_data->calculate_motion_vectors = true; + } else { + p_render_data->scene_data->calculate_motion_vectors = false; + } + */ + p_render_data->scene_data->calculate_motion_vectors = false; // for now, not yet supported... + + p_render_data->scene_data->directional_light_count = 0; + p_render_data->scene_data->opaque_prepass_threshold = 0.0; // We can only use our full subpass approach if we're: // - not reading from SCREEN_TEXTURE/DEPTH_TEXTURE @@ -517,9 +677,6 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color bool using_subpass_transparent = true; bool using_subpass_post_process = true; - bool using_ssr = false; // I don't think we support this in our mobile renderer so probably should phase it out - bool using_sss = false; // I don't think we support this in our mobile renderer so probably should phase it out - // fill our render lists early so we can find out if we use various features _fill_render_list(RENDER_LIST_OPAQUE, p_render_data, PASS_MODE_COLOR); render_list[RENDER_LIST_OPAQUE].sort_by_key(); @@ -532,20 +689,19 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color p_render_data->render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_VISIBLE][RS::VIEWPORT_RENDER_INFO_OBJECTS_IN_FRAME] = p_render_data->instances->size(); } - if (render_buffer) { + if (rb_data.is_valid()) { // setup rendering to render buffer - screen_size.x = render_buffer->width; - screen_size.y = render_buffer->height; + screen_size = p_render_data->render_buffers->get_internal_size(); - if (render_buffer->color_fbs[FB_CONFIG_FOUR_SUBPASSES].is_null()) { + if (rb_data->get_color_fbs(RenderBufferDataForwardMobile::FB_CONFIG_FOUR_SUBPASSES).is_null()) { // can't do blit subpass using_subpass_post_process = false; - } else if (env && (env->glow_enabled || env->auto_exposure || 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; } - if (using_ssr || using_sss || scene_state.used_screen_texture || scene_state.used_depth_texture) { + if (scene_state.used_screen_texture || scene_state.used_depth_texture) { // can't use our last two subpasses using_subpass_transparent = false; using_subpass_post_process = false; @@ -553,24 +709,23 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color if (using_subpass_post_process) { // all as subpasses - framebuffer = render_buffer->color_fbs[FB_CONFIG_FOUR_SUBPASSES]; + framebuffer = rb_data->get_color_fbs(RenderBufferDataForwardMobile::FB_CONFIG_FOUR_SUBPASSES); } else if (using_subpass_transparent) { // our tonemap pass is separate - framebuffer = render_buffer->color_fbs[FB_CONFIG_THREE_SUBPASSES]; + framebuffer = rb_data->get_color_fbs(RenderBufferDataForwardMobile::FB_CONFIG_THREE_SUBPASSES); } else { // only opaque and sky as subpasses - framebuffer = render_buffer->color_fbs[FB_CONFIG_TWO_SUBPASSES]; + framebuffer = rb_data->get_color_fbs(RenderBufferDataForwardMobile::FB_CONFIG_TWO_SUBPASSES); } } else if (p_render_data->reflection_probe.is_valid()) { - uint32_t resolution = reflection_probe_instance_get_resolution(p_render_data->reflection_probe); + uint32_t resolution = light_storage->reflection_probe_instance_get_resolution(p_render_data->reflection_probe); screen_size.x = resolution; screen_size.y = resolution; - framebuffer = reflection_probe_instance_get_framebuffer(p_render_data->reflection_probe, p_render_data->reflection_probe_pass); + framebuffer = light_storage->reflection_probe_instance_get_framebuffer(p_render_data->reflection_probe, p_render_data->reflection_probe_pass); - if (RendererRD::LightStorage::get_singleton()->reflection_probe_is_interior(reflection_probe_instance_get_probe(p_render_data->reflection_probe))) { + if (light_storage->reflection_probe_is_interior(light_storage->reflection_probe_instance_get_probe(p_render_data->reflection_probe))) { p_render_data->environment = RID(); //no environment on interiors - env = nullptr; } reverse_cull = true; @@ -580,12 +735,11 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color ERR_FAIL(); //bug? } - scene_state.ubo.viewport_size[0] = screen_size.x; - scene_state.ubo.viewport_size[1] = screen_size.y; + p_render_data->scene_data->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->scene_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) @@ -596,6 +750,8 @@ 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; @@ -604,15 +760,21 @@ 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_is_fog_enabled(p_render_data->environment)) { + if (p_render_data->render_buffers->has_custom_data(RB_SCOPE_FOG) || 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())); } @@ -620,11 +782,11 @@ 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_is_fog_enabled(p_render_data->environment)) { + if (p_render_data->render_buffers->has_custom_data(RB_SCOPE_FOG) || 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())); } @@ -648,18 +810,20 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color if (draw_sky || draw_sky_fog_only || environment_get_reflection_source(p_render_data->environment) == RS::ENV_REFLECTION_SOURCE_SKY || environment_get_ambient_source(p_render_data->environment) == RS::ENV_AMBIENT_SOURCE_SKY) { RENDER_TIMESTAMP("Setup Sky"); RD::get_singleton()->draw_command_begin_label("Setup Sky"); - CameraMatrix projection = p_render_data->cam_projection; + Projection projection = p_render_data->scene_data->cam_projection; if (p_render_data->reflection_probe.is_valid()) { - CameraMatrix correction; + Projection correction; correction.set_depth_correction(true); - projection = correction * p_render_data->cam_projection; + projection = correction * p_render_data->scene_data->cam_projection; } - sky.setup(env, 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->scene_data->cam_transform, screen_size, this); + + sky_energy_multiplier *= bg_energy_multiplier; - RID sky_rid = env->sky; + RID sky_rid = environment_get_sky(p_render_data->environment); if (sky_rid.is_valid()) { - sky.update(env, projection, p_render_data->cam_transform, time, _render_buffers_get_luminance_multiplier()); + sky.update(p_render_data->environment, projection, p_render_data->scene_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 @@ -680,19 +844,18 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color RD::get_singleton()->draw_command_begin_label("Setup Sky Resolution Buffers"); if (p_render_data->reflection_probe.is_valid()) { - CameraMatrix correction; + Projection correction; correction.set_depth_correction(true); - CameraMatrix projection = correction * p_render_data->cam_projection; - sky.update_res_buffers(env, 1, &projection, p_render_data->cam_transform, time); + Projection projection = correction * p_render_data->scene_data->cam_projection; + sky.update_res_buffers(p_render_data->environment, 1, &projection, p_render_data->scene_data->cam_transform, time, sky_energy_multiplier); } else { - sky.update_res_buffers(env, 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->scene_data->view_count, p_render_data->scene_data->view_projection, p_render_data->scene_data->cam_transform, time, sky_energy_multiplier); } RD::get_singleton()->draw_command_end_label(); // Setup Sky resolution buffers } - RID nullrids[RendererSceneRender::MAX_RENDER_VIEWS]; - _pre_opaque_render(p_render_data, false, false, false, nullrids, RID(), nullrids); + _pre_opaque_render(p_render_data); uint32_t spec_constant_base_flags = 0; @@ -707,12 +870,12 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color spec_constant_base_flags |= 1 << SPEC_CONSTANT_DISABLE_DIRECTIONAL_LIGHTS; } - if (!is_environment(p_render_data->environment) || environment_is_fog_enabled(p_render_data->environment)) { + if (!is_environment(p_render_data->environment) || !environment_get_fog_enabled(p_render_data->environment)) { spec_constant_base_flags |= 1 << SPEC_CONSTANT_DISABLE_FOG; } } { - if (render_buffer) { + if (rb_data.is_valid()) { RD::get_singleton()->draw_command_begin_label("Render 3D Pass"); } else { RD::get_singleton()->draw_command_begin_label("Render Reflection Probe Pass"); @@ -722,7 +885,7 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color RD::get_singleton()->draw_command_begin_label("Render Opaque Subpass"); - scene_state.ubo.directional_light_count = p_render_data->directional_light_count; + p_render_data->scene_data->directional_light_count = p_render_data->directional_light_count; _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, p_render_data->render_buffers.is_valid()); @@ -736,15 +899,15 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color RID rp_uniform_set = _setup_render_pass_uniform_set(RENDER_LIST_OPAQUE, p_render_data, radiance_texture, true); - bool can_continue_color = !using_subpass_transparent && !scene_state.used_screen_texture && !using_ssr && !using_sss; - bool can_continue_depth = !using_subpass_transparent && !scene_state.used_depth_texture && !using_ssr && !using_sss; + bool can_continue_color = !using_subpass_transparent && !scene_state.used_screen_texture; + bool can_continue_depth = !using_subpass_transparent && !scene_state.used_depth_texture; { // regular forward for now Vector<Color> c; c.push_back(clear_color.srgb_to_linear()); // our render buffer - if (render_buffer) { - if (render_buffer->msaa != RS::VIEWPORT_MSAA_DISABLED) { + if (rb_data.is_valid()) { + if (p_render_data->render_buffers->get_msaa_3d() != RS::VIEWPORT_MSAA_DISABLED) { c.push_back(clear_color.srgb_to_linear()); // our resolve buffer } if (using_subpass_post_process) { @@ -753,14 +916,17 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color } RD::FramebufferFormatID fb_format = RD::get_singleton()->framebuffer_get_format(framebuffer); - RenderListParameters render_list_params(render_list[RENDER_LIST_OPAQUE].elements.ptr(), render_list[RENDER_LIST_OPAQUE].element_info.ptr(), render_list[RENDER_LIST_OPAQUE].elements.size(), reverse_cull, PASS_MODE_COLOR, rp_uniform_set, spec_constant_base_flags, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->lod_camera_plane, p_render_data->lod_distance_multiplier, p_render_data->screen_mesh_lod_threshold, p_render_data->view_count); + RenderListParameters render_list_params(render_list[RENDER_LIST_OPAQUE].elements.ptr(), render_list[RENDER_LIST_OPAQUE].element_info.ptr(), render_list[RENDER_LIST_OPAQUE].elements.size(), reverse_cull, PASS_MODE_COLOR, rp_uniform_set, spec_constant_base_flags, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->scene_data->lod_camera_plane, p_render_data->scene_data->lod_distance_multiplier, p_render_data->scene_data->screen_mesh_lod_threshold, p_render_data->scene_data->view_count); render_list_params.framebuffer_format = fb_format; if ((uint32_t)render_list_params.element_count > render_list_thread_threshold && false) { // secondary command buffers need more testing at this time //multi threaded - thread_draw_lists.resize(RendererThreadPool::singleton->thread_work_pool.get_thread_count()); + thread_draw_lists.resize(WorkerThreadPool::get_singleton()->get_thread_count()); RD::get_singleton()->draw_list_begin_split(framebuffer, thread_draw_lists.size(), thread_draw_lists.ptr(), keep_color ? RD::INITIAL_ACTION_KEEP : RD::INITIAL_ACTION_CLEAR, can_continue_color ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, can_continue_depth ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, c, 1.0, 0); - RendererThreadPool::singleton->thread_work_pool.do_work(thread_draw_lists.size(), this, &RenderForwardMobile::_render_list_thread_function, &render_list_params); + + WorkerThreadPool::GroupID group_task = WorkerThreadPool::get_singleton()->add_template_group_task(this, &RenderForwardMobile::_render_list_thread_function, &render_list_params, thread_draw_lists.size(), -1, true, SNAME("ForwardMobileRenderList")); + WorkerThreadPool::get_singleton()->wait_for_group_task_completion(group_task); + } else { //single threaded RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(framebuffer, keep_color ? RD::INITIAL_ACTION_KEEP : RD::INITIAL_ACTION_CLEAR, can_continue_color ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, can_continue_depth ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, c, 1.0, 0); @@ -776,12 +942,12 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color RD::DrawListID draw_list = RD::get_singleton()->draw_list_switch_to_next_pass(); if (p_render_data->reflection_probe.is_valid()) { - CameraMatrix correction; + Projection correction; correction.set_depth_correction(true); - CameraMatrix projection = correction * p_render_data->cam_projection; - sky.draw(draw_list, env, framebuffer, 1, &projection, p_render_data->cam_transform, time, _render_buffers_get_luminance_multiplier()); + Projection projection = correction * p_render_data->scene_data->cam_projection; + sky.draw(draw_list, p_render_data->environment, framebuffer, 1, &projection, p_render_data->scene_data->cam_transform, time, sky_energy_multiplier); } else { - sky.draw(draw_list, env, 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->scene_data->view_count, p_render_data->scene_data->view_projection, p_render_data->scene_data->cam_transform, time, sky_energy_multiplier); } RD::get_singleton()->draw_command_end_label(); // Draw Sky Subpass @@ -817,15 +983,17 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color if (using_subpass_transparent) { RD::FramebufferFormatID fb_format = RD::get_singleton()->framebuffer_get_format(framebuffer); - RenderListParameters render_list_params(render_list[RENDER_LIST_ALPHA].elements.ptr(), render_list[RENDER_LIST_ALPHA].element_info.ptr(), render_list[RENDER_LIST_ALPHA].elements.size(), reverse_cull, PASS_MODE_COLOR_TRANSPARENT, rp_uniform_set, spec_constant_base_flags, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->lod_camera_plane, p_render_data->lod_distance_multiplier, p_render_data->screen_mesh_lod_threshold, p_render_data->view_count); + RenderListParameters render_list_params(render_list[RENDER_LIST_ALPHA].elements.ptr(), render_list[RENDER_LIST_ALPHA].element_info.ptr(), render_list[RENDER_LIST_ALPHA].elements.size(), reverse_cull, PASS_MODE_COLOR_TRANSPARENT, rp_uniform_set, spec_constant_base_flags, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->scene_data->lod_camera_plane, p_render_data->scene_data->lod_distance_multiplier, p_render_data->scene_data->screen_mesh_lod_threshold, p_render_data->scene_data->view_count); render_list_params.framebuffer_format = fb_format; if ((uint32_t)render_list_params.element_count > render_list_thread_threshold && false) { // secondary command buffers need more testing at this time //multi threaded - thread_draw_lists.resize(RendererThreadPool::singleton->thread_work_pool.get_thread_count()); + thread_draw_lists.resize(WorkerThreadPool::get_singleton()->get_thread_count()); RD::get_singleton()->draw_list_switch_to_next_pass_split(thread_draw_lists.size(), thread_draw_lists.ptr()); render_list_params.subpass = RD::get_singleton()->draw_list_get_current_pass(); - RendererThreadPool::singleton->thread_work_pool.do_work(thread_draw_lists.size(), this, &RenderForwardMobile::_render_list_thread_function, &render_list_params); + WorkerThreadPool::GroupID group_task = WorkerThreadPool::get_singleton()->add_template_group_task(this, &RenderForwardMobile::_render_list_thread_function, &render_list_params, thread_draw_lists.size(), -1, true, SNAME("ForwardMobileRenderSubpass")); + WorkerThreadPool::get_singleton()->wait_for_group_task_completion(group_task); + } else { //single threaded RD::DrawListID draw_list = RD::get_singleton()->draw_list_switch_to_next_pass(); @@ -838,8 +1006,8 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color // note if we are using MSAA we should get an automatic resolve through our subpass configuration. // blit to tonemap - if (render_buffer && using_subpass_post_process) { - _post_process_subpass(render_buffer->color, framebuffer, p_render_data); + if (rb_data.is_valid() && using_subpass_post_process) { + _post_process_subpass(p_render_data->render_buffers->get_internal_texture(), framebuffer, p_render_data); } RD::get_singleton()->draw_command_end_label(); // Render 3D Pass / Render Reflection Probe Pass @@ -848,20 +1016,22 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color } else { RENDER_TIMESTAMP("Render Transparent"); - framebuffer = render_buffer->color_fbs[FB_CONFIG_ONE_PASS]; + framebuffer = rb_data->get_color_fbs(RenderBufferDataForwardMobile::FB_CONFIG_ONE_PASS); // this may be needed if we re-introduced steps that change info, not sure which do so in the previous implementation // _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); RD::FramebufferFormatID fb_format = RD::get_singleton()->framebuffer_get_format(framebuffer); - RenderListParameters render_list_params(render_list[RENDER_LIST_ALPHA].elements.ptr(), render_list[RENDER_LIST_ALPHA].element_info.ptr(), render_list[RENDER_LIST_ALPHA].elements.size(), reverse_cull, PASS_MODE_COLOR, rp_uniform_set, spec_constant_base_flags, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->lod_camera_plane, p_render_data->lod_distance_multiplier, p_render_data->screen_mesh_lod_threshold, p_render_data->view_count); + RenderListParameters render_list_params(render_list[RENDER_LIST_ALPHA].elements.ptr(), render_list[RENDER_LIST_ALPHA].element_info.ptr(), render_list[RENDER_LIST_ALPHA].elements.size(), reverse_cull, PASS_MODE_COLOR, rp_uniform_set, spec_constant_base_flags, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->scene_data->lod_camera_plane, p_render_data->scene_data->lod_distance_multiplier, p_render_data->scene_data->screen_mesh_lod_threshold, p_render_data->scene_data->view_count); render_list_params.framebuffer_format = fb_format; if ((uint32_t)render_list_params.element_count > render_list_thread_threshold && false) { // secondary command buffers need more testing at this time //multi threaded - thread_draw_lists.resize(RendererThreadPool::singleton->thread_work_pool.get_thread_count()); + thread_draw_lists.resize(WorkerThreadPool::get_singleton()->get_thread_count()); RD::get_singleton()->draw_list_begin_split(framebuffer, thread_draw_lists.size(), thread_draw_lists.ptr(), can_continue_color ? RD::INITIAL_ACTION_CONTINUE : RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, can_continue_depth ? RD::INITIAL_ACTION_CONTINUE : RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ); - RendererThreadPool::singleton->thread_work_pool.do_work(thread_draw_lists.size(), this, &RenderForwardMobile::_render_list_thread_function, &render_list_params); + WorkerThreadPool::GroupID group_task = WorkerThreadPool::get_singleton()->add_template_group_task(this, &RenderForwardMobile::_render_list_thread_function, &render_list_params, thread_draw_lists.size(), -1, true, SNAME("ForwardMobileRenderSubpass")); + WorkerThreadPool::get_singleton()->wait_for_group_task_completion(group_task); + RD::get_singleton()->draw_list_end(RD::BARRIER_MASK_ALL); } else { //single threaded @@ -874,7 +1044,7 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color } } - if (render_buffer && !using_subpass_post_process) { + if (rb_data.is_valid() && !using_subpass_post_process) { RD::get_singleton()->draw_command_begin_label("Post process pass"); // If we need extra effects we do this in its own pass @@ -885,13 +1055,193 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color RD::get_singleton()->draw_command_end_label(); // Post process pass } - if (render_buffer) { + if (rb_data.is_valid()) { _disable_clear_request(p_render_data); } + + if (rb.is_valid()) { + _render_buffers_debug_draw(rb, p_render_data->shadow_atlas, p_render_data->occluder_debug_tex); + } } /* these are being called from RendererSceneRenderRD::_pre_opaque_render */ +void RenderForwardMobile::_render_shadow_pass(RID p_light, RID p_shadow_atlas, int p_pass, const PagedArray<RenderGeometryInstance *> &p_instances, const Plane &p_camera_plane, float p_lod_distance_multiplier, float p_screen_mesh_lod_threshold, bool p_open_pass, bool p_close_pass, bool p_clear_region, RenderingMethod::RenderInfo *p_render_info) { + RendererRD::LightStorage *light_storage = RendererRD::LightStorage::get_singleton(); + + ERR_FAIL_COND(!light_storage->owns_light_instance(p_light)); + + RID base = light_storage->light_instance_get_base_light(p_light); + + Rect2i atlas_rect; + uint32_t atlas_size = 1; + RID atlas_fb; + + bool using_dual_paraboloid = false; + bool using_dual_paraboloid_flip = false; + Vector2i dual_paraboloid_offset; + RID render_fb; + RID render_texture; + float zfar; + + bool use_pancake = false; + bool render_cubemap = false; + bool finalize_cubemap = false; + + bool flip_y = false; + + Projection light_projection; + Transform3D light_transform; + + if (light_storage->light_get_type(base) == RS::LIGHT_DIRECTIONAL) { + //set pssm stuff + uint64_t last_scene_shadow_pass = light_storage->light_instance_get_shadow_pass(p_light); + if (last_scene_shadow_pass != get_scene_pass()) { + light_storage->light_instance_set_directional_rect(p_light, light_storage->get_directional_shadow_rect()); + light_storage->directional_shadow_increase_current_light(); + light_storage->light_instance_set_shadow_pass(p_light, get_scene_pass()); + } + + use_pancake = light_storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_PANCAKE_SIZE) > 0; + light_projection = light_storage->light_instance_get_shadow_camera(p_light, p_pass); + light_transform = light_storage->light_instance_get_shadow_transform(p_light, p_pass); + + atlas_rect = light_storage->light_instance_get_directional_rect(p_light); + + if (light_storage->light_directional_get_shadow_mode(base) == RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS) { + atlas_rect.size.width /= 2; + atlas_rect.size.height /= 2; + + if (p_pass == 1) { + atlas_rect.position.x += atlas_rect.size.width; + } else if (p_pass == 2) { + atlas_rect.position.y += atlas_rect.size.height; + } else if (p_pass == 3) { + atlas_rect.position += atlas_rect.size; + } + } else if (light_storage->light_directional_get_shadow_mode(base) == RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS) { + atlas_rect.size.height /= 2; + + if (p_pass == 0) { + } else { + atlas_rect.position.y += atlas_rect.size.height; + } + } + + float directional_shadow_size = light_storage->directional_shadow_get_size(); + Rect2 atlas_rect_norm = atlas_rect; + atlas_rect_norm.position /= directional_shadow_size; + atlas_rect_norm.size /= directional_shadow_size; + light_storage->light_instance_set_directional_shadow_atlas_rect(p_light, p_pass, atlas_rect_norm); + + zfar = RSG::light_storage->light_get_param(base, RS::LIGHT_PARAM_RANGE); + + render_fb = light_storage->direction_shadow_get_fb(); + render_texture = RID(); + flip_y = true; + + } else { + //set from shadow atlas + + ERR_FAIL_COND(!light_storage->owns_shadow_atlas(p_shadow_atlas)); + ERR_FAIL_COND(!light_storage->shadow_atlas_owns_light_instance(p_shadow_atlas, p_light)); + + RSG::light_storage->shadow_atlas_update(p_shadow_atlas); + + uint32_t key = light_storage->shadow_atlas_get_light_instance_key(p_shadow_atlas, p_light); + + uint32_t quadrant = (key >> RendererRD::LightStorage::QUADRANT_SHIFT) & 0x3; + uint32_t shadow = key & RendererRD::LightStorage::SHADOW_INDEX_MASK; + uint32_t subdivision = light_storage->shadow_atlas_get_quadrant_subdivision(p_shadow_atlas, quadrant); + + ERR_FAIL_INDEX((int)shadow, light_storage->shadow_atlas_get_quadrant_shadow_size(p_shadow_atlas, quadrant)); + + uint32_t shadow_atlas_size = light_storage->shadow_atlas_get_size(p_shadow_atlas); + uint32_t quadrant_size = shadow_atlas_size >> 1; + + atlas_rect.position.x = (quadrant & 1) * quadrant_size; + atlas_rect.position.y = (quadrant >> 1) * quadrant_size; + + uint32_t shadow_size = (quadrant_size / subdivision); + atlas_rect.position.x += (shadow % subdivision) * shadow_size; + atlas_rect.position.y += (shadow / subdivision) * shadow_size; + + atlas_rect.size.width = shadow_size; + atlas_rect.size.height = shadow_size; + + zfar = light_storage->light_get_param(base, RS::LIGHT_PARAM_RANGE); + + if (light_storage->light_get_type(base) == RS::LIGHT_OMNI) { + bool wrap = (shadow + 1) % subdivision == 0; + dual_paraboloid_offset = wrap ? Vector2i(1 - subdivision, 1) : Vector2i(1, 0); + + if (light_storage->light_omni_get_shadow_mode(base) == RS::LIGHT_OMNI_SHADOW_CUBE) { + render_texture = light_storage->get_cubemap(shadow_size / 2); + render_fb = light_storage->get_cubemap_fb(shadow_size / 2, p_pass); + + light_projection = light_storage->light_instance_get_shadow_camera(p_light, p_pass); + light_transform = light_storage->light_instance_get_shadow_transform(p_light, p_pass); + render_cubemap = true; + finalize_cubemap = p_pass == 5; + atlas_fb = light_storage->shadow_atlas_get_fb(p_shadow_atlas); + + atlas_size = shadow_atlas_size; + + if (p_pass == 0) { + _render_shadow_begin(); + } + + } else { + atlas_rect.position.x += 1; + atlas_rect.position.y += 1; + atlas_rect.size.x -= 2; + atlas_rect.size.y -= 2; + + atlas_rect.position += p_pass * atlas_rect.size * dual_paraboloid_offset; + + light_projection = light_storage->light_instance_get_shadow_camera(p_light, 0); + light_transform = light_storage->light_instance_get_shadow_transform(p_light, 0); + + using_dual_paraboloid = true; + using_dual_paraboloid_flip = p_pass == 1; + render_fb = light_storage->shadow_atlas_get_fb(p_shadow_atlas); + flip_y = true; + } + + } else if (light_storage->light_get_type(base) == RS::LIGHT_SPOT) { + light_projection = light_storage->light_instance_get_shadow_camera(p_light, 0); + light_transform = light_storage->light_instance_get_shadow_transform(p_light, 0); + + render_fb = light_storage->shadow_atlas_get_fb(p_shadow_atlas); + + flip_y = true; + } + } + + if (render_cubemap) { + //rendering to cubemap + _render_shadow_append(render_fb, p_instances, light_projection, light_transform, zfar, 0, 0, false, false, use_pancake, p_camera_plane, p_lod_distance_multiplier, p_screen_mesh_lod_threshold, Rect2(), false, true, true, true, p_render_info); + if (finalize_cubemap) { + _render_shadow_process(); + _render_shadow_end(); + //reblit + Rect2 atlas_rect_norm = atlas_rect; + atlas_rect_norm.position /= float(atlas_size); + atlas_rect_norm.size /= float(atlas_size); + copy_effects->copy_cubemap_to_dp(render_texture, atlas_fb, atlas_rect_norm, atlas_rect.size, light_projection.get_z_near(), light_projection.get_z_far(), false); + atlas_rect_norm.position += Vector2(dual_paraboloid_offset) * atlas_rect_norm.size; + copy_effects->copy_cubemap_to_dp(render_texture, atlas_fb, atlas_rect_norm, atlas_rect.size, light_projection.get_z_near(), light_projection.get_z_far(), true); + + //restore transform so it can be properly used + light_storage->light_instance_set_shadow_transform(p_light, Projection(), light_storage->light_instance_get_base_transform(p_light), zfar, 0, 0, 0); + } + + } else { + //render shadow + _render_shadow_append(render_fb, p_instances, light_projection, light_transform, zfar, 0, 0, using_dual_paraboloid, using_dual_paraboloid_flip, use_pancake, p_camera_plane, p_lod_distance_multiplier, p_screen_mesh_lod_threshold, atlas_rect, flip_y, p_clear_region, p_open_pass, p_close_pass, p_render_info); + } +} + void RenderForwardMobile::_render_shadow_begin() { scene_state.shadow_passes.clear(); RD::get_singleton()->draw_command_begin_label("Shadow Setup"); @@ -900,7 +1250,7 @@ void RenderForwardMobile::_render_shadow_begin() { render_list[RENDER_LIST_SECONDARY].clear(); } -void RenderForwardMobile::_render_shadow_append(RID p_framebuffer, const PagedArray<GeometryInstance *> &p_instances, const CameraMatrix &p_projection, const Transform3D &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip, bool p_use_pancake, const Plane &p_camera_plane, float p_lod_distance_multiplier, float p_screen_mesh_lod_threshold, const Rect2i &p_rect, bool p_flip_y, bool p_clear_region, bool p_begin, bool p_end, RendererScene::RenderInfo *p_render_info) { +void RenderForwardMobile::_render_shadow_append(RID p_framebuffer, const PagedArray<RenderGeometryInstance *> &p_instances, const Projection &p_projection, const Transform3D &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip, bool p_use_pancake, const Plane &p_camera_plane, float p_lod_distance_multiplier, float p_screen_mesh_lod_threshold, const Rect2i &p_rect, bool p_flip_y, bool p_clear_region, bool p_begin, bool p_end, RenderingMethod::RenderInfo *p_render_info) { uint32_t shadow_pass_index = scene_state.shadow_passes.size(); SceneState::ShadowPass shadow_pass; @@ -909,26 +1259,29 @@ void RenderForwardMobile::_render_shadow_append(RID p_framebuffer, const PagedAr p_render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_SHADOW][RS::VIEWPORT_RENDER_INFO_DRAW_CALLS_IN_FRAME] = p_instances.size(); p_render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_SHADOW][RS::VIEWPORT_RENDER_INFO_OBJECTS_IN_FRAME] = p_instances.size(); } + + RenderSceneDataRD scene_data; + scene_data.cam_projection = p_projection; + scene_data.cam_transform = p_transform; + scene_data.view_projection[0] = p_projection; + scene_data.z_near = 0.0; + scene_data.z_far = p_zfar; + scene_data.lod_camera_plane = p_camera_plane; + scene_data.lod_distance_multiplier = p_lod_distance_multiplier; + scene_data.dual_paraboloid_side = p_use_dp_flip ? -1 : 1; + scene_data.opaque_prepass_threshold = 0.1; + RenderDataRD render_data; - render_data.cam_projection = p_projection; - render_data.cam_transform = p_transform; - render_data.view_projection[0] = p_projection; - render_data.z_near = 0.0; - render_data.z_far = p_zfar; + render_data.scene_data = &scene_data; render_data.instances = &p_instances; render_data.render_info = p_render_info; - render_data.lod_camera_plane = p_camera_plane; - render_data.lod_distance_multiplier = p_lod_distance_multiplier; - - scene_state.ubo.dual_paraboloid_side = p_use_dp_flip ? -1 : 1; - scene_state.ubo.opaque_prepass_threshold = 0.1; _setup_environment(&render_data, true, Vector2(1, 1), !p_flip_y, Color(), false, p_use_pancake, shadow_pass_index); if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_DISABLE_LOD) { - render_data.screen_mesh_lod_threshold = 0.0; + scene_data.screen_mesh_lod_threshold = 0.0; } else { - render_data.screen_mesh_lod_threshold = p_screen_mesh_lod_threshold; + scene_data.screen_mesh_lod_threshold = p_screen_mesh_lod_threshold; } PassMode pass_mode = p_use_dp ? PASS_MODE_SHADOW_DP : PASS_MODE_SHADOW; @@ -953,8 +1306,8 @@ void RenderForwardMobile::_render_shadow_append(RID p_framebuffer, const PagedAr shadow_pass.rp_uniform_set = RID(); //will be filled later when instance buffer is complete shadow_pass.camera_plane = p_camera_plane; - shadow_pass.screen_mesh_lod_threshold = render_data.screen_mesh_lod_threshold; - shadow_pass.lod_distance_multiplier = render_data.lod_distance_multiplier; + shadow_pass.screen_mesh_lod_threshold = scene_data.screen_mesh_lod_threshold; + shadow_pass.lod_distance_multiplier = scene_data.lod_distance_multiplier; shadow_pass.framebuffer = p_framebuffer; shadow_pass.initial_depth_action = p_begin ? (p_clear_region ? RD::INITIAL_ACTION_CLEAR_REGION : RD::INITIAL_ACTION_CLEAR) : (p_clear_region ? RD::INITIAL_ACTION_CLEAR_REGION_CONTINUE : RD::INITIAL_ACTION_CONTINUE); @@ -994,21 +1347,24 @@ void RenderForwardMobile::_render_shadow_end(uint32_t p_barrier) { /* */ -void RenderForwardMobile::_render_material(const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, const PagedArray<GeometryInstance *> &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"); _update_render_base_uniform_set(); - scene_state.ubo.dual_paraboloid_side = 0; - scene_state.ubo.material_uv2_mode = false; - scene_state.ubo.opaque_prepass_threshold = 0.0f; + RenderSceneDataRD scene_data; + scene_data.cam_projection = p_cam_projection; + scene_data.cam_transform = p_cam_transform; + scene_data.view_projection[0] = p_cam_projection; + scene_data.dual_paraboloid_side = 0; + scene_data.material_uv2_mode = false; + scene_data.opaque_prepass_threshold = 0.0f; + scene_data.emissive_exposure_normalization = p_exposure_normalization; RenderDataRD render_data; - render_data.cam_projection = p_cam_projection; - render_data.cam_transform = p_cam_transform; - render_data.view_projection[0] = p_cam_projection; + render_data.scene_data = &scene_data; render_data.instances = &p_instances; _setup_environment(&render_data, true, Vector2(1, 1), false, Color()); @@ -1040,17 +1396,20 @@ void RenderForwardMobile::_render_material(const Transform3D &p_cam_transform, c RD::get_singleton()->draw_command_end_label(); } -void RenderForwardMobile::_render_uv2(const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) { +void RenderForwardMobile::_render_uv2(const PagedArray<RenderGeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) { RENDER_TIMESTAMP("Setup Rendering UV2"); RD::get_singleton()->draw_command_begin_label("Render UV2"); _update_render_base_uniform_set(); - scene_state.ubo.dual_paraboloid_side = 0; - scene_state.ubo.material_uv2_mode = true; + RenderSceneDataRD scene_data; + scene_data.dual_paraboloid_side = 0; + scene_data.material_uv2_mode = true; + scene_data.emissive_exposure_normalization = -1.0; RenderDataRD render_data; + render_data.scene_data = &scene_data; render_data.instances = &p_instances; _setup_environment(&render_data, true, Vector2(1, 1), false, Color()); @@ -1107,25 +1466,28 @@ void RenderForwardMobile::_render_uv2(const PagedArray<GeometryInstance *> &p_in 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<GeometryInstance *> &p_instances, const RID &p_albedo_texture, const RID &p_emission_texture, const RID &p_emission_aniso_texture, const RID &p_geom_facing_texture) { - // we don't do GI in low end.. +void RenderForwardMobile::_render_sdfgi(Ref<RenderSceneBuffersRD> 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 SDFGI in low end.. } -void RenderForwardMobile::_render_particle_collider_heightfield(RID p_fb, const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, const PagedArray<GeometryInstance *> &p_instances) { +void RenderForwardMobile::_render_particle_collider_heightfield(RID p_fb, const Transform3D &p_cam_transform, const Projection &p_cam_projection, const PagedArray<RenderGeometryInstance *> &p_instances) { RENDER_TIMESTAMP("Setup GPUParticlesCollisionHeightField3D"); RD::get_singleton()->draw_command_begin_label("Render Collider Heightfield"); _update_render_base_uniform_set(); - scene_state.ubo.dual_paraboloid_side = 0; - scene_state.ubo.opaque_prepass_threshold = 0.0; + + RenderSceneDataRD scene_data; + scene_data.cam_projection = p_cam_projection; + scene_data.cam_transform = p_cam_transform; + scene_data.view_projection[0] = p_cam_projection; + scene_data.z_near = 0.0; + scene_data.z_far = p_cam_projection.get_z_far(); + scene_data.dual_paraboloid_side = 0; + scene_data.opaque_prepass_threshold = 0.0; RenderDataRD render_data; - render_data.cam_projection = p_cam_projection; - render_data.cam_transform = p_cam_transform; - render_data.view_projection[0] = p_cam_projection; - render_data.z_near = 0.0; - render_data.z_far = p_cam_projection.get_z_far(); + render_data.scene_data = &scene_data; render_data.instances = &p_instances; _setup_environment(&render_data, true, Vector2(1, 1), true, Color(), false, false); @@ -1148,7 +1510,7 @@ void RenderForwardMobile::_render_particle_collider_heightfield(RID p_fb, const RD::get_singleton()->draw_command_end_label(); } -void RenderForwardMobile::_base_uniforms_changed() { +void RenderForwardMobile::base_uniforms_changed() { if (!render_base_uniform_set.is_null() && RD::get_singleton()->uniform_set_is_valid(render_base_uniform_set)) { RD::get_singleton()->free(render_base_uniform_set); } @@ -1209,15 +1571,18 @@ void RenderForwardMobile::_update_render_base_uniform_set() { case RS::DECAL_FILTER_NEAREST: { sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); } break; - case RS::DECAL_FILTER_NEAREST_MIPMAPS: { - sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); - } break; case RS::DECAL_FILTER_LINEAR: { sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); } break; + case RS::DECAL_FILTER_NEAREST_MIPMAPS: { + sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + } break; case RS::DECAL_FILTER_LINEAR_MIPMAPS: { sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); } break; + case RS::DECAL_FILTER_NEAREST_MIPMAPS_ANISOTROPIC: { + sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + } break; case RS::DECAL_FILTER_LINEAR_MIPMAPS_ANISOTROPIC: { sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); } break; @@ -1236,15 +1601,18 @@ void RenderForwardMobile::_update_render_base_uniform_set() { case RS::LIGHT_PROJECTOR_FILTER_NEAREST: { sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); } break; - case RS::LIGHT_PROJECTOR_FILTER_NEAREST_MIPMAPS: { - sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); - } break; case RS::LIGHT_PROJECTOR_FILTER_LINEAR: { sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); } break; + case RS::LIGHT_PROJECTOR_FILTER_NEAREST_MIPMAPS: { + sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + } break; case RS::LIGHT_PROJECTOR_FILTER_LINEAR_MIPMAPS: { sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); } break; + case RS::LIGHT_PROJECTOR_FILTER_NEAREST_MIPMAPS_ANISOTROPIC: { + sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + } break; case RS::LIGHT_PROJECTOR_FILTER_LINEAR_MIPMAPS_ANISOTROPIC: { sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); } break; @@ -1258,14 +1626,14 @@ void RenderForwardMobile::_update_render_base_uniform_set() { RD::Uniform u; u.binding = 5; u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; - u.append_id(get_omni_light_buffer()); + u.append_id(RendererRD::LightStorage::get_singleton()->get_omni_light_buffer()); uniforms.push_back(u); } { RD::Uniform u; u.binding = 6; u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; - u.append_id(get_spot_light_buffer()); + u.append_id(RendererRD::LightStorage::get_singleton()->get_spot_light_buffer()); uniforms.push_back(u); } @@ -1273,14 +1641,14 @@ void RenderForwardMobile::_update_render_base_uniform_set() { RD::Uniform u; u.binding = 7; u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; - u.append_id(get_reflection_probe_buffer()); + u.append_id(RendererRD::LightStorage::get_singleton()->get_reflection_probe_buffer()); uniforms.push_back(u); } { RD::Uniform u; u.binding = 8; u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER; - u.append_id(get_directional_light_buffer()); + u.append_id(RendererRD::LightStorage::get_singleton()->get_directional_light_buffer()); uniforms.push_back(u); } { @@ -1317,7 +1685,7 @@ void RenderForwardMobile::_update_render_base_uniform_set() { RD::Uniform u; u.binding = 13; u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; - u.append_id(get_decal_buffer()); + u.append_id(RendererRD::TextureStorage::get_singleton()->get_decal_buffer()); uniforms.push_back(u); } @@ -1325,7 +1693,7 @@ void RenderForwardMobile::_update_render_base_uniform_set() { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; u.binding = 14; - u.append_id(RendererRD::MaterialStorage::get_singleton()->global_variables_get_storage_buffer()); + u.append_id(RendererRD::MaterialStorage::get_singleton()->global_shader_uniforms_get_storage_buffer()); uniforms.push_back(u); } @@ -1333,15 +1701,11 @@ void RenderForwardMobile::_update_render_base_uniform_set() { } } -RID RenderForwardMobile::_render_buffers_get_normal_texture(RID p_render_buffers) { - // RenderBufferDataForwardMobile *rb = (RenderBufferDataForwardMobile *)render_buffers_get_data(p_render_buffers); - - // We don't have this. This is for debugging - // return rb->normal_roughness_buffer; +RID RenderForwardMobile::_render_buffers_get_normal_texture(Ref<RenderSceneBuffersRD> p_render_buffers) { return RID(); } -RID RenderForwardMobile::_render_buffers_get_velocity_texture(RID p_render_buffers) { +RID RenderForwardMobile::_render_buffers_get_velocity_texture(Ref<RenderSceneBuffersRD> p_render_buffers) { return RID(); } @@ -1362,9 +1726,9 @@ void RenderForwardMobile::_fill_render_list(RenderListType p_render_list, const } uint32_t lightmap_captures_used = 0; - Plane near_plane(-p_render_data->cam_transform.basis.get_column(Vector3::AXIS_Z), p_render_data->cam_transform.origin); - near_plane.d += p_render_data->cam_projection.get_z_near(); - float z_max = p_render_data->cam_projection.get_z_far() - p_render_data->cam_projection.get_z_near(); + Plane near_plane(-p_render_data->scene_data->cam_transform.basis.get_column(Vector3::AXIS_Z), p_render_data->scene_data->cam_transform.origin); + near_plane.d += p_render_data->scene_data->cam_projection.get_z_near(); + float z_max = p_render_data->scene_data->cam_projection.get_z_far() - p_render_data->scene_data->cam_projection.get_z_near(); RenderList *rl = &render_list[p_render_list]; @@ -1443,13 +1807,13 @@ void RenderForwardMobile::_fill_render_list(RenderListType p_render_list, const // LOD - if (p_render_data->screen_mesh_lod_threshold > 0.0 && mesh_storage->mesh_surface_has_lod(surf->surface)) { + if (p_render_data->scene_data->screen_mesh_lod_threshold > 0.0 && mesh_storage->mesh_surface_has_lod(surf->surface)) { //lod - Vector3 lod_support_min = inst->transformed_aabb.get_support(-p_render_data->lod_camera_plane.normal); - Vector3 lod_support_max = inst->transformed_aabb.get_support(p_render_data->lod_camera_plane.normal); + Vector3 lod_support_min = inst->transformed_aabb.get_support(-p_render_data->scene_data->lod_camera_plane.normal); + Vector3 lod_support_max = inst->transformed_aabb.get_support(p_render_data->scene_data->lod_camera_plane.normal); - float distance_min = p_render_data->lod_camera_plane.distance_to(lod_support_min); - float distance_max = p_render_data->lod_camera_plane.distance_to(lod_support_max); + float distance_min = p_render_data->scene_data->lod_camera_plane.distance_to(lod_support_min); + float distance_max = p_render_data->scene_data->lod_camera_plane.distance_to(lod_support_max); float distance = 0.0; @@ -1462,12 +1826,12 @@ void RenderForwardMobile::_fill_render_list(RenderListType p_render_list, const distance = -distance_max; } - if (p_render_data->cam_orthogonal) { + if (p_render_data->scene_data->cam_orthogonal) { distance = 1.0; } uint32_t indices; - surf->lod_index = mesh_storage->mesh_surface_get_lod(surf->surface, inst->lod_model_scale * inst->lod_bias, distance * p_render_data->lod_distance_multiplier, p_render_data->screen_mesh_lod_threshold, &indices); + surf->lod_index = mesh_storage->mesh_surface_get_lod(surf->surface, inst->lod_model_scale * inst->lod_bias, distance * p_render_data->scene_data->lod_distance_multiplier, p_render_data->scene_data->screen_mesh_lod_threshold, &indices); if (p_render_data->render_info) { indices = _indices_to_primitives(surf->primitive, indices); if (p_render_list == RENDER_LIST_OPAQUE) { //opaque @@ -1539,195 +1903,20 @@ void RenderForwardMobile::_fill_render_list(RenderListType p_render_list, const } void RenderForwardMobile::_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, bool p_pancake_shadows, int p_index) { - //!BAS! need to go through this and find out what we don't need anymore - - // This populates our UBO with main scene data that is pushed into set 1 - - //CameraMatrix projection = p_render_data->cam_projection; - //projection.flip_y(); // Vulkan and modern APIs use Y-Down - CameraMatrix correction; - correction.set_depth_correction(p_flip_y); - CameraMatrix projection = correction * p_render_data->cam_projection; - - //store camera into ubo - RendererRD::MaterialStorage::store_camera(projection, scene_state.ubo.projection_matrix); - RendererRD::MaterialStorage::store_camera(projection.inverse(), scene_state.ubo.inv_projection_matrix); - RendererRD::MaterialStorage::store_transform(p_render_data->cam_transform, scene_state.ubo.inv_view_matrix); - RendererRD::MaterialStorage::store_transform(p_render_data->cam_transform.affine_inverse(), scene_state.ubo.view_matrix); - - for (uint32_t v = 0; v < p_render_data->view_count; v++) { - projection = correction * p_render_data->view_projection[v]; - RendererRD::MaterialStorage::store_camera(projection, scene_state.ubo.projection_matrix_view[v]); - RendererRD::MaterialStorage::store_camera(projection.inverse(), scene_state.ubo.inv_projection_matrix_view[v]); - - scene_state.ubo.eye_offset[v][0] = p_render_data->view_eye_offset[v].x; - scene_state.ubo.eye_offset[v][1] = p_render_data->view_eye_offset[v].y; - scene_state.ubo.eye_offset[v][2] = p_render_data->view_eye_offset[v].z; - scene_state.ubo.eye_offset[v][3] = 0.0; - } - - scene_state.ubo.z_far = p_render_data->z_far; - scene_state.ubo.z_near = p_render_data->z_near; - - scene_state.ubo.pancake_shadows = p_pancake_shadows; - - RendererRD::MaterialStorage::store_soft_shadow_kernel(directional_penumbra_shadow_kernel_get(), scene_state.ubo.directional_penumbra_shadow_kernel); - RendererRD::MaterialStorage::store_soft_shadow_kernel(directional_soft_shadow_kernel_get(), scene_state.ubo.directional_soft_shadow_kernel); - RendererRD::MaterialStorage::store_soft_shadow_kernel(penumbra_shadow_kernel_get(), scene_state.ubo.penumbra_shadow_kernel); - RendererRD::MaterialStorage::store_soft_shadow_kernel(soft_shadow_kernel_get(), scene_state.ubo.soft_shadow_kernel); - - Size2 screen_pixel_size = Vector2(1.0, 1.0) / Size2(p_screen_size); - scene_state.ubo.screen_pixel_size[0] = screen_pixel_size.x; - scene_state.ubo.screen_pixel_size[1] = screen_pixel_size.y; - - if (p_render_data->shadow_atlas.is_valid()) { - Vector2 sas = shadow_atlas_get_size(p_render_data->shadow_atlas); - scene_state.ubo.shadow_atlas_pixel_size[0] = 1.0 / sas.x; - scene_state.ubo.shadow_atlas_pixel_size[1] = 1.0 / sas.y; - } - { - Vector2 dss = directional_shadow_get_size(); - scene_state.ubo.directional_shadow_pixel_size[0] = 1.0 / dss.x; - scene_state.ubo.directional_shadow_pixel_size[1] = 1.0 / dss.y; - } - - //time global variables - scene_state.ubo.time = time; - - /* - scene_state.ubo.gi_upscale_for_msaa = false; - scene_state.ubo.volumetric_fog_enabled = false; - scene_state.ubo.fog_enabled = false; - - if (p_render_data->render_buffers.is_valid()) { - RenderBufferDataForwardMobile *render_buffers = static_cast<RenderBufferDataForwardMobile *>(render_buffers_get_data(p_render_data->render_buffers)); - if (render_buffers->msaa != RS::VIEWPORT_MSAA_DISABLED) { - scene_state.ubo.gi_upscale_for_msaa = true; - } - - if (render_buffers_has_volumetric_fog(p_render_data->render_buffers)) { - scene_state.ubo.volumetric_fog_enabled = true; - float fog_end = render_buffers_get_volumetric_fog_end(p_render_data->render_buffers); - if (fog_end > 0.0) { - scene_state.ubo.volumetric_fog_inv_length = 1.0 / fog_end; - } else { - scene_state.ubo.volumetric_fog_inv_length = 1.0; - } - - float fog_detail_spread = render_buffers_get_volumetric_fog_detail_spread(p_render_data->render_buffers); //reverse lookup - if (fog_detail_spread > 0.0) { - scene_state.ubo.volumetric_fog_detail_spread = 1.0 / fog_detail_spread; - } else { - scene_state.ubo.volumetric_fog_detail_spread = 1.0; - } - } - } - - */ - - if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_UNSHADED) { - scene_state.ubo.use_ambient_light = true; - scene_state.ubo.ambient_light_color_energy[0] = 1; - scene_state.ubo.ambient_light_color_energy[1] = 1; - scene_state.ubo.ambient_light_color_energy[2] = 1; - scene_state.ubo.ambient_light_color_energy[3] = 1.0; - scene_state.ubo.use_ambient_cubemap = false; - scene_state.ubo.use_reflection_cubemap = false; - scene_state.ubo.ssao_enabled = false; - - } else if (is_environment(p_render_data->environment)) { - 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; - - scene_state.ubo.ambient_color_sky_mix = environment_get_ambient_sky_contribution(p_render_data->environment); - - //ambient - if (ambient_src == RS::ENV_AMBIENT_SOURCE_BG && (env_bg == RS::ENV_BG_CLEAR_COLOR || env_bg == RS::ENV_BG_COLOR)) { - 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.use_ambient_light = true; - scene_state.ubo.use_ambient_cubemap = false; - } else { - float energy = environment_get_ambient_light_energy(p_render_data->environment); - Color color = environment_get_ambient_light_color(p_render_data->environment); - color = color.srgb_to_linear(); - scene_state.ubo.ambient_light_color_energy[0] = color.r * energy; - scene_state.ubo.ambient_light_color_energy[1] = color.g * energy; - scene_state.ubo.ambient_light_color_energy[2] = color.b * energy; - - Basis sky_transform = environment_get_sky_orientation(p_render_data->environment); - sky_transform = sky_transform.inverse() * p_render_data->cam_transform.basis; - RendererRD::MaterialStorage::store_transform_3x3(sky_transform, scene_state.ubo.radiance_inverse_xform); - - scene_state.ubo.use_ambient_cubemap = (ambient_src == RS::ENV_AMBIENT_SOURCE_BG && env_bg == RS::ENV_BG_SKY) || ambient_src == RS::ENV_AMBIENT_SOURCE_SKY; - scene_state.ubo.use_ambient_light = scene_state.ubo.use_ambient_cubemap || ambient_src == RS::ENV_AMBIENT_SOURCE_COLOR; - } - - //specular - RS::EnvironmentReflectionSource ref_src = environment_get_reflection_source(p_render_data->environment); - if ((ref_src == RS::ENV_REFLECTION_SOURCE_BG && env_bg == RS::ENV_BG_SKY) || ref_src == RS::ENV_REFLECTION_SOURCE_SKY) { - scene_state.ubo.use_reflection_cubemap = true; - } else { - scene_state.ubo.use_reflection_cubemap = false; - } - - scene_state.ubo.ssao_enabled = p_opaque_render_buffers && environment_is_ssao_enabled(p_render_data->environment); - scene_state.ubo.ssao_ao_affect = environment_get_ssao_ao_affect(p_render_data->environment); - scene_state.ubo.ssao_light_affect = environment_get_ssao_light_affect(p_render_data->environment); - - scene_state.ubo.fog_enabled = environment_is_fog_enabled(p_render_data->environment); - scene_state.ubo.fog_density = environment_get_fog_density(p_render_data->environment); - scene_state.ubo.fog_height = environment_get_fog_height(p_render_data->environment); - scene_state.ubo.fog_height_density = environment_get_fog_height_density(p_render_data->environment); - scene_state.ubo.fog_aerial_perspective = environment_get_fog_aerial_perspective(p_render_data->environment); - - Color fog_color = environment_get_fog_light_color(p_render_data->environment).srgb_to_linear(); - float fog_energy = environment_get_fog_light_energy(p_render_data->environment); - - scene_state.ubo.fog_light_color[0] = fog_color.r * fog_energy; - scene_state.ubo.fog_light_color[1] = fog_color.g * fog_energy; - scene_state.ubo.fog_light_color[2] = fog_color.b * fog_energy; - - scene_state.ubo.fog_sun_scatter = environment_get_fog_sun_scatter(p_render_data->environment); - - } else { - if (p_render_data->reflection_probe.is_valid() && RendererRD::LightStorage::get_singleton()->reflection_probe_is_interior(reflection_probe_instance_get_probe(p_render_data->reflection_probe))) { - scene_state.ubo.use_ambient_light = false; - } else { - scene_state.ubo.use_ambient_light = true; - Color clear_color = p_default_bg_color; - clear_color = clear_color.srgb_to_linear(); - scene_state.ubo.ambient_light_color_energy[0] = clear_color.r; - scene_state.ubo.ambient_light_color_energy[1] = clear_color.g; - scene_state.ubo.ambient_light_color_energy[2] = clear_color.b; - scene_state.ubo.ambient_light_color_energy[3] = 1.0; - } - - scene_state.ubo.use_ambient_cubemap = false; - scene_state.ubo.use_reflection_cubemap = false; - scene_state.ubo.ssao_enabled = false; - } - - 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(); + Ref<RenderSceneBuffersRD> rd = p_render_data->render_buffers; + RID env = is_environment(p_render_data->environment) ? p_render_data->environment : RID(); + RID reflection_probe_instance = p_render_data->reflection_probe.is_valid() ? RendererRD::LightStorage::get_singleton()->reflection_probe_instance_get_probe(p_render_data->reflection_probe) : RID(); + // May do this earlier in RenderSceneRenderRD::render_scene if (p_index >= (int)scene_state.uniform_buffers.size()) { uint32_t from = scene_state.uniform_buffers.size(); scene_state.uniform_buffers.resize(p_index + 1); - render_pass_uniform_sets.resize(p_index + 1); for (uint32_t i = from; i < scene_state.uniform_buffers.size(); i++) { - scene_state.uniform_buffers[i] = RD::get_singleton()->uniform_buffer_create(sizeof(SceneState::UBO)); + scene_state.uniform_buffers[i] = p_render_data->scene_data->create_uniform_buffer(); } } - RD::get_singleton()->buffer_update(scene_state.uniform_buffers[p_index], 0, sizeof(SceneState::UBO), &scene_state.ubo, RD::BARRIER_MASK_RASTER); + + p_render_data->scene_data->update_ubo(scene_state.uniform_buffers[p_index], get_debug_draw_mode(), env, reflection_probe_instance, p_render_data->camera_attributes, p_flip_y, p_pancake_shadows, p_screen_size, p_default_bg_color, _render_buffers_get_luminance_multiplier(), p_opaque_render_buffers); } void RenderForwardMobile::_fill_element_info(RenderListType p_render_list, uint32_t p_offset, int32_t p_max_elements) { @@ -1771,7 +1960,7 @@ void RenderForwardMobile::_render_list(RenderingDevice::DrawListID p_draw_list, void RenderForwardMobile::_render_list_thread_function(uint32_t p_thread, RenderListParameters *p_params) { uint32_t render_total = p_params->element_count; - uint32_t total_threads = RendererThreadPool::singleton->thread_work_pool.get_thread_count(); + uint32_t total_threads = WorkerThreadPool::get_singleton()->get_thread_count(); uint32_t render_from = p_thread * render_total / total_threads; uint32_t render_to = (p_thread + 1 == total_threads) ? render_total : ((p_thread + 1) * render_total / total_threads); _render_list(thread_draw_lists[p_thread], p_params->framebuffer_format, p_params, render_from, render_to); @@ -1783,9 +1972,11 @@ void RenderForwardMobile::_render_list_with_threads(RenderListParameters *p_para if ((uint32_t)p_params->element_count > render_list_thread_threshold && false) { // secondary command buffers need more testing at this time //multi threaded - thread_draw_lists.resize(RendererThreadPool::singleton->thread_work_pool.get_thread_count()); + thread_draw_lists.resize(WorkerThreadPool::get_singleton()->get_thread_count()); RD::get_singleton()->draw_list_begin_split(p_framebuffer, thread_draw_lists.size(), thread_draw_lists.ptr(), p_initial_color_action, p_final_color_action, p_initial_depth_action, p_final_depth_action, p_clear_color_values, p_clear_depth, p_clear_stencil, p_region, p_storage_textures); - RendererThreadPool::singleton->thread_work_pool.do_work(thread_draw_lists.size(), this, &RenderForwardMobile::_render_list_thread_function, p_params); + WorkerThreadPool::GroupID group_task = WorkerThreadPool::get_singleton()->add_template_group_task(this, &RenderForwardMobile::_render_list_thread_function, p_params, thread_draw_lists.size(), -1, true, SNAME("ForwardMobileRenderSubpass")); + WorkerThreadPool::get_singleton()->wait_for_group_task_completion(group_task); + RD::get_singleton()->draw_list_end(p_params->barrier); } else { //single threaded @@ -1795,57 +1986,6 @@ void RenderForwardMobile::_render_list_with_threads(RenderListParameters *p_para } } -void RenderForwardMobile::_fill_push_constant_instance_indices(GeometryInstanceForwardMobile::PushConstant *p_push_constant, uint32_t &spec_constants, const GeometryInstanceForwardMobile *p_instance) { - // first zero out our indices - - p_push_constant->omni_lights[0] = 0xFFFF; - p_push_constant->omni_lights[1] = 0xFFFF; - - p_push_constant->spot_lights[0] = 0xFFFF; - p_push_constant->spot_lights[1] = 0xFFFF; - - p_push_constant->decals[0] = 0xFFFF; - p_push_constant->decals[1] = 0xFFFF; - - p_push_constant->reflection_probes[0] = 0xFFFF; - p_push_constant->reflection_probes[1] = 0xFFFF; - - if (p_instance->omni_light_count == 0) { - spec_constants |= 1 << SPEC_CONSTANT_DISABLE_OMNI_LIGHTS; - } - if (p_instance->spot_light_count == 0) { - spec_constants |= 1 << SPEC_CONSTANT_DISABLE_SPOT_LIGHTS; - } - if (p_instance->reflection_probe_count == 0) { - spec_constants |= 1 << SPEC_CONSTANT_DISABLE_REFLECTION_PROBES; - } - if (p_instance->decals_count == 0) { - spec_constants |= 1 << SPEC_CONSTANT_DISABLE_DECALS; - } - - for (uint32_t i = 0; i < MAX_RDL_CULL; i++) { - uint32_t ofs = i < 4 ? 0 : 1; - uint32_t shift = (i & 0x3) << 3; - uint32_t mask = ~(0xFF << shift); - if (i < p_instance->omni_light_count) { - p_push_constant->omni_lights[ofs] &= mask; - p_push_constant->omni_lights[ofs] |= uint32_t(forward_id_allocators[FORWARD_ID_TYPE_OMNI_LIGHT].map[p_instance->omni_lights[i]]) << shift; - } - if (i < p_instance->spot_light_count) { - p_push_constant->spot_lights[ofs] &= mask; - p_push_constant->spot_lights[ofs] |= uint32_t(forward_id_allocators[FORWARD_ID_TYPE_SPOT_LIGHT].map[p_instance->spot_lights[i]]) << shift; - } - if (i < p_instance->decals_count) { - p_push_constant->decals[ofs] &= mask; - p_push_constant->decals[ofs] |= uint32_t(forward_id_allocators[FORWARD_ID_TYPE_DECAL].map[p_instance->decals[i]]) << shift; - } - if (i < p_instance->reflection_probe_count) { - p_push_constant->reflection_probes[ofs] &= mask; - p_push_constant->reflection_probes[ofs] |= uint32_t(forward_id_allocators[FORWARD_ID_TYPE_REFLECTION_PROBE].map[p_instance->reflection_probes[i]]) << shift; - } - } -} - template <RenderForwardMobile::PassMode p_pass_mode> void RenderForwardMobile::_render_list_template(RenderingDevice::DrawListID p_draw_list, RenderingDevice::FramebufferFormatID p_framebuffer_Format, RenderListParameters *p_params, uint32_t p_from_element, uint32_t p_to_element) { RendererRD::MeshStorage *mesh_storage = RendererRD::MeshStorage::get_singleton(); @@ -1887,10 +2027,18 @@ void RenderForwardMobile::_render_list_template(RenderingDevice::DrawListID p_dr RendererRD::MaterialStorage::store_transform(Transform3D(), push_constant.transform); } +#ifdef REAL_T_IS_DOUBLE + // Split the origin into two components, the float approximation and the missing precision + // In the shader we will combine these back together to restore the lost precision. + RendererRD::MaterialStorage::split_double(inst->transform.origin.x, &push_constant.transform[12], &push_constant.transform[3]); + RendererRD::MaterialStorage::split_double(inst->transform.origin.y, &push_constant.transform[13], &push_constant.transform[7]); + RendererRD::MaterialStorage::split_double(inst->transform.origin.z, &push_constant.transform[14], &push_constant.transform[11]); +#endif + push_constant.flags = inst->flags_cache; push_constant.gi_offset = inst->gi_offset_cache; push_constant.layer_mask = inst->layer_mask; - push_constant.instance_uniforms_ofs = uint32_t(inst->shader_parameters_offset); + push_constant.instance_uniforms_ofs = uint32_t(inst->shader_uniforms_offset); if (p_params->pass_mode == PASS_MODE_DEPTH_MATERIAL) { // abuse lightmap_uv_scale[0] here, should not be needed here @@ -1919,7 +2067,7 @@ void RenderForwardMobile::_render_list_template(RenderingDevice::DrawListID p_dr if (inst->use_soft_shadow) { base_spec_constants |= 1 << SPEC_CONSTANT_USING_SOFT_SHADOWS; } - _fill_push_constant_instance_indices(&push_constant, base_spec_constants, inst); + forward_id_storage_mobile->fill_push_constant_instance_indices(&push_constant, base_spec_constants, inst); #ifdef DEBUG_ENABLED if (unlikely(get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_LIGHTING)) { @@ -2047,7 +2195,7 @@ void RenderForwardMobile::_render_list_template(RenderingDevice::DrawListID p_dr /* Geometry instance */ -RendererSceneRender::GeometryInstance *RenderForwardMobile::geometry_instance_create(RID p_base) { +RenderGeometryInstance *RenderForwardMobile::geometry_instance_create(RID p_base) { RS::InstanceType type = RSG::utilities->get_base_type(p_base); ERR_FAIL_COND_V(!((1 << type) & RS::INSTANCE_GEOMETRY_MASK), nullptr); @@ -2057,165 +2205,36 @@ RendererSceneRender::GeometryInstance *RenderForwardMobile::geometry_instance_cr ginstance->data->base = p_base; ginstance->data->base_type = type; - _geometry_instance_mark_dirty(ginstance); + ginstance->_mark_dirty(); return ginstance; } -void RenderForwardMobile::geometry_instance_set_skeleton(GeometryInstance *p_geometry_instance, RID p_skeleton) { - GeometryInstanceForwardMobile *ginstance = static_cast<GeometryInstanceForwardMobile *>(p_geometry_instance); - ERR_FAIL_COND(!ginstance); - ginstance->data->skeleton = p_skeleton; - - _geometry_instance_mark_dirty(ginstance); - ginstance->data->dirty_dependencies = true; -} - -void RenderForwardMobile::geometry_instance_set_material_override(GeometryInstance *p_geometry_instance, RID p_override) { - GeometryInstanceForwardMobile *ginstance = static_cast<GeometryInstanceForwardMobile *>(p_geometry_instance); - ERR_FAIL_COND(!ginstance); - ginstance->data->material_override = p_override; +void RenderForwardMobile::GeometryInstanceForwardMobile::set_use_lightmap(RID p_lightmap_instance, const Rect2 &p_lightmap_uv_scale, int p_lightmap_slice_index) { + lightmap_instance = p_lightmap_instance; + lightmap_uv_scale = p_lightmap_uv_scale; + lightmap_slice_index = p_lightmap_slice_index; - _geometry_instance_mark_dirty(ginstance); - ginstance->data->dirty_dependencies = true; + _mark_dirty(); } -void RenderForwardMobile::geometry_instance_set_material_overlay(GeometryInstance *p_geometry_instance, RID p_overlay) { - GeometryInstanceForwardMobile *ginstance = static_cast<GeometryInstanceForwardMobile *>(p_geometry_instance); - ERR_FAIL_COND(!ginstance); - ginstance->data->material_overlay = p_overlay; - - _geometry_instance_mark_dirty(ginstance); - ginstance->data->dirty_dependencies = true; -} - -void RenderForwardMobile::geometry_instance_set_surface_materials(GeometryInstance *p_geometry_instance, const Vector<RID> &p_materials) { - GeometryInstanceForwardMobile *ginstance = static_cast<GeometryInstanceForwardMobile *>(p_geometry_instance); - ERR_FAIL_COND(!ginstance); - ginstance->data->surface_materials = p_materials; - - _geometry_instance_mark_dirty(ginstance); - ginstance->data->dirty_dependencies = true; -} - -void RenderForwardMobile::geometry_instance_set_mesh_instance(GeometryInstance *p_geometry_instance, RID p_mesh_instance) { - GeometryInstanceForwardMobile *ginstance = static_cast<GeometryInstanceForwardMobile *>(p_geometry_instance); - ERR_FAIL_COND(!ginstance); - ginstance->mesh_instance = p_mesh_instance; - - _geometry_instance_mark_dirty(ginstance); -} - -void RenderForwardMobile::geometry_instance_set_transform(GeometryInstance *p_geometry_instance, const Transform3D &p_transform, const AABB &p_aabb, const AABB &p_transformed_aabb) { - GeometryInstanceForwardMobile *ginstance = static_cast<GeometryInstanceForwardMobile *>(p_geometry_instance); - ERR_FAIL_COND(!ginstance); - ginstance->transform = p_transform; - ginstance->mirror = p_transform.basis.determinant() < 0; - ginstance->data->aabb = p_aabb; - ginstance->transformed_aabb = p_transformed_aabb; - - Vector3 model_scale_vec = p_transform.basis.get_scale_abs(); - // handle non uniform scale here - - float max_scale = MAX(model_scale_vec.x, MAX(model_scale_vec.y, model_scale_vec.z)); - float min_scale = MIN(model_scale_vec.x, MIN(model_scale_vec.y, model_scale_vec.z)); - ginstance->non_uniform_scale = max_scale >= 0.0 && (min_scale / max_scale) < 0.9; - - ginstance->lod_model_scale = max_scale; -} - -void RenderForwardMobile::geometry_instance_set_layer_mask(GeometryInstance *p_geometry_instance, uint32_t p_layer_mask) { - GeometryInstanceForwardMobile *ginstance = static_cast<GeometryInstanceForwardMobile *>(p_geometry_instance); - ERR_FAIL_COND(!ginstance); - ginstance->layer_mask = p_layer_mask; -} - -void RenderForwardMobile::geometry_instance_set_lod_bias(GeometryInstance *p_geometry_instance, float p_lod_bias) { - GeometryInstanceForwardMobile *ginstance = static_cast<GeometryInstanceForwardMobile *>(p_geometry_instance); - ERR_FAIL_COND(!ginstance); - ginstance->lod_bias = p_lod_bias; -} - -void RenderForwardMobile::geometry_instance_set_fade_range(GeometryInstance *p_geometry_instance, bool p_enable_near, float p_near_begin, float p_near_end, bool p_enable_far, float p_far_begin, float p_far_end) { -} - -void RenderForwardMobile::geometry_instance_set_transparency(GeometryInstance *p_geometry_instance, float p_transparency) { -} - -void RenderForwardMobile::geometry_instance_set_parent_fade_alpha(GeometryInstance *p_geometry_instance, float p_alpha) { -} - -void RenderForwardMobile::geometry_instance_set_use_baked_light(GeometryInstance *p_geometry_instance, bool p_enable) { - GeometryInstanceForwardMobile *ginstance = static_cast<GeometryInstanceForwardMobile *>(p_geometry_instance); - ERR_FAIL_COND(!ginstance); - ginstance->data->use_baked_light = p_enable; - - _geometry_instance_mark_dirty(ginstance); -} - -void RenderForwardMobile::geometry_instance_set_use_dynamic_gi(GeometryInstance *p_geometry_instance, bool p_enable) { - // !BAS! do we support this in mobile? - // GeometryInstanceForwardMobile *ginstance = static_cast<GeometryInstanceForwardMobile *>(p_geometry_instance); - // ERR_FAIL_COND(!ginstance); - // ginstance->data->use_dynamic_gi = p_enable; - // _geometry_instance_mark_dirty(ginstance); -} - -void RenderForwardMobile::geometry_instance_set_use_lightmap(GeometryInstance *p_geometry_instance, RID p_lightmap_instance, const Rect2 &p_lightmap_uv_scale, int p_lightmap_slice_index) { - GeometryInstanceForwardMobile *ginstance = static_cast<GeometryInstanceForwardMobile *>(p_geometry_instance); - ERR_FAIL_COND(!ginstance); - ginstance->lightmap_instance = p_lightmap_instance; - ginstance->lightmap_uv_scale = p_lightmap_uv_scale; - ginstance->lightmap_slice_index = p_lightmap_slice_index; - _geometry_instance_mark_dirty(ginstance); -} - -void RenderForwardMobile::geometry_instance_set_lightmap_capture(GeometryInstance *p_geometry_instance, const Color *p_sh9) { - GeometryInstanceForwardMobile *ginstance = static_cast<GeometryInstanceForwardMobile *>(p_geometry_instance); - ERR_FAIL_COND(!ginstance); +void RenderForwardMobile::GeometryInstanceForwardMobile::set_lightmap_capture(const Color *p_sh9) { if (p_sh9) { - if (ginstance->lightmap_sh == nullptr) { - ginstance->lightmap_sh = geometry_instance_lightmap_sh.alloc(); + if (lightmap_sh == nullptr) { + lightmap_sh = RenderForwardMobile::get_singleton()->geometry_instance_lightmap_sh.alloc(); } - memcpy(ginstance->lightmap_sh->sh, p_sh9, sizeof(Color) * 9); + memcpy(lightmap_sh->sh, p_sh9, sizeof(Color) * 9); } else { - if (ginstance->lightmap_sh != nullptr) { - geometry_instance_lightmap_sh.free(ginstance->lightmap_sh); - ginstance->lightmap_sh = nullptr; + if (lightmap_sh != nullptr) { + RenderForwardMobile::get_singleton()->geometry_instance_lightmap_sh.free(lightmap_sh); + lightmap_sh = nullptr; } } - _geometry_instance_mark_dirty(ginstance); -} - -void RenderForwardMobile::geometry_instance_set_instance_shader_parameters_offset(GeometryInstance *p_geometry_instance, int32_t p_offset) { - GeometryInstanceForwardMobile *ginstance = static_cast<GeometryInstanceForwardMobile *>(p_geometry_instance); - ERR_FAIL_COND(!ginstance); - ginstance->shader_parameters_offset = p_offset; - _geometry_instance_mark_dirty(ginstance); -} - -void RenderForwardMobile::geometry_instance_set_cast_double_sided_shadows(GeometryInstance *p_geometry_instance, bool p_enable) { - GeometryInstanceForwardMobile *ginstance = static_cast<GeometryInstanceForwardMobile *>(p_geometry_instance); - ERR_FAIL_COND(!ginstance); - - ginstance->data->cast_double_sided_shadows = p_enable; - _geometry_instance_mark_dirty(ginstance); -} - -Transform3D RenderForwardMobile::geometry_instance_get_transform(GeometryInstance *p_instance) { - GeometryInstanceForwardMobile *ginstance = static_cast<GeometryInstanceForwardMobile *>(p_instance); - ERR_FAIL_COND_V(!ginstance, Transform3D()); - return ginstance->transform; + _mark_dirty(); } -AABB RenderForwardMobile::geometry_instance_get_aabb(GeometryInstance *p_instance) { - GeometryInstanceForwardMobile *ginstance = static_cast<GeometryInstanceForwardMobile *>(p_instance); - ERR_FAIL_COND_V(!ginstance, AABB()); - return ginstance->data->aabb; -} - -void RenderForwardMobile::geometry_instance_free(GeometryInstance *p_geometry_instance) { +void RenderForwardMobile::geometry_instance_free(RenderGeometryInstance *p_geometry_instance) { GeometryInstanceForwardMobile *ginstance = static_cast<GeometryInstanceForwardMobile *>(p_geometry_instance); ERR_FAIL_COND(!ginstance); if (ginstance->lightmap_sh != nullptr) { @@ -2235,26 +2254,23 @@ uint32_t RenderForwardMobile::geometry_instance_get_pair_mask() { return ((1 << RS::INSTANCE_LIGHT) + (1 << RS::INSTANCE_REFLECTION_PROBE) + (1 << RS::INSTANCE_DECAL)); } -void RenderForwardMobile::geometry_instance_pair_light_instances(GeometryInstance *p_geometry_instance, const RID *p_light_instances, uint32_t p_light_instance_count) { - GeometryInstanceForwardMobile *ginstance = static_cast<GeometryInstanceForwardMobile *>(p_geometry_instance); - ERR_FAIL_COND(!ginstance); - - ginstance->omni_light_count = 0; - ginstance->spot_light_count = 0; +void RenderForwardMobile::GeometryInstanceForwardMobile::pair_light_instances(const RID *p_light_instances, uint32_t p_light_instance_count) { + omni_light_count = 0; + spot_light_count = 0; for (uint32_t i = 0; i < p_light_instance_count; i++) { - RS::LightType type = light_instance_get_type(p_light_instances[i]); + RS::LightType type = RendererRD::LightStorage::get_singleton()->light_instance_get_type(p_light_instances[i]); switch (type) { case RS::LIGHT_OMNI: { - if (ginstance->omni_light_count < (uint32_t)MAX_RDL_CULL) { - ginstance->omni_lights[ginstance->omni_light_count] = light_instance_get_forward_id(p_light_instances[i]); - ginstance->omni_light_count++; + if (omni_light_count < (uint32_t)MAX_RDL_CULL) { + omni_lights[omni_light_count] = RendererRD::LightStorage::get_singleton()->light_instance_get_forward_id(p_light_instances[i]); + omni_light_count++; } } break; case RS::LIGHT_SPOT: { - if (ginstance->spot_light_count < (uint32_t)MAX_RDL_CULL) { - ginstance->spot_lights[ginstance->spot_light_count] = light_instance_get_forward_id(p_light_instances[i]); - ginstance->spot_light_count++; + if (spot_light_count < (uint32_t)MAX_RDL_CULL) { + spot_lights[spot_light_count] = RendererRD::LightStorage::get_singleton()->light_instance_get_forward_id(p_light_instances[i]); + spot_light_count++; } } break; default: @@ -2263,56 +2279,42 @@ void RenderForwardMobile::geometry_instance_pair_light_instances(GeometryInstanc } } -void RenderForwardMobile::geometry_instance_pair_reflection_probe_instances(GeometryInstance *p_geometry_instance, const RID *p_reflection_probe_instances, uint32_t p_reflection_probe_instance_count) { - GeometryInstanceForwardMobile *ginstance = static_cast<GeometryInstanceForwardMobile *>(p_geometry_instance); - ERR_FAIL_COND(!ginstance); - - ginstance->reflection_probe_count = p_reflection_probe_instance_count < (uint32_t)MAX_RDL_CULL ? p_reflection_probe_instance_count : (uint32_t)MAX_RDL_CULL; - for (uint32_t i = 0; i < ginstance->reflection_probe_count; i++) { - ginstance->reflection_probes[i] = reflection_probe_instance_get_forward_id(p_reflection_probe_instances[i]); +void RenderForwardMobile::GeometryInstanceForwardMobile::pair_reflection_probe_instances(const RID *p_reflection_probe_instances, uint32_t p_reflection_probe_instance_count) { + reflection_probe_count = p_reflection_probe_instance_count < (uint32_t)MAX_RDL_CULL ? p_reflection_probe_instance_count : (uint32_t)MAX_RDL_CULL; + for (uint32_t i = 0; i < reflection_probe_count; i++) { + reflection_probes[i] = RendererRD::LightStorage::get_singleton()->reflection_probe_instance_get_forward_id(p_reflection_probe_instances[i]); } } -void RenderForwardMobile::geometry_instance_pair_decal_instances(GeometryInstance *p_geometry_instance, const RID *p_decal_instances, uint32_t p_decal_instance_count) { - GeometryInstanceForwardMobile *ginstance = static_cast<GeometryInstanceForwardMobile *>(p_geometry_instance); - ERR_FAIL_COND(!ginstance); - - ginstance->decals_count = p_decal_instance_count < (uint32_t)MAX_RDL_CULL ? p_decal_instance_count : (uint32_t)MAX_RDL_CULL; - for (uint32_t i = 0; i < ginstance->decals_count; i++) { - ginstance->decals[i] = decal_instance_get_forward_id(p_decal_instances[i]); +void RenderForwardMobile::GeometryInstanceForwardMobile::pair_decal_instances(const RID *p_decal_instances, uint32_t p_decal_instance_count) { + decals_count = p_decal_instance_count < (uint32_t)MAX_RDL_CULL ? p_decal_instance_count : (uint32_t)MAX_RDL_CULL; + for (uint32_t i = 0; i < decals_count; i++) { + decals[i] = RendererRD::TextureStorage::get_singleton()->decal_instance_get_forward_id(p_decal_instances[i]); } } -void RenderForwardMobile::geometry_instance_pair_voxel_gi_instances(GeometryInstance *p_geometry_instance, const RID *p_voxel_gi_instances, uint32_t p_voxel_gi_instance_count) { - // We do not have this here! +void RenderForwardMobile::GeometryInstanceForwardMobile::set_softshadow_projector_pairing(bool p_softshadow, bool p_projector) { + use_projector = p_projector; + use_soft_shadow = p_softshadow; } -void RenderForwardMobile::geometry_instance_set_softshadow_projector_pairing(GeometryInstance *p_geometry_instance, bool p_softshadow, bool p_projector) { - GeometryInstanceForwardMobile *ginstance = static_cast<GeometryInstanceForwardMobile *>(p_geometry_instance); - ERR_FAIL_COND(!ginstance); - - ginstance->use_projector = p_projector; - ginstance->use_soft_shadow = p_softshadow; -} - -void RenderForwardMobile::_geometry_instance_mark_dirty(GeometryInstance *p_geometry_instance) { - GeometryInstanceForwardMobile *ginstance = static_cast<GeometryInstanceForwardMobile *>(p_geometry_instance); - if (ginstance->dirty_list_element.in_list()) { +void RenderForwardMobile::GeometryInstanceForwardMobile::_mark_dirty() { + if (dirty_list_element.in_list()) { return; } //clear surface caches - GeometryInstanceSurfaceDataCache *surf = ginstance->surface_caches; + GeometryInstanceSurfaceDataCache *surf = surface_caches; while (surf) { GeometryInstanceSurfaceDataCache *next = surf->next; - geometry_instance_surface_alloc.free(surf); + RenderForwardMobile::get_singleton()->geometry_instance_surface_alloc.free(surf); surf = next; } - ginstance->surface_caches = nullptr; + surface_caches = nullptr; - geometry_instance_dirty_list.add(&ginstance->dirty_list_element); + RenderForwardMobile::get_singleton()->geometry_instance_dirty_list.add(&dirty_list_element); } void RenderForwardMobile::_geometry_instance_add_surface_with_material(GeometryInstanceForwardMobile *ginstance, uint32_t p_surface, SceneShaderForwardMobile::MaterialData *p_material, uint32_t p_material_id, uint32_t p_shader_id, RID p_mesh) { @@ -2366,7 +2368,7 @@ void RenderForwardMobile::_geometry_instance_add_surface_with_material(GeometryI void *surface_shadow = nullptr; if (!p_material->shader_data->uses_particle_trails && !p_material->shader_data->writes_modelview_or_projection && !p_material->shader_data->uses_vertex && !p_material->shader_data->uses_discard && !p_material->shader_data->uses_depth_pre_pass && !p_material->shader_data->uses_alpha_clip) { flags |= GeometryInstanceSurfaceDataCache::FLAG_USES_SHARED_SHADOW_MATERIAL; - material_shadow = static_cast<SceneShaderForwardMobile::MaterialData *>(RendererRD::MaterialStorage::get_singleton()->material_get_data(scene_shader.default_material, RendererRD::SHADER_TYPE_3D)); + material_shadow = static_cast<SceneShaderForwardMobile::MaterialData *>(RendererRD::MaterialStorage::get_singleton()->material_get_data(scene_shader.default_material, RendererRD::MaterialStorage::SHADER_TYPE_3D)); RID shadow_mesh = mesh_storage->mesh_get_shadow_mesh(p_mesh); @@ -2425,7 +2427,7 @@ void RenderForwardMobile::_geometry_instance_add_surface_with_material_chain(Geo while (material->next_pass.is_valid()) { RID next_pass = material->next_pass; - material = static_cast<SceneShaderForwardMobile::MaterialData *>(material_storage->material_get_data(next_pass, RendererRD::SHADER_TYPE_3D)); + material = static_cast<SceneShaderForwardMobile::MaterialData *>(material_storage->material_get_data(next_pass, RendererRD::MaterialStorage::SHADER_TYPE_3D)); if (!material || !material->shader_data->valid) { break; } @@ -2445,7 +2447,7 @@ void RenderForwardMobile::_geometry_instance_add_surface(GeometryInstanceForward SceneShaderForwardMobile::MaterialData *material = nullptr; if (m_src.is_valid()) { - material = static_cast<SceneShaderForwardMobile::MaterialData *>(material_storage->material_get_data(m_src, RendererRD::SHADER_TYPE_3D)); + material = static_cast<SceneShaderForwardMobile::MaterialData *>(material_storage->material_get_data(m_src, RendererRD::MaterialStorage::SHADER_TYPE_3D)); if (!material || !material->shader_data->valid) { material = nullptr; } @@ -2456,7 +2458,7 @@ void RenderForwardMobile::_geometry_instance_add_surface(GeometryInstanceForward material_storage->material_update_dependency(m_src, &ginstance->data->dependency_tracker); } } else { - material = static_cast<SceneShaderForwardMobile::MaterialData *>(material_storage->material_get_data(scene_shader.default_material, RendererRD::SHADER_TYPE_3D)); + material = static_cast<SceneShaderForwardMobile::MaterialData *>(material_storage->material_get_data(scene_shader.default_material, RendererRD::MaterialStorage::SHADER_TYPE_3D)); m_src = scene_shader.default_material; } @@ -2467,7 +2469,7 @@ void RenderForwardMobile::_geometry_instance_add_surface(GeometryInstanceForward if (ginstance->data->material_overlay.is_valid()) { m_src = ginstance->data->material_overlay; - material = static_cast<SceneShaderForwardMobile::MaterialData *>(material_storage->material_get_data(m_src, RendererRD::SHADER_TYPE_3D)); + material = static_cast<SceneShaderForwardMobile::MaterialData *>(material_storage->material_get_data(m_src, RendererRD::MaterialStorage::SHADER_TYPE_3D)); if (material && material->shader_data->valid) { if (ginstance->data->dirty_dependencies) { material_storage->material_update_dependency(m_src, &ginstance->data->dependency_tracker); @@ -2478,7 +2480,7 @@ void RenderForwardMobile::_geometry_instance_add_surface(GeometryInstanceForward } } -void RenderForwardMobile::_geometry_instance_update(GeometryInstance *p_geometry_instance) { +void RenderForwardMobile::_geometry_instance_update(RenderGeometryInstance *p_geometry_instance) { RendererRD::MeshStorage *mesh_storage = RendererRD::MeshStorage::get_singleton(); RendererRD::ParticlesStorage *particles_storage = RendererRD::ParticlesStorage::get_singleton(); GeometryInstanceForwardMobile *ginstance = static_cast<GeometryInstanceForwardMobile *>(p_geometry_instance); @@ -2632,7 +2634,7 @@ void RenderForwardMobile::_geometry_instance_dependency_changed(Dependency::Depe case Dependency::DEPENDENCY_CHANGED_PARTICLES: case Dependency::DEPENDENCY_CHANGED_MULTIMESH: case Dependency::DEPENDENCY_CHANGED_SKELETON_DATA: { - static_cast<RenderForwardMobile *>(singleton)->_geometry_instance_mark_dirty(static_cast<GeometryInstance *>(p_tracker->userdata)); + static_cast<RenderGeometryInstance *>(p_tracker->userdata)->_mark_dirty(); } break; case Dependency::DEPENDENCY_CHANGED_MULTIMESH_VISIBLE_INSTANCES: { GeometryInstanceForwardMobile *ginstance = static_cast<GeometryInstanceForwardMobile *>(p_tracker->userdata); @@ -2646,7 +2648,7 @@ void RenderForwardMobile::_geometry_instance_dependency_changed(Dependency::Depe } } void RenderForwardMobile::_geometry_instance_dependency_deleted(const RID &p_dependency, DependencyTracker *p_tracker) { - static_cast<RenderForwardMobile *>(singleton)->_geometry_instance_mark_dirty(static_cast<GeometryInstance *>(p_tracker->userdata)); + static_cast<RenderGeometryInstance *>(p_tracker->userdata)->_mark_dirty(); } /* misc */ @@ -2655,10 +2657,6 @@ bool RenderForwardMobile::is_dynamic_gi_supported() const { return false; } -bool RenderForwardMobile::is_clustered_enabled() const { - return false; -} - bool RenderForwardMobile::is_volumetric_supported() const { return false; } @@ -2697,18 +2695,24 @@ void RenderForwardMobile::_update_shader_quality_settings() { sc.type = RD::PIPELINE_SPECIALIZATION_CONSTANT_TYPE_BOOL; sc.constant_id = SPEC_CONSTANT_DECAL_USE_MIPMAPS; - sc.bool_value = decals_get_filter() == RS::DECAL_FILTER_NEAREST_MIPMAPS || decals_get_filter() == RS::DECAL_FILTER_LINEAR_MIPMAPS || decals_get_filter() == RS::DECAL_FILTER_LINEAR_MIPMAPS_ANISOTROPIC; + sc.bool_value = decals_get_filter() == RS::DECAL_FILTER_NEAREST_MIPMAPS || + decals_get_filter() == RS::DECAL_FILTER_LINEAR_MIPMAPS || + decals_get_filter() == RS::DECAL_FILTER_NEAREST_MIPMAPS_ANISOTROPIC || + decals_get_filter() == RS::DECAL_FILTER_LINEAR_MIPMAPS_ANISOTROPIC; spec_constants.push_back(sc); sc.constant_id = SPEC_CONSTANT_PROJECTOR_USE_MIPMAPS; - sc.bool_value = light_projectors_get_filter() == RS::LIGHT_PROJECTOR_FILTER_NEAREST_MIPMAPS || light_projectors_get_filter() == RS::LIGHT_PROJECTOR_FILTER_LINEAR_MIPMAPS || light_projectors_get_filter() == RS::LIGHT_PROJECTOR_FILTER_LINEAR_MIPMAPS_ANISOTROPIC; + sc.bool_value = light_projectors_get_filter() == RS::LIGHT_PROJECTOR_FILTER_NEAREST_MIPMAPS || + light_projectors_get_filter() == RS::LIGHT_PROJECTOR_FILTER_LINEAR_MIPMAPS || + light_projectors_get_filter() == RS::LIGHT_PROJECTOR_FILTER_NEAREST_MIPMAPS_ANISOTROPIC || + light_projectors_get_filter() == RS::LIGHT_PROJECTOR_FILTER_LINEAR_MIPMAPS_ANISOTROPIC; spec_constants.push_back(sc); scene_shader.set_default_specialization_constants(spec_constants); - _base_uniforms_changed(); //also need this + base_uniforms_changed(); //also need this } RenderForwardMobile::RenderForwardMobile() { @@ -2742,6 +2746,11 @@ RenderForwardMobile::RenderForwardMobile() { { defines += "\n#define MATERIAL_UNIFORM_SET " + itos(MATERIAL_UNIFORM_SET) + "\n"; } +#ifdef REAL_T_IS_DOUBLE + { + defines += "\n#define USE_DOUBLE_PRECISION \n"; + } +#endif scene_shader.init(defines); @@ -2752,7 +2761,7 @@ RenderForwardMobile::RenderForwardMobile() { } RenderForwardMobile::~RenderForwardMobile() { - directional_shadow_atlas_set_size(0); + RSG::light_storage->directional_shadow_atlas_set_size(0); //clear base uniform set if still valid for (uint32_t i = 0; i < render_pass_uniform_sets.size(); i++) { 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 bf4a52d466..415bd79ad6 100644 --- a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h +++ b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h @@ -28,8 +28,8 @@ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ -#ifndef RENDERING_SERVER_SCENE_RENDER_FORWARD_MOBILE_H -#define RENDERING_SERVER_SCENE_RENDER_FORWARD_MOBILE_H +#ifndef RENDER_FORWARD_MOBILE_H +#define RENDER_FORWARD_MOBILE_H #include "core/templates/paged_allocator.h" #include "servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.h" @@ -37,24 +37,19 @@ #include "servers/rendering/renderer_rd/renderer_scene_render_rd.h" #include "servers/rendering/renderer_rd/storage_rd/utilities.h" +#define RB_SCOPE_MOBILE SNAME("mobile") + namespace RendererSceneRenderImplementation { class RenderForwardMobile : public RendererSceneRenderRD { friend SceneShaderForwardMobile; - struct ForwardIDAllocator { - LocalVector<bool> allocations; - LocalVector<uint8_t> map; - }; - - ForwardIDAllocator forward_id_allocators[FORWARD_ID_MAX]; +protected: + struct GeometryInstanceSurfaceDataCache; - virtual ForwardID _allocate_forward_id(ForwardIDType p_type) override; - virtual void _free_forward_id(ForwardIDType p_type, ForwardID p_id) override; - virtual void _map_forward_id(ForwardIDType p_type, ForwardID p_id, uint32_t p_index) override; - virtual bool _uses_forward_ids() const override { return true; } +private: + static RenderForwardMobile *singleton; -protected: /* Scene Shader */ enum { @@ -107,43 +102,38 @@ protected: /* Render Buffer */ - // We can have: - // - 4 subpasses combining the full render cycle - // - 3 subpasses + 1 normal pass for tonemapping/glow/dof/etc (using fb for 2D buffer) - // - 2 subpasses + 1 normal pass for transparent + 1 normal pass for tonemapping/glow/dof/etc (using fb for 2D buffer) - enum RenderBufferMobileFramebufferConfigType { - FB_CONFIG_ONE_PASS, // Single pass frame buffer for alpha pass - FB_CONFIG_TWO_SUBPASSES, // Opaque + Sky sub pass - FB_CONFIG_THREE_SUBPASSES, // Opaque + Sky + Alpha sub pass - FB_CONFIG_FOUR_SUBPASSES, // Opaque + Sky + Alpha sub pass + Tonemap pass - FB_CONFIG_MAX - }; - - struct RenderBufferDataForwardMobile : public RenderBufferData { - RID color; - RID depth; - // RID normal_roughness_buffer; - - RS::ViewportMSAA msaa; - RD::TextureSamples texture_samples; - - RID color_msaa; - RID depth_msaa; - // RID normal_roughness_buffer_msaa; + class RenderBufferDataForwardMobile : public RenderBufferCustomDataRD { + GDCLASS(RenderBufferDataForwardMobile, RenderBufferCustomDataRD); + + public: + // We can have: + // - 4 subpasses combining the full render cycle + // - 3 subpasses + 1 normal pass for tonemapping/glow/dof/etc (using fb for 2D buffer) + // - 2 subpasses + 1 normal pass for transparent + 1 normal pass for tonemapping/glow/dof/etc (using fb for 2D buffer) + enum FramebufferConfigType { + FB_CONFIG_ONE_PASS, // Single pass frame buffer for alpha pass + FB_CONFIG_TWO_SUBPASSES, // Opaque + Sky sub pass + FB_CONFIG_THREE_SUBPASSES, // Opaque + Sky + Alpha sub pass + FB_CONFIG_FOUR_SUBPASSES, // Opaque + Sky + Alpha sub pass + Tonemap pass + FB_CONFIG_MAX + }; - RID vrs; + RID get_color_msaa() const { return render_buffers->get_texture(RB_SCOPE_MOBILE, RB_TEX_COLOR_MSAA); } + RID get_color_msaa(uint32_t p_layer) { return render_buffers->get_texture_slice(RB_SCOPE_MOBILE, RB_TEX_COLOR_MSAA, p_layer, 0); } - RID color_fbs[FB_CONFIG_MAX]; - int width, height; - uint32_t view_count; + RID get_depth_msaa() const { return render_buffers->get_texture(RB_SCOPE_MOBILE, RB_TEX_DEPTH_MSAA); } + RID get_depth_msaa(uint32_t p_layer) { return render_buffers->get_texture_slice(RB_SCOPE_MOBILE, RB_TEX_DEPTH_MSAA, p_layer, 0); } - void clear(); - virtual void configure(RID p_color_buffer, RID p_depth_buffer, RID p_target_buffer, int p_width, int p_height, RS::ViewportMSAA p_msaa, bool p_use_taa, uint32_t p_view_count, RID p_vrs_texture); + RID get_color_fbs(FramebufferConfigType p_config_type); + virtual void free_data() override; + virtual void configure(RenderSceneBuffersRD *p_render_buffers) override; - ~RenderBufferDataForwardMobile(); + private: + RenderSceneBuffersRD *render_buffers = nullptr; + RD::TextureSamples texture_samples = RD::TEXTURE_SAMPLES_1; }; - virtual RenderBufferData *_create_render_buffer_data() override; + virtual void setup_render_buffer_data(Ref<RenderSceneBuffersRD> p_render_buffers) override; /* Rendering */ @@ -160,8 +150,6 @@ protected: // PASS_MODE_SDF, }; - struct GeometryInstanceForwardMobile; - struct GeometryInstanceSurfaceDataCache; struct RenderElementInfo; struct RenderListParameters { @@ -204,38 +192,29 @@ protected: } }; - virtual float _render_buffers_get_luminance_multiplier() override; - virtual RD::DataFormat _render_buffers_get_color_format() override; - virtual bool _render_buffers_can_be_storage() override; + /* Render shadows */ - RID _setup_render_pass_uniform_set(RenderListType p_render_list, const RenderDataRD *p_render_data, RID p_radiance_texture, bool p_use_directional_shadow_atlas = false, int p_index = 0); - virtual void _render_scene(RenderDataRD *p_render_data, const Color &p_default_bg_color) override; + void _render_shadow_pass(RID p_light, RID p_shadow_atlas, int p_pass, const PagedArray<RenderGeometryInstance *> &p_instances, const Plane &p_camera_plane = Plane(), float p_lod_distance_multiplier = 0, float p_screen_mesh_lod_threshold = 0.0, bool p_open_pass = true, bool p_close_pass = true, bool p_clear_region = true, RenderingMethod::RenderInfo *p_render_info = nullptr); + void _render_shadow_begin(); + void _render_shadow_append(RID p_framebuffer, const PagedArray<RenderGeometryInstance *> &p_instances, const Projection &p_projection, const Transform3D &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip, bool p_use_pancake, const Plane &p_camera_plane = Plane(), float p_lod_distance_multiplier = 0.0, float p_screen_mesh_lod_threshold = 0.0, const Rect2i &p_rect = Rect2i(), bool p_flip_y = false, bool p_clear_region = true, bool p_begin = true, bool p_end = true, RenderingMethod::RenderInfo *p_render_info = nullptr); + void _render_shadow_process(); + void _render_shadow_end(uint32_t p_barrier = RD::BARRIER_MASK_ALL); - virtual void _render_shadow_begin() override; - virtual void _render_shadow_append(RID p_framebuffer, const PagedArray<GeometryInstance *> &p_instances, const CameraMatrix &p_projection, const Transform3D &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip, bool p_use_pancake, const Plane &p_camera_plane = Plane(), float p_lod_distance_multiplier = 0.0, float p_screen_mesh_lod_threshold = 0.0, const Rect2i &p_rect = Rect2i(), bool p_flip_y = false, bool p_clear_region = true, bool p_begin = true, bool p_end = true, RendererScene::RenderInfo *p_render_info = nullptr) override; - virtual void _render_shadow_process() override; - virtual void _render_shadow_end(uint32_t p_barrier = RD::BARRIER_MASK_ALL) override; + /* Render Scene */ - virtual void _render_material(const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) override; - virtual void _render_uv2(const PagedArray<GeometryInstance *> &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<GeometryInstance *> &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_particle_collider_heightfield(RID p_fb, const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, const PagedArray<GeometryInstance *> &p_instances) override; + RID _setup_render_pass_uniform_set(RenderListType p_render_list, const RenderDataRD *p_render_data, RID p_radiance_texture, bool p_use_directional_shadow_atlas = false, int p_index = 0); + void _pre_opaque_render(RenderDataRD *p_render_data); uint64_t lightmap_texture_array_version = 0xFFFFFFFF; - virtual void _base_uniforms_changed() override; void _update_render_base_uniform_set(); - virtual RID _render_buffers_get_normal_texture(RID p_render_buffers) override; - virtual RID _render_buffers_get_velocity_texture(RID p_render_buffers) override; void _fill_render_list(RenderListType p_render_list, const RenderDataRD *p_render_data, PassMode p_pass_mode, bool p_append = false); void _fill_element_info(RenderListType p_render_list, uint32_t p_offset = 0, int32_t p_max_elements = -1); // void _update_instance_data_buffer(RenderListType p_render_list); - 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 +223,8 @@ protected: struct LightmapData { float normal_xform[12]; + float pad[3]; + float exposure_normalization; }; struct LightmapCaptureData { @@ -253,75 +234,6 @@ protected: /* Scene state */ struct SceneState { - // This struct is loaded into Set 1 - Binding 0, populated at start of rendering a frame, must match with shader code - struct UBO { - float projection_matrix[16]; - float inv_projection_matrix[16]; - float inv_view_matrix[16]; - float view_matrix[16]; - - float projection_matrix_view[RendererSceneRender::MAX_RENDER_VIEWS][16]; - float inv_projection_matrix_view[RendererSceneRender::MAX_RENDER_VIEWS][16]; - float eye_offset[RendererSceneRender::MAX_RENDER_VIEWS][4]; - - float viewport_size[2]; - float screen_pixel_size[2]; - - float directional_penumbra_shadow_kernel[128]; //32 vec4s - float directional_soft_shadow_kernel[128]; - float penumbra_shadow_kernel[128]; - float soft_shadow_kernel[128]; - - float ambient_light_color_energy[4]; - - float ambient_color_sky_mix; - uint32_t use_ambient_light; - uint32_t use_ambient_cubemap; - uint32_t use_reflection_cubemap; - - float radiance_inverse_xform[12]; - - float shadow_atlas_pixel_size[2]; - float directional_shadow_pixel_size[2]; - - uint32_t directional_light_count; - float dual_paraboloid_side; - float z_far; - float z_near; - - uint32_t ssao_enabled; - float ssao_light_affect; - float ssao_ao_affect; - uint32_t roughness_limiter_enabled; - - float roughness_limiter_amount; - float roughness_limiter_limit; - float opaque_prepass_threshold; - uint32_t roughness_limiter_pad; - - // Fog - uint32_t fog_enabled; - float fog_density; - float fog_height; - float fog_height_density; - - float fog_light_color[3]; - float fog_sun_scatter; - - float fog_aerial_perspective; - uint32_t material_uv2_mode; - - float time; - float reflection_multiplier; - - uint32_t pancake_shadows; - uint32_t pad1; - uint32_t pad2; - uint32_t pad3; - }; - - UBO ubo; - LocalVector<RID> uniform_buffers; // !BAS! We need to change lightmaps, we're not going to do this with a buffer but pushing the used lightmap in @@ -439,17 +351,38 @@ protected: RenderList render_list[RENDER_LIST_MAX]; +protected: + /* setup */ + virtual void _update_shader_quality_settings() override; + + virtual float _render_buffers_get_luminance_multiplier() override; + virtual RD::DataFormat _render_buffers_get_color_format() override; + virtual bool _render_buffers_can_be_storage() override; + + virtual RID _render_buffers_get_normal_texture(Ref<RenderSceneBuffersRD> p_render_buffers) override; + virtual RID _render_buffers_get_velocity_texture(Ref<RenderSceneBuffersRD> p_render_buffers) override; + + virtual void environment_set_ssao_quality(RS::EnvironmentSSAOQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to) override{}; + virtual void environment_set_ssil_quality(RS::EnvironmentSSILQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to) override{}; + virtual void environment_set_ssr_roughness_quality(RS::EnvironmentSSRRoughnessQuality p_quality) override{}; + + virtual void sub_surface_scattering_set_quality(RS::SubSurfaceScatteringQuality p_quality) override{}; + virtual void sub_surface_scattering_set_scale(float p_scale, float p_depth_scale) override{}; + /* Geometry instance */ - // check which ones of these apply, probably all except GI and SDFGI + class GeometryInstanceForwardMobile; + + // When changing any of these enums, remember to change the corresponding enums in the shader files as well. enum { - INSTANCE_DATA_FLAGS_NON_UNIFORM_SCALE = 1 << 5, - INSTANCE_DATA_FLAG_USE_GI_BUFFERS = 1 << 6, - INSTANCE_DATA_FLAG_USE_SDFGI = 1 << 7, - INSTANCE_DATA_FLAG_USE_LIGHTMAP_CAPTURE = 1 << 8, - INSTANCE_DATA_FLAG_USE_LIGHTMAP = 1 << 9, - INSTANCE_DATA_FLAG_USE_SH_LIGHTMAP = 1 << 10, - INSTANCE_DATA_FLAG_USE_VOXEL_GI = 1 << 11, + INSTANCE_DATA_FLAGS_NON_UNIFORM_SCALE = 1 << 4, + INSTANCE_DATA_FLAG_USE_GI_BUFFERS = 1 << 5, + INSTANCE_DATA_FLAG_USE_SDFGI = 1 << 6, + INSTANCE_DATA_FLAG_USE_LIGHTMAP_CAPTURE = 1 << 7, + INSTANCE_DATA_FLAG_USE_LIGHTMAP = 1 << 8, + INSTANCE_DATA_FLAG_USE_SH_LIGHTMAP = 1 << 9, + INSTANCE_DATA_FLAG_USE_VOXEL_GI = 1 << 10, + INSTANCE_DATA_FLAG_PARTICLES = 1 << 11, INSTANCE_DATA_FLAG_MULTIMESH = 1 << 12, INSTANCE_DATA_FLAG_MULTIMESH_FORMAT_2D = 1 << 13, INSTANCE_DATA_FLAG_MULTIMESH_HAS_COLOR = 1 << 14, @@ -518,14 +451,8 @@ protected: GeometryInstanceForwardMobile *owner = nullptr; }; - // !BAS! GeometryInstanceForwardClustered and GeometryInstanceForwardMobile will likely have a lot of overlap - // may need to think about making this its own class like GeometryInstanceRD? - - struct GeometryInstanceForwardMobile : public GeometryInstance { - // setup - uint32_t base_flags = 0; - uint32_t flags_cache = 0; - + class GeometryInstanceForwardMobile : public RenderGeometryInstanceBase { + public: // this structure maps to our push constant in our shader and is populated right before our draw call struct PushConstant { float transform[16]; @@ -543,76 +470,90 @@ protected: // PushConstant push_constant; // we populate this from our instance data //used during rendering - uint32_t layer_mask = 1; RID transforms_uniform_set; - float depth = 0; - bool mirror = false; bool use_projector = false; bool use_soft_shadow = false; - Transform3D transform; bool store_transform_cache = true; // if true we copy our transform into our PushConstant, if false we use our transforms UBO and clear our PushConstants transform - bool non_uniform_scale = false; - AABB transformed_aabb; //needed for LOD - float lod_bias = 0.0; - float lod_model_scale = 1.0; - int32_t shader_parameters_offset = -1; uint32_t instance_count = 0; uint32_t trail_steps = 1; - RID mesh_instance; // lightmap uint32_t gi_offset_cache = 0; // !BAS! Should rename this to lightmap_offset_cache, in forward clustered this was shared between gi and lightmap - uint32_t lightmap_slice_index; - Rect2 lightmap_uv_scale; RID lightmap_instance; + Rect2 lightmap_uv_scale; + uint32_t lightmap_slice_index; GeometryInstanceLightmapSH *lightmap_sh = nullptr; // culled light info uint32_t reflection_probe_count = 0; - ForwardID reflection_probes[MAX_RDL_CULL]; + RendererRD::ForwardID reflection_probes[MAX_RDL_CULL]; uint32_t omni_light_count = 0; - ForwardID omni_lights[MAX_RDL_CULL]; + RendererRD::ForwardID omni_lights[MAX_RDL_CULL]; uint32_t spot_light_count = 0; - ForwardID spot_lights[MAX_RDL_CULL]; + RendererRD::ForwardID spot_lights[MAX_RDL_CULL]; uint32_t decals_count = 0; - ForwardID decals[MAX_RDL_CULL]; + RendererRD::ForwardID decals[MAX_RDL_CULL]; GeometryInstanceSurfaceDataCache *surface_caches = nullptr; // do we use this? SelfList<GeometryInstanceForwardMobile> dirty_list_element; - struct Data { - //data used less often goes into regular heap - RID base; - RS::InstanceType base_type; + GeometryInstanceForwardMobile() : + dirty_list_element(this) {} + + virtual void _mark_dirty() override; - RID skeleton; - Vector<RID> surface_materials; - RID material_override; - RID material_overlay; - AABB aabb; + virtual void set_use_lightmap(RID p_lightmap_instance, const Rect2 &p_lightmap_uv_scale, int p_lightmap_slice_index) override; + virtual void set_lightmap_capture(const Color *p_sh9) override; - bool use_baked_light = true; - bool cast_double_sided_shadows = false; - // bool mirror = false; // !BAS! Does not seem used, we already have this in the main struct + virtual void pair_light_instances(const RID *p_light_instances, uint32_t p_light_instance_count) override; + virtual void pair_reflection_probe_instances(const RID *p_reflection_probe_instances, uint32_t p_reflection_probe_instance_count) override; + virtual void pair_decal_instances(const RID *p_decal_instances, uint32_t p_decal_instance_count) override; + virtual void pair_voxel_gi_instances(const RID *p_voxel_gi_instances, uint32_t p_voxel_gi_instance_count) override {} - bool dirty_dependencies = false; + virtual void set_softshadow_projector_pairing(bool p_softshadow, bool p_projector) override; + }; + + /* Rendering */ + + virtual void _render_scene(RenderDataRD *p_render_data, const Color &p_default_bg_color) 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(Ref<RenderSceneBuffersRD> 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; + + /* Forward ID */ - DependencyTracker dependency_tracker; + class ForwardIDStorageMobile : public RendererRD::ForwardIDStorage { + public: + struct ForwardIDAllocator { + LocalVector<bool> allocations; + LocalVector<uint8_t> map; }; - Data *data = nullptr; + ForwardIDAllocator forward_id_allocators[RendererRD::FORWARD_ID_MAX]; - GeometryInstanceForwardMobile() : - dirty_list_element(this) {} + public: + virtual RendererRD::ForwardID allocate_forward_id(RendererRD::ForwardIDType p_type) override; + virtual void free_forward_id(RendererRD::ForwardIDType p_type, RendererRD::ForwardID p_id) override; + virtual void map_forward_id(RendererRD::ForwardIDType p_type, RendererRD::ForwardID p_id, uint32_t p_index) override; + virtual bool uses_forward_ids() const override { return true; } + + void fill_push_constant_instance_indices(GeometryInstanceForwardMobile::PushConstant *p_push_constant, uint32_t &spec_constants, const GeometryInstanceForwardMobile *p_instance); }; - _FORCE_INLINE_ void _fill_push_constant_instance_indices(GeometryInstanceForwardMobile::PushConstant *p_push_constant, uint32_t &spec_constants, const GeometryInstanceForwardMobile *p_instance); + ForwardIDStorageMobile *forward_id_storage_mobile = nullptr; - void _update_shader_quality_settings() override; + virtual RendererRD::ForwardIDStorage *create_forward_id_storage() override { + forward_id_storage_mobile = memnew(ForwardIDStorageMobile); + return forward_id_storage_mobile; + } public: + static RenderForwardMobile *get_singleton() { return singleton; } + virtual RID reflection_probe_create_framebuffer(RID p_color, RID p_depth) override; static void _geometry_instance_dependency_changed(Dependency::DependencyChangedNotification p_notification, DependencyTracker *p_tracker); @@ -627,46 +568,19 @@ public: void _geometry_instance_add_surface_with_material(GeometryInstanceForwardMobile *ginstance, uint32_t p_surface, SceneShaderForwardMobile::MaterialData *p_material, uint32_t p_material_id, uint32_t p_shader_id, RID p_mesh); void _geometry_instance_add_surface_with_material_chain(GeometryInstanceForwardMobile *ginstance, uint32_t p_surface, SceneShaderForwardMobile::MaterialData *p_material, RID p_mat_src, RID p_mesh); void _geometry_instance_add_surface(GeometryInstanceForwardMobile *ginstance, uint32_t p_surface, RID p_material, RID p_mesh); - void _geometry_instance_mark_dirty(GeometryInstance *p_geometry_instance); - void _geometry_instance_update(GeometryInstance *p_geometry_instance); + void _geometry_instance_update(RenderGeometryInstance *p_geometry_instance); void _update_dirty_geometry_instances(); - virtual GeometryInstance *geometry_instance_create(RID p_base) override; - virtual void geometry_instance_set_skeleton(GeometryInstance *p_geometry_instance, RID p_skeleton) override; - virtual void geometry_instance_set_material_override(GeometryInstance *p_geometry_instance, RID p_override) override; - virtual void geometry_instance_set_material_overlay(GeometryInstance *p_geometry_instance, RID p_overlay) override; - virtual void geometry_instance_set_surface_materials(GeometryInstance *p_geometry_instance, const Vector<RID> &p_materials) override; - virtual void geometry_instance_set_mesh_instance(GeometryInstance *p_geometry_instance, RID p_mesh_instance) override; - virtual void geometry_instance_set_transform(GeometryInstance *p_geometry_instance, const Transform3D &p_transform, const AABB &p_aabb, const AABB &p_transformed_aabb) override; - virtual void geometry_instance_set_layer_mask(GeometryInstance *p_geometry_instance, uint32_t p_layer_mask) override; - virtual void geometry_instance_set_lod_bias(GeometryInstance *p_geometry_instance, float p_lod_bias) override; - virtual void geometry_instance_set_fade_range(GeometryInstance *p_geometry_instance, bool p_enable_near, float p_near_begin, float p_near_end, bool p_enable_far, float p_far_begin, float p_far_end) override; - virtual void geometry_instance_set_parent_fade_alpha(GeometryInstance *p_geometry_instance, float p_alpha) override; - virtual void geometry_instance_set_transparency(GeometryInstance *p_geometry_instance, float p_transparency) override; - virtual void geometry_instance_set_use_baked_light(GeometryInstance *p_geometry_instance, bool p_enable) override; - virtual void geometry_instance_set_use_dynamic_gi(GeometryInstance *p_geometry_instance, bool p_enable) override; - virtual void geometry_instance_set_use_lightmap(GeometryInstance *p_geometry_instance, RID p_lightmap_instance, const Rect2 &p_lightmap_uv_scale, int p_lightmap_slice_index) override; - virtual void geometry_instance_set_lightmap_capture(GeometryInstance *p_geometry_instance, const Color *p_sh9) override; - virtual void geometry_instance_set_instance_shader_parameters_offset(GeometryInstance *p_geometry_instance, int32_t p_offset) override; - virtual void geometry_instance_set_cast_double_sided_shadows(GeometryInstance *p_geometry_instance, bool p_enable) override; - - virtual Transform3D geometry_instance_get_transform(GeometryInstance *p_instance) override; - virtual AABB geometry_instance_get_aabb(GeometryInstance *p_instance) override; - - virtual void geometry_instance_free(GeometryInstance *p_geometry_instance) override; + virtual RenderGeometryInstance *geometry_instance_create(RID p_base) override; + virtual void geometry_instance_free(RenderGeometryInstance *p_geometry_instance) override; virtual uint32_t geometry_instance_get_pair_mask() override; - virtual void geometry_instance_pair_light_instances(GeometryInstance *p_geometry_instance, const RID *p_light_instances, uint32_t p_light_instance_count) override; - virtual void geometry_instance_pair_reflection_probe_instances(GeometryInstance *p_geometry_instance, const RID *p_reflection_probe_instances, uint32_t p_reflection_probe_instance_count) override; - virtual void geometry_instance_pair_decal_instances(GeometryInstance *p_geometry_instance, const RID *p_decal_instances, uint32_t p_decal_instance_count) override; - virtual void geometry_instance_pair_voxel_gi_instances(GeometryInstance *p_geometry_instance, const RID *p_voxel_gi_instances, uint32_t p_voxel_gi_instance_count) override; - - virtual void geometry_instance_set_softshadow_projector_pairing(GeometryInstance *p_geometry_instance, bool p_softshadow, bool p_projector) override; virtual bool free(RID p_rid) override; + virtual void base_uniforms_changed() override; + virtual bool is_dynamic_gi_supported() const override; - virtual bool is_clustered_enabled() const override; virtual bool is_volumetric_supported() const override; virtual uint32_t get_max_elements() const override; @@ -674,4 +588,5 @@ public: ~RenderForwardMobile(); }; } // namespace RendererSceneRenderImplementation -#endif // !RENDERING_SERVER_SCENE_RENDER_FORWARD_MOBILE_H + +#endif // RENDER_FORWARD_MOBILE_H diff --git a/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp b/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp index dd00dc2bf9..71fb3ee4f5 100644 --- a/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp +++ b/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp @@ -39,6 +39,10 @@ using namespace RendererSceneRenderImplementation; /* ShaderData */ +void SceneShaderForwardMobile::ShaderData::set_path_hint(const String &p_path) { + path = p_path; +} + void SceneShaderForwardMobile::ShaderData::set_code(const String &p_code) { //compile @@ -154,11 +158,10 @@ void SceneShaderForwardMobile::ShaderData::set_code(const String &p_code) { print_line(gen_code.defines[i]); } - RBMap<String, String>::Element * el = gen_code.code.front(); + HashMap<String, String>::Iterator el = gen_code.code.begin(); while (el) { - print_line("\n**code " + el->key() + ":\n" + el->value()); - - el = el->next(); + print_line("\n**code " + el->key + ":\n" + el->value); + ++el; } print_line("\n**uniforms:\n" + gen_code.uniforms); @@ -328,7 +331,7 @@ void SceneShaderForwardMobile::ShaderData::set_code(const String &p_code) { valid = true; } -void SceneShaderForwardMobile::ShaderData::set_default_texture_param(const StringName &p_name, RID p_texture, int p_index) { +void SceneShaderForwardMobile::ShaderData::set_default_texture_parameter(const StringName &p_name, RID p_texture, int p_index) { if (!p_texture.is_valid()) { if (default_texture_params.has(p_name) && default_texture_params[p_name].has(p_index)) { default_texture_params[p_name].erase(p_index); @@ -345,11 +348,14 @@ void SceneShaderForwardMobile::ShaderData::set_default_texture_param(const Strin } } -void SceneShaderForwardMobile::ShaderData::get_param_list(List<PropertyInfo> *p_param_list) const { +void SceneShaderForwardMobile::ShaderData::get_shader_uniform_list(List<PropertyInfo> *p_param_list) const { HashMap<int, StringName> order; for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) { - if (E.value.scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_LOCAL) { + if (E.value.scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_LOCAL || + E.value.hint == ShaderLanguage::ShaderNode::Uniform::HINT_SCREEN_TEXTURE || + E.value.hint == ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL_ROUGHNESS_TEXTURE || + E.value.hint == ShaderLanguage::ShaderNode::Uniform::HINT_DEPTH_TEXTURE) { continue; } @@ -360,7 +366,22 @@ void SceneShaderForwardMobile::ShaderData::get_param_list(List<PropertyInfo> *p_ } } + String last_group; for (const KeyValue<int, StringName> &E : order) { + String group = uniforms[E.value].group; + if (!uniforms[E.value].subgroup.is_empty()) { + group += "::" + uniforms[E.value].subgroup; + } + + if (group != last_group) { + PropertyInfo pi; + pi.usage = PROPERTY_USAGE_GROUP; + pi.name = group; + p_param_list->push_back(pi); + + last_group = group; + } + PropertyInfo pi = ShaderLanguage::uniform_to_property_info(uniforms[E.value]); pi.name = E.value; p_param_list->push_back(pi); @@ -382,7 +403,7 @@ void SceneShaderForwardMobile::ShaderData::get_instance_param_list(List<Renderer } } -bool SceneShaderForwardMobile::ShaderData::is_param_texture(const StringName &p_param) const { +bool SceneShaderForwardMobile::ShaderData::is_parameter_texture(const StringName &p_param) const { if (!uniforms.has(p_param)) { return false; } @@ -426,7 +447,7 @@ SceneShaderForwardMobile::ShaderData::~ShaderData() { } } -RendererRD::ShaderData *SceneShaderForwardMobile::_create_shader_func() { +RendererRD::MaterialStorage::ShaderData *SceneShaderForwardMobile::_create_shader_func() { ShaderData *shader_data = memnew(ShaderData); singleton->shader_list.add(&shader_data->shader_list_element); return shader_data; @@ -443,14 +464,14 @@ void SceneShaderForwardMobile::MaterialData::set_next_pass(RID p_pass) { bool SceneShaderForwardMobile::MaterialData::update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) { SceneShaderForwardMobile *shader_singleton = (SceneShaderForwardMobile *)SceneShaderForwardMobile::singleton; - return update_parameters_uniform_set(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size, uniform_set, shader_singleton->shader.version_get_shader(shader_data->version, 0), RenderForwardMobile::MATERIAL_UNIFORM_SET, RD::BARRIER_MASK_RASTER); + return update_parameters_uniform_set(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size, uniform_set, shader_singleton->shader.version_get_shader(shader_data->version, 0), RenderForwardMobile::MATERIAL_UNIFORM_SET, true, RD::BARRIER_MASK_RASTER); } SceneShaderForwardMobile::MaterialData::~MaterialData() { free_parameters_uniform_set(uniform_set); } -RendererRD::MaterialData *SceneShaderForwardMobile::_create_material_func(ShaderData *p_shader) { +RendererRD::MaterialStorage::MaterialData *SceneShaderForwardMobile::_create_material_func(ShaderData *p_shader) { MaterialData *material_data = memnew(MaterialData); material_data->shader_data = p_shader; //update will happen later anyway so do nothing. @@ -493,17 +514,17 @@ void SceneShaderForwardMobile::init(const String p_defines) { } } - material_storage->shader_set_data_request_function(RendererRD::SHADER_TYPE_3D, _create_shader_funcs); - material_storage->material_set_data_request_function(RendererRD::SHADER_TYPE_3D, _create_material_funcs); + material_storage->shader_set_data_request_function(RendererRD::MaterialStorage::SHADER_TYPE_3D, _create_shader_funcs); + material_storage->material_set_data_request_function(RendererRD::MaterialStorage::SHADER_TYPE_3D, _create_material_funcs); { //shader compiler ShaderCompiler::DefaultIdentifierActions actions; - actions.renames["MODEL_MATRIX"] = "model_matrix"; + actions.renames["MODEL_MATRIX"] = "read_model_matrix"; actions.renames["MODEL_NORMAL_MATRIX"] = "model_normal_matrix"; actions.renames["VIEW_MATRIX"] = "scene_data.view_matrix"; - actions.renames["INV_VIEW_MATRIX"] = "scene_data.inv_view_matrix"; + actions.renames["INV_VIEW_MATRIX"] = "inv_view_matrix"; actions.renames["PROJECTION_MATRIX"] = "projection_matrix"; actions.renames["INV_PROJECTION_MATRIX"] = "inv_projection_matrix"; actions.renames["MODELVIEW_MATRIX"] = "modelview"; @@ -565,7 +586,7 @@ void SceneShaderForwardMobile::init(const String p_defines) { actions.renames["NORMAL_ROUGHNESS_TEXTURE"] = "normal_roughness_buffer"; actions.renames["DEPTH"] = "gl_FragDepth"; actions.renames["OUTPUT_IS_SRGB"] = "true"; - actions.renames["FOG"] = "custom_fog"; + actions.renames["FOG"] = "fog"; actions.renames["RADIANCE"] = "custom_radiance"; actions.renames["IRRADIANCE"] = "custom_irradiance"; actions.renames["BONE_INDICES"] = "bone_attrib"; @@ -576,6 +597,11 @@ void SceneShaderForwardMobile::init(const String p_defines) { actions.renames["CUSTOM3"] = "custom3_attrib"; actions.renames["OUTPUT_IS_SRGB"] = "SHADER_IS_SRGB"; + actions.renames["NODE_POSITION_WORLD"] = "model_matrix[3].xyz"; + actions.renames["CAMERA_POSITION_WORLD"] = "scene_data.inv_view_matrix[3].xyz"; + actions.renames["CAMERA_DIRECTION_WORLD"] = "scene_data.view_matrix[3].xyz"; + actions.renames["NODE_POSITION_VIEW"] = "(model_matrix * scene_data.view_matrix)[3].xyz"; + actions.renames["VIEW_INDEX"] = "ViewIndex"; actions.renames["VIEW_MONO_LEFT"] = "0"; actions.renames["VIEW_RIGHT"] = "1"; @@ -631,6 +657,8 @@ void SceneShaderForwardMobile::init(const String p_defines) { actions.usage_defines["RADIANCE"] = "#define CUSTOM_RADIANCE_USED\n"; actions.usage_defines["IRRADIANCE"] = "#define CUSTOM_IRRADIANCE_USED\n"; + actions.usage_defines["MODEL_MATRIX"] = "#define MODEL_MATRIX_USED\n"; + actions.render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n"; actions.render_mode_defines["world_vertex_coords"] = "#define VERTEX_WORLD_COORDS_USED\n"; actions.render_mode_defines["ensure_correct_normals"] = "#define ENSURE_CORRECT_NORMALS\n"; @@ -666,7 +694,7 @@ void SceneShaderForwardMobile::init(const String p_defines) { actions.default_filter = ShaderLanguage::FILTER_LINEAR_MIPMAP; actions.default_repeat = ShaderLanguage::REPEAT_ENABLE; - actions.global_buffer_array_variable = "global_variables.data"; + actions.global_buffer_array_variable = "global_shader_uniforms.data"; actions.instance_uniform_index_variable = "draw_call.instance_uniforms_ofs"; actions.apply_luminance_multiplier = true; // apply luminance multiplier to screen texture @@ -697,7 +725,7 @@ void fragment() { material_storage->material_initialize(default_material); material_storage->material_set_shader(default_material, default_shader); - MaterialData *md = static_cast<MaterialData *>(material_storage->material_get_data(default_material, RendererRD::SHADER_TYPE_3D)); + MaterialData *md = static_cast<MaterialData *>(material_storage->material_get_data(default_material, RendererRD::MaterialStorage::SHADER_TYPE_3D)); default_shader_rd = shader.version_get_shader(md->shader_data->version, SHADER_VERSION_COLOR_PASS); default_material_shader_ptr = md->shader_data; @@ -724,7 +752,7 @@ void fragment() { material_storage->material_initialize(overdraw_material); material_storage->material_set_shader(overdraw_material, overdraw_material_shader); - MaterialData *md = static_cast<MaterialData *>(material_storage->material_get_data(overdraw_material, RendererRD::SHADER_TYPE_3D)); + MaterialData *md = static_cast<MaterialData *>(material_storage->material_get_data(overdraw_material, RendererRD::MaterialStorage::SHADER_TYPE_3D)); overdraw_material_shader_ptr = md->shader_data; overdraw_material_uniform_set = md->uniform_set; } diff --git a/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.h b/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.h index 88c2143b09..f67665a02f 100644 --- a/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.h +++ b/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.h @@ -28,11 +28,11 @@ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ -#ifndef RSSR_SCENE_SHADER_FM_H -#define RSSR_SCENE_SHADER_FM_H +#ifndef SCENE_SHADER_FORWARD_MOBILE_H +#define SCENE_SHADER_FORWARD_MOBILE_H #include "servers/rendering/renderer_rd/renderer_scene_render_rd.h" -#include "servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl.gen.h" +#include "servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl.gen.h" namespace RendererSceneRenderImplementation { @@ -55,7 +55,7 @@ public: SHADER_VERSION_MAX }; - struct ShaderData : public RendererRD::ShaderData { + struct ShaderData : public RendererRD::MaterialStorage::ShaderData { enum BlendMode { //used internally BLEND_MODE_MIX, BLEND_MODE_ADD, @@ -139,11 +139,13 @@ public: uint32_t index = 0; virtual void set_code(const String &p_Code); - virtual void set_default_texture_param(const StringName &p_name, RID p_texture, int p_index); - virtual void get_param_list(List<PropertyInfo> *p_param_list) const; + virtual void set_path_hint(const String &p_path); + + virtual void set_default_texture_parameter(const StringName &p_name, RID p_texture, int p_index); + virtual void get_shader_uniform_list(List<PropertyInfo> *p_param_list) const; void get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const; - virtual bool is_param_texture(const StringName &p_param) const; + virtual bool is_parameter_texture(const StringName &p_param) const; virtual bool is_animated() const; virtual bool casts_shadows() const; virtual Variant get_default_parameter(const StringName &p_parameter) const; @@ -155,12 +157,12 @@ public: virtual ~ShaderData(); }; - RendererRD::ShaderData *_create_shader_func(); - static RendererRD::ShaderData *_create_shader_funcs() { + RendererRD::MaterialStorage::ShaderData *_create_shader_func(); + static RendererRD::MaterialStorage::ShaderData *_create_shader_funcs() { return static_cast<SceneShaderForwardMobile *>(singleton)->_create_shader_func(); } - struct MaterialData : public RendererRD::MaterialData { + struct MaterialData : public RendererRD::MaterialStorage::MaterialData { ShaderData *shader_data = nullptr; RID uniform_set; uint64_t last_pass = 0; @@ -175,8 +177,8 @@ public: SelfList<ShaderData>::List shader_list; - RendererRD::MaterialData *_create_material_func(ShaderData *p_shader); - static RendererRD::MaterialData *_create_material_funcs(RendererRD::ShaderData *p_shader) { + RendererRD::MaterialStorage::MaterialData *_create_material_func(ShaderData *p_shader); + static RendererRD::MaterialStorage::MaterialData *_create_material_funcs(RendererRD::MaterialStorage::ShaderData *p_shader) { return static_cast<SceneShaderForwardMobile *>(singleton)->_create_material_func(static_cast<ShaderData *>(p_shader)); } @@ -210,4 +212,5 @@ public: }; } // namespace RendererSceneRenderImplementation -#endif // !RSSR_SCENE_SHADER_FM_H + +#endif // SCENE_SHADER_FORWARD_MOBILE_H diff --git a/servers/rendering/renderer_rd/framebuffer_cache_rd.cpp b/servers/rendering/renderer_rd/framebuffer_cache_rd.cpp new file mode 100644 index 0000000000..9baa86a32d --- /dev/null +++ b/servers/rendering/renderer_rd/framebuffer_cache_rd.cpp @@ -0,0 +1,64 @@ +/*************************************************************************/ +/* framebuffer_cache_rd.cpp */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/*************************************************************************/ + +#include "framebuffer_cache_rd.h" + +FramebufferCacheRD *FramebufferCacheRD::singleton = nullptr; + +void FramebufferCacheRD::_invalidate(Cache *p_cache) { + if (p_cache->prev) { + p_cache->prev->next = p_cache->next; + } else { + // At beginning of table + uint32_t table_idx = p_cache->hash % HASH_TABLE_SIZE; + hash_table[table_idx] = p_cache->next; + } + + if (p_cache->next) { + p_cache->next->prev = p_cache->prev; + } + + cache_allocator.free(p_cache); + cache_instances_used--; +} +void FramebufferCacheRD::_framebuffer_invalidation_callback(void *p_userdata) { + singleton->_invalidate(reinterpret_cast<Cache *>(p_userdata)); +} + +FramebufferCacheRD::FramebufferCacheRD() { + ERR_FAIL_COND(singleton != nullptr); + singleton = this; +} + +FramebufferCacheRD::~FramebufferCacheRD() { + if (cache_instances_used > 0) { + ERR_PRINT("At exit: " + itos(cache_instances_used) + " framebuffer cache instance(s) still in use."); + } +} diff --git a/servers/rendering/renderer_rd/framebuffer_cache_rd.h b/servers/rendering/renderer_rd/framebuffer_cache_rd.h new file mode 100644 index 0000000000..f50d6baa30 --- /dev/null +++ b/servers/rendering/renderer_rd/framebuffer_cache_rd.h @@ -0,0 +1,310 @@ +/*************************************************************************/ +/* framebuffer_cache_rd.h */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/*************************************************************************/ + +#ifndef FRAMEBUFFER_CACHE_RD_H +#define FRAMEBUFFER_CACHE_RD_H + +#include "core/templates/local_vector.h" +#include "core/templates/paged_allocator.h" +#include "servers/rendering/rendering_device.h" + +class FramebufferCacheRD : public Object { + GDCLASS(FramebufferCacheRD, Object) + + struct Cache { + Cache *prev = nullptr; + Cache *next = nullptr; + uint32_t hash = 0; + RID cache; + LocalVector<RID> textures; + LocalVector<RD::FramebufferPass> passes; + uint32_t views = 0; + }; + + PagedAllocator<Cache> cache_allocator; + + enum { + HASH_TABLE_SIZE = 16381 // Prime + }; + + Cache *hash_table[HASH_TABLE_SIZE] = {}; + + static _FORCE_INLINE_ uint32_t _hash_pass(const RD::FramebufferPass &p, uint32_t h) { + h = hash_murmur3_one_32(p.depth_attachment, h); + h = hash_murmur3_one_32(p.vrs_attachment, h); + + h = hash_murmur3_one_32(p.color_attachments.size(), h); + for (int i = 0; i < p.color_attachments.size(); i++) { + h = hash_murmur3_one_32(p.color_attachments[i], h); + } + + h = hash_murmur3_one_32(p.resolve_attachments.size(), h); + for (int i = 0; i < p.resolve_attachments.size(); i++) { + h = hash_murmur3_one_32(p.resolve_attachments[i], h); + } + + h = hash_murmur3_one_32(p.preserve_attachments.size(), h); + for (int i = 0; i < p.preserve_attachments.size(); i++) { + h = hash_murmur3_one_32(p.preserve_attachments[i], h); + } + + return h; + } + + static _FORCE_INLINE_ bool _compare_pass(const RD::FramebufferPass &a, const RD::FramebufferPass &b) { + if (a.depth_attachment != b.depth_attachment) { + return false; + } + + if (a.vrs_attachment != b.vrs_attachment) { + return false; + } + + if (a.color_attachments.size() != b.color_attachments.size()) { + return false; + } + + for (int i = 0; i < a.color_attachments.size(); i++) { + if (a.color_attachments[i] != b.color_attachments[i]) { + return false; + } + } + + if (a.resolve_attachments.size() != b.resolve_attachments.size()) { + return false; + } + + for (int i = 0; i < a.resolve_attachments.size(); i++) { + if (a.resolve_attachments[i] != b.resolve_attachments[i]) { + return false; + } + } + + if (a.preserve_attachments.size() != b.preserve_attachments.size()) { + return false; + } + + for (int i = 0; i < a.preserve_attachments.size(); i++) { + if (a.preserve_attachments[i] != b.preserve_attachments[i]) { + return false; + } + } + + return true; + } + + _FORCE_INLINE_ uint32_t _hash_rids(uint32_t h, const RID &arg) { + return hash_murmur3_one_64(arg.get_id(), h); + } + + template <typename... Args> + uint32_t _hash_rids(uint32_t h, const RID &arg, Args... args) { + h = hash_murmur3_one_64(arg.get_id(), h); + return _hash_rids(h, args...); + } + + _FORCE_INLINE_ bool _compare_args(uint32_t idx, const LocalVector<RID> &textures, const RID &arg) { + return textures[idx] == arg; + } + + template <typename... Args> + _FORCE_INLINE_ bool _compare_args(uint32_t idx, const LocalVector<RID> &textures, const RID &arg, Args... args) { + if (textures[idx] != arg) { + return false; + } + return _compare_args(idx + 1, textures, args...); + } + + _FORCE_INLINE_ void _create_args(Vector<RID> &textures, const RID &arg) { + textures.push_back(arg); + } + + template <typename... Args> + _FORCE_INLINE_ void _create_args(Vector<RID> &textures, const RID &arg, Args... args) { + textures.push_back(arg); + _create_args(textures, args...); + } + + static FramebufferCacheRD *singleton; + + uint32_t cache_instances_used = 0; + + void _invalidate(Cache *p_cache); + static void _framebuffer_invalidation_callback(void *p_userdata); + + RID _allocate_from_data(uint32_t p_views, uint32_t p_hash, uint32_t p_table_idx, const Vector<RID> &p_textures, const Vector<RD::FramebufferPass> &p_passes) { + RID rid; + if (p_passes.size()) { + rid = RD::get_singleton()->framebuffer_create_multipass(p_textures, p_passes, RD::INVALID_ID, p_views); + } else { + rid = RD::get_singleton()->framebuffer_create(p_textures, RD::INVALID_ID, p_views); + } + + ERR_FAIL_COND_V(rid.is_null(), rid); + + Cache *c = cache_allocator.alloc(); + c->views = p_views; + c->cache = rid; + c->hash = p_hash; + c->textures.resize(p_textures.size()); + for (uint32_t i = 0; i < c->textures.size(); i++) { + c->textures[i] = p_textures[i]; + } + c->passes.resize(p_passes.size()); + for (uint32_t i = 0; i < c->passes.size(); i++) { + c->passes[i] = p_passes[i]; + } + c->prev = nullptr; + c->next = hash_table[p_table_idx]; + if (hash_table[p_table_idx]) { + hash_table[p_table_idx]->prev = c; + } + hash_table[p_table_idx] = c; + + RD::get_singleton()->framebuffer_set_invalidation_callback(rid, _framebuffer_invalidation_callback, c); + + cache_instances_used++; + + return rid; + } + +public: + template <typename... Args> + RID get_cache(Args... args) { + uint32_t h = hash_murmur3_one_32(1); //1 view + h = hash_murmur3_one_32(sizeof...(Args), h); + h = _hash_rids(h, args...); + h = hash_murmur3_one_32(0, h); // 0 passes + h = hash_fmix32(h); + + uint32_t table_idx = h % HASH_TABLE_SIZE; + { + const Cache *c = hash_table[table_idx]; + + while (c) { + if (c->hash == h && c->passes.size() == 0 && c->textures.size() == sizeof...(Args) && c->views == 1 && _compare_args(0, c->textures, args...)) { + return c->cache; + } + c = c->next; + } + } + + // Not in cache, create: + + Vector<RID> textures; + _create_args(textures, args...); + + return _allocate_from_data(1, h, table_idx, textures, Vector<RD::FramebufferPass>()); + } + + template <typename... Args> + RID get_cache_multiview(uint32_t p_views, Args... args) { + uint32_t h = hash_murmur3_one_32(p_views); + h = hash_murmur3_one_32(sizeof...(Args), h); + h = _hash_rids(h, args...); + h = hash_murmur3_one_32(0, h); // 0 passes + h = hash_fmix32(h); + + uint32_t table_idx = h % HASH_TABLE_SIZE; + { + const Cache *c = hash_table[table_idx]; + + while (c) { + if (c->hash == h && c->passes.size() == 0 && c->textures.size() == sizeof...(Args) && c->views == p_views && _compare_args(0, c->textures, args...)) { + return c->cache; + } + c = c->next; + } + } + + // Not in cache, create: + + Vector<RID> textures; + _create_args(textures, args...); + + return _allocate_from_data(p_views, h, table_idx, textures, Vector<RD::FramebufferPass>()); + } + + RID get_cache_multipass(const Vector<RID> &p_textures, const Vector<RD::FramebufferPass> &p_passes, uint32_t p_views = 1) { + uint32_t h = hash_murmur3_one_32(p_views); + h = hash_murmur3_one_32(p_textures.size()); + for (int i = 0; i < p_textures.size(); i++) { + h = hash_murmur3_one_64(p_textures[i].get_id(), h); + } + h = hash_murmur3_one_32(p_passes.size()); + for (int i = 0; i < p_passes.size(); i++) { + h = _hash_pass(p_passes[i], h); + } + + h = hash_fmix32(h); + + uint32_t table_idx = h % HASH_TABLE_SIZE; + { + const Cache *c = hash_table[table_idx]; + + while (c) { + if (c->hash == h && c->views == p_views && c->textures.size() == (uint32_t)p_textures.size() && c->passes.size() == (uint32_t)p_passes.size()) { + bool all_ok = true; + + for (int i = 0; i < p_textures.size(); i++) { + if (p_textures[i] != c->textures[i]) { + all_ok = false; + break; + } + } + + if (all_ok) { + for (int i = 0; i < p_passes.size(); i++) { + if (!_compare_pass(p_passes[i], c->passes[i])) { + all_ok = false; + break; + } + } + } + + if (all_ok) { + return c->cache; + } + } + c = c->next; + } + } + + // Not in cache, create: + return _allocate_from_data(p_views, h, table_idx, p_textures, p_passes); + } + + static FramebufferCacheRD *get_singleton() { return singleton; } + + FramebufferCacheRD(); + ~FramebufferCacheRD(); +}; + +#endif // FRAMEBUFFER_CACHE_RD_H diff --git a/servers/rendering/renderer_rd/pipeline_cache_rd.cpp b/servers/rendering/renderer_rd/pipeline_cache_rd.cpp index 9151c53823..7a2336970b 100644 --- a/servers/rendering/renderer_rd/pipeline_cache_rd.cpp +++ b/servers/rendering/renderer_rd/pipeline_cache_rd.cpp @@ -29,6 +29,7 @@ /*************************************************************************/ #include "pipeline_cache_rd.h" + #include "core/os/memory.h" RID PipelineCacheRD::_generate_version(RD::VertexFormatID p_vertex_format_id, RD::FramebufferFormatID p_framebuffer_format_id, bool p_wireframe, uint32_t p_render_pass, uint32_t p_bool_specializations) { @@ -70,9 +71,7 @@ RID PipelineCacheRD::_generate_version(RD::VertexFormatID p_vertex_format_id, RD } void PipelineCacheRD::_clear() { -#ifndef _MSC_VER -#warning Clear should probably recompile all the variants already compiled instead to avoid stalls? needs discussion -#endif + // TODO: Clear should probably recompile all the variants already compiled instead to avoid stalls? Needs discussion. if (versions) { for (uint32_t i = 0; i < version_count; i++) { //shader may be gone, so this may not be valid diff --git a/servers/rendering/renderer_rd/pipeline_cache_rd.h b/servers/rendering/renderer_rd/pipeline_cache_rd.h index ad83fc76b7..882e459bcd 100644 --- a/servers/rendering/renderer_rd/pipeline_cache_rd.h +++ b/servers/rendering/renderer_rd/pipeline_cache_rd.h @@ -97,4 +97,4 @@ public: ~PipelineCacheRD(); }; -#endif // RENDER_PIPELINE_CACHE_RD_H +#endif // PIPELINE_CACHE_RD_H diff --git a/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp b/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp index 7d55be1216..5728444312 100644 --- a/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp +++ b/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp @@ -192,7 +192,7 @@ RendererCanvasRender::PolygonID RendererCanvasRenderRD::request_polygon(const Ve vd.stride = 0; descriptions.write[1] = vd; - buffers.write[1] = mesh_storage->mesh_get_default_rd_buffer(RendererRD::DEFAULT_RD_BUFFER_COLOR); + buffers.write[1] = mesh_storage->mesh_get_default_rd_buffer(RendererRD::MeshStorage::DEFAULT_RD_BUFFER_COLOR); } //uvs @@ -220,7 +220,7 @@ RendererCanvasRender::PolygonID RendererCanvasRenderRD::request_polygon(const Ve vd.stride = 0; descriptions.write[2] = vd; - buffers.write[2] = mesh_storage->mesh_get_default_rd_buffer(RendererRD::DEFAULT_RD_BUFFER_TEX_UV); + buffers.write[2] = mesh_storage->mesh_get_default_rd_buffer(RendererRD::MeshStorage::DEFAULT_RD_BUFFER_TEX_UV); } //bones @@ -253,7 +253,7 @@ RendererCanvasRender::PolygonID RendererCanvasRenderRD::request_polygon(const Ve vd.stride = 0; descriptions.write[3] = vd; - buffers.write[3] = mesh_storage->mesh_get_default_rd_buffer(RendererRD::DEFAULT_RD_BUFFER_BONES); + buffers.write[3] = mesh_storage->mesh_get_default_rd_buffer(RendererRD::MeshStorage::DEFAULT_RD_BUFFER_BONES); } //weights @@ -286,7 +286,7 @@ RendererCanvasRender::PolygonID RendererCanvasRenderRD::request_polygon(const Ve vd.stride = 0; descriptions.write[4] = vd; - buffers.write[4] = mesh_storage->mesh_get_default_rd_buffer(RendererRD::DEFAULT_RD_BUFFER_WEIGHTS); + buffers.write[4] = mesh_storage->mesh_get_default_rd_buffer(RendererRD::MeshStorage::DEFAULT_RD_BUFFER_WEIGHTS); } //check that everything is as it should be @@ -494,7 +494,11 @@ void RendererCanvasRenderRD::_render_item(RD::DrawListID p_draw_list, RID p_rend } //bind pipeline - { + if (rect->flags & CANVAS_RECT_LCD) { + RID pipeline = pipeline_variants->variants[light_mode][PIPELINE_VARIANT_QUAD_LCD_BLEND].get_render_pipeline(RD::INVALID_ID, p_framebuffer_format); + RD::get_singleton()->draw_list_bind_render_pipeline(p_draw_list, pipeline); + RD::get_singleton()->draw_list_set_blend_constants(p_draw_list, rect->modulate); + } else { RID pipeline = pipeline_variants->variants[light_mode][PIPELINE_VARIANT_QUAD].get_render_pipeline(RD::INVALID_ID, p_framebuffer_format); RD::get_singleton()->draw_list_bind_render_pipeline(p_draw_list, pipeline); } @@ -528,7 +532,7 @@ void RendererCanvasRenderRD::_render_item(RD::DrawListID p_draw_list, RID p_rend } if (rect->flags & CANVAS_RECT_TRANSPOSE) { - dst_rect.size.x *= -1; // Encoding in the dst_rect.z uniform + push_constant.flags |= FLAGS_TRANSPOSE_RECT; } if (rect->flags & CANVAS_RECT_CLIP_UV) { @@ -556,6 +560,8 @@ void RendererCanvasRenderRD::_render_item(RD::DrawListID p_draw_list, RID p_rend push_constant.msdf[1] = rect->outline; // Outline size. push_constant.msdf[2] = 0.f; // Reserved. push_constant.msdf[3] = 0.f; // Reserved. + } else if (rect->flags & CANVAS_RECT_LCD) { + push_constant.flags |= FLAGS_USE_LCD; } push_constant.modulation[0] = rect->modulate.r * base_color.r; @@ -988,7 +994,7 @@ RID RendererCanvasRenderRD::_create_base_uniform_set(RID p_to_render_target, boo } else { screen = texture_storage->render_target_get_rd_backbuffer(p_to_render_target); if (screen.is_null()) { //unallocated backbuffer - screen = RendererRD::TextureStorage::get_singleton()->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_WHITE); + screen = RendererRD::TextureStorage::get_singleton()->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE); } } u.append_id(screen); @@ -1031,7 +1037,7 @@ RID RendererCanvasRenderRD::_create_base_uniform_set(RID p_to_render_target, boo RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; u.binding = 9; - u.append_id(RendererRD::MaterialStorage::get_singleton()->global_variables_get_storage_buffer()); + u.append_id(RendererRD::MaterialStorage::get_singleton()->global_shader_uniforms_get_storage_buffer()); uniforms.push_back(u); } @@ -1069,10 +1075,7 @@ void RendererCanvasRenderRD::_render_items(RID p_to_render_target, int p_item_co clear_colors.push_back(texture_storage->render_target_get_clear_request_color(p_to_render_target)); texture_storage->render_target_disable_clear_request(p_to_render_target); } -#ifndef _MSC_VER -#warning TODO obtain from framebuffer format eventually when this is implemented -#endif - + // TODO: Obtain from framebuffer format eventually when this is implemented. fb_uniform_set = texture_storage->render_target_get_framebuffer_uniform_set(p_to_render_target); } @@ -1115,7 +1118,7 @@ void RendererCanvasRenderRD::_render_items(RID p_to_render_target, int p_item_co if (material != prev_material) { CanvasMaterialData *material_data = nullptr; if (material.is_valid()) { - material_data = static_cast<CanvasMaterialData *>(material_storage->material_get_data(material, RendererRD::SHADER_TYPE_2D)); + material_data = static_cast<CanvasMaterialData *>(material_storage->material_get_data(material, RendererRD::MaterialStorage::SHADER_TYPE_2D)); } if (material_data) { @@ -1304,7 +1307,7 @@ void RendererCanvasRenderRD::canvas_render_items(RID p_to_render_target, Item *p Size2i ssize = texture_storage->render_target_get_size(p_to_render_target); Transform3D screen_transform; - screen_transform.translate(-(ssize.width / 2.0f), -(ssize.height / 2.0f), 0.0f); + screen_transform.translate_local(-(ssize.width / 2.0f), -(ssize.height / 2.0f), 0.0f); screen_transform.scale(Vector3(2.0f / ssize.width, 2.0f / ssize.height, 1.0f)); _update_transform_to_mat4(screen_transform, state_buffer.screen_transform); _update_transform_2d_to_mat4(p_canvas_transform, state_buffer.canvas_transform); @@ -1356,11 +1359,15 @@ void RendererCanvasRenderRD::canvas_render_items(RID p_to_render_target, Item *p default_repeat = p_default_repeat; } - //fill the list until rendering is possible. - bool material_screen_texture_found = false; Item *ci = p_item_list; + + //fill the list until rendering is possible. + bool material_screen_texture_cached = false; + bool material_screen_texture_mipmaps_cached = false; + Rect2 back_buffer_rect; bool backbuffer_copy = false; + bool backbuffer_gen_mipmaps = false; Item *canvas_group_owner = nullptr; @@ -1383,12 +1390,15 @@ void RendererCanvasRenderRD::canvas_render_items(RID p_to_render_target, Item *p RID material = ci->material_owner == nullptr ? ci->material : ci->material_owner->material; if (material.is_valid()) { - CanvasMaterialData *md = static_cast<CanvasMaterialData *>(material_storage->material_get_data(material, RendererRD::SHADER_TYPE_2D)); + CanvasMaterialData *md = static_cast<CanvasMaterialData *>(material_storage->material_get_data(material, RendererRD::MaterialStorage::SHADER_TYPE_2D)); if (md && md->shader_data->valid) { if (md->shader_data->uses_screen_texture && canvas_group_owner == nullptr) { - if (!material_screen_texture_found) { + if (!material_screen_texture_cached) { backbuffer_copy = true; back_buffer_rect = Rect2(); + backbuffer_gen_mipmaps = md->shader_data->uses_screen_texture_mipmaps; + } else if (!material_screen_texture_mipmaps_cached) { + backbuffer_gen_mipmaps = md->shader_data->uses_screen_texture_mipmaps; } } @@ -1462,6 +1472,8 @@ void RendererCanvasRenderRD::canvas_render_items(RID p_to_render_target, Item *p } canvas_group_owner = nullptr; + // Backbuffer is dirty now and needs to be re-cleared if another CanvasGroup needs it. + backbuffer_cleared = false; } if (backbuffer_copy) { @@ -1474,10 +1486,19 @@ void RendererCanvasRenderRD::canvas_render_items(RID p_to_render_target, Item *p _render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list); item_count = 0; - texture_storage->render_target_copy_to_back_buffer(p_to_render_target, back_buffer_rect, true); + texture_storage->render_target_copy_to_back_buffer(p_to_render_target, back_buffer_rect, backbuffer_gen_mipmaps); backbuffer_copy = false; - material_screen_texture_found = true; //after a backbuffer copy, screen texture makes no further copies + backbuffer_gen_mipmaps = false; + material_screen_texture_cached = true; // After a backbuffer copy, screen texture makes no further copies. + material_screen_texture_mipmaps_cached = backbuffer_gen_mipmaps; + } + + if (backbuffer_gen_mipmaps) { + texture_storage->render_target_gen_back_buffer_mipmaps(p_to_render_target, back_buffer_rect); + + backbuffer_gen_mipmaps = false; + material_screen_texture_mipmaps_cached = true; } items[item_count++] = ci; @@ -1584,14 +1605,14 @@ void RendererCanvasRenderRD::light_update_shadow(RID p_rid, int p_shadow_index, RD::InitialAction initial_action = i == 0 ? RD::INITIAL_ACTION_CLEAR_REGION : RD::INITIAL_ACTION_CLEAR_REGION_CONTINUE; RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(state.shadow_fb, initial_action, i != 3 ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, initial_action, RD::FINAL_ACTION_DISCARD, cc, 1.0, 0, rect); - CameraMatrix projection; + Projection projection; { real_t fov = 90; real_t nearp = p_near; real_t farp = p_far; real_t aspect = 1.0; - real_t ymax = nearp * Math::tan(Math::deg2rad(fov * 0.5)); + real_t ymax = nearp * Math::tan(Math::deg_to_rad(fov * 0.5)); real_t ymin = -ymax; real_t xmin = ymin * aspect; real_t xmax = ymax * aspect; @@ -1600,12 +1621,12 @@ void RendererCanvasRenderRD::light_update_shadow(RID p_rid, int p_shadow_index, } Vector3 cam_target = Basis(Vector3(0, 0, Math_TAU * ((i + 3) / 4.0))).xform(Vector3(0, 1, 0)); - projection = projection * CameraMatrix(Transform3D().looking_at(cam_target, Vector3(0, 0, -1)).affine_inverse()); + projection = projection * Projection(Transform3D().looking_at(cam_target, Vector3(0, 0, -1)).affine_inverse()); ShadowRenderPushConstant push_constant; for (int y = 0; y < 4; y++) { for (int x = 0; x < 4; x++) { - push_constant.projection[y * 4 + x] = projection.matrix[y][x]; + push_constant.projection[y * 4 + x] = projection.columns[y][x]; } } static const Vector2 directions[4] = { Vector2(1, 0), Vector2(0, 1), Vector2(-1, 0), Vector2(0, -1) }; @@ -1673,14 +1694,14 @@ void RendererCanvasRenderRD::light_update_directional_shadow(RID p_rid, int p_sh Rect2i rect(0, p_shadow_index * 2, state.shadow_texture_size, 2); RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(state.shadow_fb, RD::INITIAL_ACTION_CLEAR_REGION, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR_REGION, RD::FINAL_ACTION_DISCARD, cc, 1.0, 0, rect); - CameraMatrix projection; + Projection projection; projection.set_orthogonal(-half_size, half_size, -0.5, 0.5, 0.0, distance); - projection = projection * CameraMatrix(Transform3D().looking_at(Vector3(0, 1, 0), Vector3(0, 0, -1)).affine_inverse()); + projection = projection * Projection(Transform3D().looking_at(Vector3(0, 1, 0), Vector3(0, 0, -1)).affine_inverse()); ShadowRenderPushConstant push_constant; for (int y = 0; y < 4; y++) { for (int x = 0; x < 4; x++) { - push_constant.projection[y * 4 + x] = projection.matrix[y][x]; + push_constant.projection[y * 4 + x] = projection.columns[y][x]; } } @@ -1743,12 +1764,12 @@ void RendererCanvasRenderRD::render_sdf(RID p_render_target, LightOccluderInstan RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(fb, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_DISCARD, cc); - CameraMatrix projection; + Projection projection; ShadowRenderPushConstant push_constant; for (int y = 0; y < 4; y++) { for (int x = 0; x < 4; x++) { - push_constant.projection[y * 4 + x] = projection.matrix[y][x]; + push_constant.projection[y * 4 + x] = projection.columns[y][x]; } } @@ -1956,8 +1977,8 @@ void RendererCanvasRenderRD::occluder_polygon_set_shape(RID p_occluder, const Ve } else { //update existing - RD::get_singleton()->buffer_update(oc->vertex_buffer, 0, sizeof(real_t) * 2 * p_points.size(), p_points.ptr()); - RD::get_singleton()->buffer_update(oc->index_buffer, 0, sdf_indices.size() * sizeof(int32_t), sdf_indices.ptr()); + RD::get_singleton()->buffer_update(oc->sdf_vertex_buffer, 0, sizeof(real_t) * 2 * p_points.size(), p_points.ptr()); + RD::get_singleton()->buffer_update(oc->sdf_index_buffer, 0, sdf_indices.size() * sizeof(int32_t), sdf_indices.ptr()); } } } @@ -1968,6 +1989,10 @@ void RendererCanvasRenderRD::occluder_polygon_set_cull_mode(RID p_occluder, RS:: oc->cull_mode = p_mode; } +void RendererCanvasRenderRD::CanvasShaderData::set_path_hint(const String &p_path) { + path = p_path; +} + void RendererCanvasRenderRD::CanvasShaderData::set_code(const String &p_code) { //compile @@ -1976,6 +2001,7 @@ void RendererCanvasRenderRD::CanvasShaderData::set_code(const String &p_code) { ubo_size = 0; uniforms.clear(); uses_screen_texture = false; + uses_screen_texture_mipmaps = false; uses_sdf = false; uses_time = false; @@ -1986,7 +2012,6 @@ void RendererCanvasRenderRD::CanvasShaderData::set_code(const String &p_code) { ShaderCompiler::GeneratedCode gen_code; int blend_mode = BLEND_MODE_MIX; - uses_screen_texture = false; ShaderCompiler::IdentifierActions actions; actions.entry_point_stages["vertex"] = ShaderCompiler::STAGE_VERTEX; @@ -2011,6 +2036,8 @@ void RendererCanvasRenderRD::CanvasShaderData::set_code(const String &p_code) { Error err = canvas_singleton->shader.compiler.compile(RS::SHADER_CANVAS_ITEM, code, &actions, path, gen_code); ERR_FAIL_COND_MSG(err != OK, "Shader compilation failed."); + uses_screen_texture_mipmaps = gen_code.uses_screen_texture_mipmaps; + if (version.is_null()) { version = canvas_singleton->shader.canvas_shader.version_create(); } @@ -2021,12 +2048,16 @@ void RendererCanvasRenderRD::CanvasShaderData::set_code(const String &p_code) { for (int i = 0; i < gen_code.defines.size(); i++) { print_line(gen_code.defines[i]); } + + HashMap<String, String>::Iterator el = gen_code.code.begin(); + while (el) { + print_line("\n**code " + el->key + ":\n" + el->value); + ++el; + } + print_line("\n**uniforms:\n" + gen_code.uniforms); - print_line("\n**vertex_globals:\n" + gen_code.vertex_global); - print_line("\n**vertex_code:\n" + gen_code.vertex); - print_line("\n**fragment_globals:\n" + gen_code.fragment_global); - print_line("\n**fragment_code:\n" + gen_code.fragment); - print_line("\n**light_code:\n" + gen_code.light); + print_line("\n**vertex_globals:\n" + gen_code.stage_globals[ShaderCompiler::STAGE_VERTEX]); + print_line("\n**fragment_globals:\n" + gen_code.stage_globals[ShaderCompiler::STAGE_FRAGMENT]); #endif canvas_singleton->shader.canvas_shader.version_set_code(version, gen_code.code, gen_code.uniforms, gen_code.stage_globals[ShaderCompiler::STAGE_VERTEX], gen_code.stage_globals[ShaderCompiler::STAGE_FRAGMENT], gen_code.defines); ERR_FAIL_COND(!canvas_singleton->shader.canvas_shader.version_is_valid(version)); @@ -2100,6 +2131,18 @@ void RendererCanvasRenderRD::CanvasShaderData::set_code(const String &p_code) { RD::PipelineColorBlendState blend_state; blend_state.attachments.push_back(attachment); + RD::PipelineColorBlendState::Attachment attachment_lcd; + attachment_lcd.enable_blend = true; + attachment_lcd.alpha_blend_op = RD::BLEND_OP_ADD; + attachment_lcd.color_blend_op = RD::BLEND_OP_ADD; + attachment_lcd.src_color_blend_factor = RD::BLEND_FACTOR_CONSTANT_COLOR; + attachment_lcd.dst_color_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_COLOR; + attachment_lcd.src_alpha_blend_factor = RD::BLEND_FACTOR_ONE; + attachment_lcd.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA; + + RD::PipelineColorBlendState blend_state_lcd; + blend_state_lcd.attachments.push_back(attachment_lcd); + //update pipelines for (int i = 0; i < PIPELINE_LIGHT_MODE_MAX; i++) { @@ -2115,10 +2158,12 @@ void RendererCanvasRenderRD::CanvasShaderData::set_code(const String &p_code) { RD::RENDER_PRIMITIVE_LINES, RD::RENDER_PRIMITIVE_LINESTRIPS, RD::RENDER_PRIMITIVE_POINTS, + RD::RENDER_PRIMITIVE_TRIANGLES, }; ShaderVariant shader_variants[PIPELINE_LIGHT_MODE_MAX][PIPELINE_VARIANT_MAX] = { - { //non lit + { + //non lit SHADER_VARIANT_QUAD, SHADER_VARIANT_NINEPATCH, SHADER_VARIANT_PRIMITIVE, @@ -2128,8 +2173,11 @@ void RendererCanvasRenderRD::CanvasShaderData::set_code(const String &p_code) { SHADER_VARIANT_ATTRIBUTES, SHADER_VARIANT_ATTRIBUTES, SHADER_VARIANT_ATTRIBUTES, - SHADER_VARIANT_ATTRIBUTES_POINTS }, - { //lit + SHADER_VARIANT_ATTRIBUTES_POINTS, + SHADER_VARIANT_QUAD, + }, + { + //lit SHADER_VARIANT_QUAD_LIGHT, SHADER_VARIANT_NINEPATCH_LIGHT, SHADER_VARIANT_PRIMITIVE_LIGHT, @@ -2139,18 +2187,24 @@ void RendererCanvasRenderRD::CanvasShaderData::set_code(const String &p_code) { SHADER_VARIANT_ATTRIBUTES_LIGHT, SHADER_VARIANT_ATTRIBUTES_LIGHT, SHADER_VARIANT_ATTRIBUTES_LIGHT, - SHADER_VARIANT_ATTRIBUTES_POINTS_LIGHT }, + SHADER_VARIANT_ATTRIBUTES_POINTS_LIGHT, + SHADER_VARIANT_QUAD_LIGHT, + }, }; RID shader_variant = canvas_singleton->shader.canvas_shader.version_get_shader(version, shader_variants[i][j]); - pipeline_variants.variants[i][j].setup(shader_variant, primitive[j], RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), blend_state, 0); + if (j == PIPELINE_VARIANT_QUAD_LCD_BLEND) { + pipeline_variants.variants[i][j].setup(shader_variant, primitive[j], RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), blend_state_lcd, RD::DYNAMIC_STATE_BLEND_CONSTANTS); + } else { + pipeline_variants.variants[i][j].setup(shader_variant, primitive[j], RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), blend_state, 0); + } } } valid = true; } -void RendererCanvasRenderRD::CanvasShaderData::set_default_texture_param(const StringName &p_name, RID p_texture, int p_index) { +void RendererCanvasRenderRD::CanvasShaderData::set_default_texture_parameter(const StringName &p_name, RID p_texture, int p_index) { if (!p_texture.is_valid()) { if (default_texture_params.has(p_name) && default_texture_params[p_name].has(p_index)) { default_texture_params[p_name].erase(p_index); @@ -2167,11 +2221,15 @@ void RendererCanvasRenderRD::CanvasShaderData::set_default_texture_param(const S } } -void RendererCanvasRenderRD::CanvasShaderData::get_param_list(List<PropertyInfo> *p_param_list) const { +void RendererCanvasRenderRD::CanvasShaderData::get_shader_uniform_list(List<PropertyInfo> *p_param_list) const { HashMap<int, StringName> order; for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) { - if (E.value.scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_LOCAL) { + if (E.value.scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_LOCAL || + E.value.hint == ShaderLanguage::ShaderNode::Uniform::HINT_SCREEN_TEXTURE || + E.value.hint == ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL_ROUGHNESS_TEXTURE || + E.value.hint == ShaderLanguage::ShaderNode::Uniform::HINT_DEPTH_TEXTURE) { + // Don't expose any of these. continue; } if (E.value.texture_order >= 0) { @@ -2181,7 +2239,22 @@ void RendererCanvasRenderRD::CanvasShaderData::get_param_list(List<PropertyInfo> } } + String last_group; for (const KeyValue<int, StringName> &E : order) { + String group = uniforms[E.value].group; + if (!uniforms[E.value].subgroup.is_empty()) { + group += "::" + uniforms[E.value].subgroup; + } + + if (group != last_group) { + PropertyInfo pi; + pi.usage = PROPERTY_USAGE_GROUP; + pi.name = group; + p_param_list->push_back(pi); + + last_group = group; + } + PropertyInfo pi = ShaderLanguage::uniform_to_property_info(uniforms[E.value]); pi.name = E.value; p_param_list->push_back(pi); @@ -2203,7 +2276,7 @@ void RendererCanvasRenderRD::CanvasShaderData::get_instance_param_list(List<Rend } } -bool RendererCanvasRenderRD::CanvasShaderData::is_param_texture(const StringName &p_param) const { +bool RendererCanvasRenderRD::CanvasShaderData::is_parameter_texture(const StringName &p_param) const { if (!uniforms.has(p_param)) { return false; } @@ -2242,7 +2315,7 @@ RendererCanvasRenderRD::CanvasShaderData::~CanvasShaderData() { } } -RendererRD::ShaderData *RendererCanvasRenderRD::_create_shader_func() { +RendererRD::MaterialStorage::ShaderData *RendererCanvasRenderRD::_create_shader_func() { CanvasShaderData *shader_data = memnew(CanvasShaderData); return shader_data; } @@ -2250,14 +2323,14 @@ RendererRD::ShaderData *RendererCanvasRenderRD::_create_shader_func() { bool RendererCanvasRenderRD::CanvasMaterialData::update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) { RendererCanvasRenderRD *canvas_singleton = static_cast<RendererCanvasRenderRD *>(RendererCanvasRender::singleton); - return update_parameters_uniform_set(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size, uniform_set, canvas_singleton->shader.canvas_shader.version_get_shader(shader_data->version, 0), MATERIAL_UNIFORM_SET); + return update_parameters_uniform_set(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size, uniform_set, canvas_singleton->shader.canvas_shader.version_get_shader(shader_data->version, 0), MATERIAL_UNIFORM_SET, false); } RendererCanvasRenderRD::CanvasMaterialData::~CanvasMaterialData() { free_parameters_uniform_set(uniform_set); } -RendererRD::MaterialData *RendererCanvasRenderRD::_create_material_func(CanvasShaderData *p_shader) { +RendererRD::MaterialStorage::MaterialData *RendererCanvasRenderRD::_create_material_func(CanvasShaderData *p_shader) { CanvasMaterialData *material_data = memnew(CanvasMaterialData); material_data->shader_data = p_shader; //update will happen later anyway so do nothing. @@ -2331,6 +2404,18 @@ RendererCanvasRenderRD::RendererCanvasRenderRD() { blend_state.attachments.push_back(blend_attachment); + RD::PipelineColorBlendState::Attachment attachment_lcd; + attachment_lcd.enable_blend = true; + attachment_lcd.alpha_blend_op = RD::BLEND_OP_ADD; + attachment_lcd.color_blend_op = RD::BLEND_OP_ADD; + attachment_lcd.src_color_blend_factor = RD::BLEND_FACTOR_CONSTANT_COLOR; + attachment_lcd.dst_color_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_COLOR; + attachment_lcd.src_alpha_blend_factor = RD::BLEND_FACTOR_ONE; + attachment_lcd.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA; + + RD::PipelineColorBlendState blend_state_lcd; + blend_state_lcd.attachments.push_back(attachment_lcd); + for (int i = 0; i < PIPELINE_LIGHT_MODE_MAX; i++) { for (int j = 0; j < PIPELINE_VARIANT_MAX; j++) { RD::RenderPrimitive primitive[PIPELINE_VARIANT_MAX] = { @@ -2344,10 +2429,12 @@ RendererCanvasRenderRD::RendererCanvasRenderRD() { RD::RENDER_PRIMITIVE_LINES, RD::RENDER_PRIMITIVE_LINESTRIPS, RD::RENDER_PRIMITIVE_POINTS, + RD::RENDER_PRIMITIVE_TRIANGLES, }; ShaderVariant shader_variants[PIPELINE_LIGHT_MODE_MAX][PIPELINE_VARIANT_MAX] = { - { //non lit + { + //non lit SHADER_VARIANT_QUAD, SHADER_VARIANT_NINEPATCH, SHADER_VARIANT_PRIMITIVE, @@ -2357,8 +2444,11 @@ RendererCanvasRenderRD::RendererCanvasRenderRD() { SHADER_VARIANT_ATTRIBUTES, SHADER_VARIANT_ATTRIBUTES, SHADER_VARIANT_ATTRIBUTES, - SHADER_VARIANT_ATTRIBUTES_POINTS }, - { //lit + SHADER_VARIANT_ATTRIBUTES_POINTS, + SHADER_VARIANT_QUAD, + }, + { + //lit SHADER_VARIANT_QUAD_LIGHT, SHADER_VARIANT_NINEPATCH_LIGHT, SHADER_VARIANT_PRIMITIVE_LIGHT, @@ -2368,11 +2458,17 @@ RendererCanvasRenderRD::RendererCanvasRenderRD() { SHADER_VARIANT_ATTRIBUTES_LIGHT, SHADER_VARIANT_ATTRIBUTES_LIGHT, SHADER_VARIANT_ATTRIBUTES_LIGHT, - SHADER_VARIANT_ATTRIBUTES_POINTS_LIGHT }, + SHADER_VARIANT_ATTRIBUTES_POINTS_LIGHT, + SHADER_VARIANT_QUAD_LIGHT, + }, }; RID shader_variant = shader.canvas_shader.version_get_shader(shader.default_version, shader_variants[i][j]); - shader.pipeline_variants.variants[i][j].setup(shader_variant, primitive[j], RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), blend_state, 0); + if (j == PIPELINE_VARIANT_QUAD_LCD_BLEND) { + shader.pipeline_variants.variants[i][j].setup(shader_variant, primitive[j], RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), blend_state_lcd, RD::DYNAMIC_STATE_BLEND_CONSTANTS); + } else { + shader.pipeline_variants.variants[i][j].setup(shader_variant, primitive[j], RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), blend_state, 0); + } } } } @@ -2415,6 +2511,8 @@ RendererCanvasRenderRD::RendererCanvasRenderRD() { actions.renames["VERTEX_ID"] = "gl_VertexIndex"; actions.renames["LIGHT_POSITION"] = "light_position"; + actions.renames["LIGHT_DIRECTION"] = "light_direction"; + actions.renames["LIGHT_IS_DIRECTIONAL"] = "is_directional"; actions.renames["LIGHT_COLOR"] = "light_color"; actions.renames["LIGHT_ENERGY"] = "light_energy"; actions.renames["LIGHT"] = "light"; @@ -2450,7 +2548,7 @@ RendererCanvasRenderRD::RendererCanvasRenderRD() { actions.default_repeat = ShaderLanguage::REPEAT_DISABLE; actions.base_varying_index = 4; - actions.global_buffer_array_variable = "global_variables.data"; + actions.global_buffer_array_variable = "global_shader_uniforms.data"; shader.compiler.initialize(actions); } @@ -2610,8 +2708,8 @@ RendererCanvasRenderRD::RendererCanvasRenderRD() { state.shadow_texture_size = GLOBAL_GET("rendering/2d/shadow_atlas/size"); //create functions for shader and material - material_storage->shader_set_data_request_function(RendererRD::SHADER_TYPE_2D, _create_shader_funcs); - material_storage->material_set_data_request_function(RendererRD::SHADER_TYPE_2D, _create_material_funcs); + material_storage->shader_set_data_request_function(RendererRD::MaterialStorage::SHADER_TYPE_2D, _create_shader_funcs); + material_storage->material_set_data_request_function(RendererRD::MaterialStorage::SHADER_TYPE_2D, _create_material_funcs); state.time = 0; diff --git a/servers/rendering/renderer_rd/renderer_canvas_render_rd.h b/servers/rendering/renderer_rd/renderer_canvas_render_rd.h index 2ab5a7c831..67db56d913 100644 --- a/servers/rendering/renderer_rd/renderer_canvas_render_rd.h +++ b/servers/rendering/renderer_rd/renderer_canvas_render_rd.h @@ -28,8 +28,8 @@ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ -#ifndef RENDERING_SERVER_CANVAS_RENDER_RD_H -#define RENDERING_SERVER_CANVAS_RENDER_RD_H +#ifndef RENDERER_CANVAS_RENDER_RD_H +#define RENDERER_CANVAS_RENDER_RD_H #include "servers/rendering/renderer_canvas_render.h" #include "servers/rendering/renderer_compositor.h" @@ -85,6 +85,7 @@ class RendererCanvasRenderRD : public RendererCanvasRender { FLAGS_DEFAULT_SPECULAR_MAP_USED = (1 << 27), FLAGS_USE_MSDF = (1 << 28), + FLAGS_USE_LCD = (1 << 29), }; enum { @@ -122,6 +123,7 @@ class RendererCanvasRenderRD : public RendererCanvasRender { PIPELINE_VARIANT_ATTRIBUTE_LINES, PIPELINE_VARIANT_ATTRIBUTE_LINES_STRIP, PIPELINE_VARIANT_ATTRIBUTE_POINTS, + PIPELINE_VARIANT_QUAD_LCD_BLEND, PIPELINE_VARIANT_MAX }; enum PipelineLightMode { @@ -149,7 +151,7 @@ class RendererCanvasRenderRD : public RendererCanvasRender { ShaderCompiler compiler; } shader; - struct CanvasShaderData : public RendererRD::ShaderData { + struct CanvasShaderData : public RendererRD::MaterialStorage::ShaderData { enum BlendMode { //used internally BLEND_MODE_MIX, BLEND_MODE_ADD, @@ -174,15 +176,17 @@ class RendererCanvasRenderRD : public RendererCanvasRender { HashMap<StringName, HashMap<int, RID>> default_texture_params; bool uses_screen_texture = false; + bool uses_screen_texture_mipmaps = false; bool uses_sdf = false; bool uses_time = false; virtual void set_code(const String &p_Code); - virtual void set_default_texture_param(const StringName &p_name, RID p_texture, int p_index); - virtual void get_param_list(List<PropertyInfo> *p_param_list) const; + virtual void set_path_hint(const String &p_path); + virtual void set_default_texture_parameter(const StringName &p_name, RID p_texture, int p_index); + virtual void get_shader_uniform_list(List<PropertyInfo> *p_param_list) const; virtual void get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const; - virtual bool is_param_texture(const StringName &p_param) const; + virtual bool is_parameter_texture(const StringName &p_param) const; virtual bool is_animated() const; virtual bool casts_shadows() const; virtual Variant get_default_parameter(const StringName &p_parameter) const; @@ -192,12 +196,12 @@ class RendererCanvasRenderRD : public RendererCanvasRender { virtual ~CanvasShaderData(); }; - RendererRD::ShaderData *_create_shader_func(); - static RendererRD::ShaderData *_create_shader_funcs() { + RendererRD::MaterialStorage::ShaderData *_create_shader_func(); + static RendererRD::MaterialStorage::ShaderData *_create_shader_funcs() { return static_cast<RendererCanvasRenderRD *>(singleton)->_create_shader_func(); } - struct CanvasMaterialData : public RendererRD::MaterialData { + struct CanvasMaterialData : public RendererRD::MaterialStorage::MaterialData { CanvasShaderData *shader_data = nullptr; RID uniform_set; @@ -207,8 +211,8 @@ class RendererCanvasRenderRD : public RendererCanvasRender { virtual ~CanvasMaterialData(); }; - RendererRD::MaterialData *_create_material_func(CanvasShaderData *p_shader); - static RendererRD::MaterialData *_create_material_funcs(RendererRD::ShaderData *p_shader) { + RendererRD::MaterialStorage::MaterialData *_create_material_func(CanvasShaderData *p_shader); + static RendererRD::MaterialStorage::MaterialData *_create_material_funcs(RendererRD::MaterialStorage::ShaderData *p_shader) { return static_cast<RendererCanvasRenderRD *>(singleton)->_create_material_func(static_cast<CanvasShaderData *>(p_shader)); } @@ -464,4 +468,4 @@ public: ~RendererCanvasRenderRD(); }; -#endif // RASTERIZER_CANVAS_RD_H +#endif // RENDERER_CANVAS_RENDER_RD_H diff --git a/servers/rendering/renderer_rd/renderer_compositor_rd.cpp b/servers/rendering/renderer_rd/renderer_compositor_rd.cpp index a61172c8f5..3289bfb0ea 100644 --- a/servers/rendering/renderer_rd/renderer_compositor_rd.cpp +++ b/servers/rendering/renderer_rd/renderer_compositor_rd.cpp @@ -44,13 +44,9 @@ void RendererCompositorRD::blit_render_targets_to_screen(DisplayServer::WindowID } for (int i = 0; i < p_amount; i++) { - RID texture = texture_storage->render_target_get_texture(p_render_targets[i].render_target); - ERR_CONTINUE(texture.is_null()); - RID rd_texture = texture_storage->texture_get_rd_texture(texture); + RID rd_texture = texture_storage->render_target_get_rd_texture(p_render_targets[i].render_target); ERR_CONTINUE(rd_texture.is_null()); - // TODO if keep_3d_linear was set when rendering to this render target we need to add a linear->sRGB conversion in. - if (!render_target_descriptors.has(rd_texture) || !RD::get_singleton()->uniform_set_is_valid(render_target_descriptors[rd_texture])) { Vector<RD::Uniform> uniforms; RD::Uniform u; @@ -106,10 +102,8 @@ void RendererCompositorRD::begin_frame(double frame_step) { } void RendererCompositorRD::end_frame(bool p_swap_buffers) { -#ifndef _MSC_VER -#warning TODO: likely pass a bool to swap buffers to avoid display? -#endif - RD::get_singleton()->swap_buffers(); //probably should pass some bool to avoid display? + // TODO: Likely pass a bool to swap buffers to avoid display? + RD::get_singleton()->swap_buffers(); } void RendererCompositorRD::initialize() { @@ -170,6 +164,10 @@ void RendererCompositorRD::finalize() { } void RendererCompositorRD::set_boot_image(const Ref<Image> &p_image, const Color &p_color, bool p_scale, bool p_use_filter) { + if (p_image.is_null() || p_image->is_empty()) { + return; + } + RD::get_singleton()->prepare_screen_for_drawing(); RID texture = texture_storage->texture_allocate(); @@ -249,6 +247,7 @@ RendererCompositorRD *RendererCompositorRD::singleton = nullptr; RendererCompositorRD::RendererCompositorRD() { uniform_set_cache = memnew(UniformSetCacheRD); + framebuffer_cache = memnew(FramebufferCacheRD); { String shader_cache_dir = Engine::get_singleton()->get_shader_cache_path(); @@ -266,7 +265,7 @@ RendererCompositorRD::RendererCompositorRD() { if (err != OK) { ERR_PRINT("Can't create shader cache folder, no shader caching will happen: " + shader_cache_dir); } else { - shader_cache_dir = shader_cache_dir.plus_file("shader_cache"); + shader_cache_dir = shader_cache_dir.path_join("shader_cache"); bool shader_cache_enabled = GLOBAL_GET("rendering/shader_compiler/shader_cache/enabled"); if (!Engine::get_singleton()->is_editor_hint() && !shader_cache_enabled) { @@ -298,14 +297,19 @@ RendererCompositorRD::RendererCompositorRD() { fog = memnew(RendererRD::Fog); canvas = memnew(RendererCanvasRenderRD()); - back_end = (bool)(int)GLOBAL_GET("rendering/vulkan/rendering/back_end"); + String rendering_method = GLOBAL_GET("rendering/renderer/rendering_method"); uint64_t textures_per_stage = RD::get_singleton()->limit_get(RD::LIMIT_MAX_TEXTURES_PER_SHADER_STAGE); - if (back_end || textures_per_stage < 48) { + if (rendering_method == "mobile" || textures_per_stage < 48) { scene = memnew(RendererSceneRenderImplementation::RenderForwardMobile()); - } else { // back_end == false + if (rendering_method == "forward_plus") { + WARN_PRINT_ONCE("Platform supports less than 48 textures per stage which is less than required by the Clustered renderer. Defaulting to Mobile renderer."); + } + } else if (rendering_method == "forward_plus") { // default to our high end renderer scene = memnew(RendererSceneRenderImplementation::RenderForwardClustered()); + } else { + ERR_FAIL_MSG("Cannot instantiate RenderingDevice-based renderer with renderer type " + rendering_method); } scene->init(); @@ -316,5 +320,6 @@ RendererCompositorRD::RendererCompositorRD() { RendererCompositorRD::~RendererCompositorRD() { memdelete(uniform_set_cache); + memdelete(framebuffer_cache); ShaderRD::set_shader_cache_dir(String()); } diff --git a/servers/rendering/renderer_rd/renderer_compositor_rd.h b/servers/rendering/renderer_rd/renderer_compositor_rd.h index 2be55743fb..a28335f800 100644 --- a/servers/rendering/renderer_rd/renderer_compositor_rd.h +++ b/servers/rendering/renderer_rd/renderer_compositor_rd.h @@ -28,16 +28,16 @@ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ -#ifndef RENDERING_SERVER_COMPOSITOR_RD_H -#define RENDERING_SERVER_COMPOSITOR_RD_H +#ifndef RENDERER_COMPOSITOR_RD_H +#define RENDERER_COMPOSITOR_RD_H #include "core/os/os.h" -#include "core/templates/thread_work_pool.h" #include "servers/rendering/renderer_compositor.h" #include "servers/rendering/renderer_rd/effects_rd.h" #include "servers/rendering/renderer_rd/environment/fog.h" #include "servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h" #include "servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h" +#include "servers/rendering/renderer_rd/framebuffer_cache_rd.h" #include "servers/rendering/renderer_rd/renderer_canvas_render_rd.h" #include "servers/rendering/renderer_rd/shaders/blit.glsl.gen.h" #include "servers/rendering/renderer_rd/storage_rd/light_storage.h" @@ -51,6 +51,7 @@ class RendererCompositorRD : public RendererCompositor { protected: UniformSetCacheRD *uniform_set_cache = nullptr; + FramebufferCacheRD *framebuffer_cache = nullptr; RendererCanvasRenderRD *canvas = nullptr; RendererRD::Utilities *utilities = nullptr; RendererRD::LightStorage *light_storage = nullptr; @@ -148,4 +149,5 @@ public: RendererCompositorRD(); ~RendererCompositorRD(); }; -#endif // RASTERIZER_RD_H + +#endif // RENDERER_COMPOSITOR_RD_H diff --git a/servers/rendering/renderer_rd/renderer_scene_environment_rd.cpp b/servers/rendering/renderer_rd/renderer_scene_environment_rd.cpp deleted file mode 100644 index 0d9477d850..0000000000 --- a/servers/rendering/renderer_rd/renderer_scene_environment_rd.cpp +++ /dev/null @@ -1,130 +0,0 @@ -/*************************************************************************/ -/* renderer_scene_environment_rd.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ -/* */ -/* Permission is hereby granted, free of charge, to any person obtaining */ -/* a copy of this software and associated documentation files (the */ -/* "Software"), to deal in the Software without restriction, including */ -/* without limitation the rights to use, copy, modify, merge, publish, */ -/* distribute, sublicense, and/or sell copies of the Software, and to */ -/* permit persons to whom the Software is furnished to do so, subject to */ -/* the following conditions: */ -/* */ -/* The above copyright notice and this permission notice shall be */ -/* included in all copies or substantial portions of the Software. */ -/* */ -/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ -/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ -/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ -/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ -/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ -/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ -/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ -/*************************************************************************/ - -#include "servers/rendering/renderer_rd/renderer_scene_environment_rd.h" - -uint64_t RendererSceneEnvironmentRD::auto_exposure_counter = 2; - -void RendererSceneEnvironmentRD::set_ambient_light(const Color &p_color, RS::EnvironmentAmbientSource p_ambient, float p_energy, float p_sky_contribution, RS::EnvironmentReflectionSource p_reflection_source) { - ambient_light = p_color; - ambient_source = p_ambient; - ambient_light_energy = p_energy; - ambient_sky_contribution = p_sky_contribution; - reflection_source = p_reflection_source; -} - -void RendererSceneEnvironmentRD::set_tonemap(RS::EnvironmentToneMapper p_tone_mapper, float p_exposure, float p_white, bool p_auto_exposure, float p_min_luminance, float p_max_luminance, float p_auto_exp_speed, float p_auto_exp_scale) { - exposure = p_exposure; - tone_mapper = p_tone_mapper; - if (!auto_exposure && p_auto_exposure) { - auto_exposure_version = ++auto_exposure_counter; - } - auto_exposure = p_auto_exposure; - white = p_white; - min_luminance = p_min_luminance; - max_luminance = p_max_luminance; - auto_exp_speed = p_auto_exp_speed; - auto_exp_scale = p_auto_exp_scale; -} - -void RendererSceneEnvironmentRD::set_glow(bool p_enable, Vector<float> p_levels, float p_intensity, float p_strength, float p_mix, float p_bloom_threshold, RS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, float p_hdr_luminance_cap, float p_glow_map_strength, RID p_glow_map) { - ERR_FAIL_COND_MSG(p_levels.size() != 7, "Size of array of glow levels must be 7"); - glow_enabled = p_enable; - glow_levels = p_levels; - glow_intensity = p_intensity; - glow_strength = p_strength; - glow_mix = p_mix; - glow_bloom = p_bloom_threshold; - glow_blend_mode = p_blend_mode; - glow_hdr_bleed_threshold = p_hdr_bleed_threshold; - glow_hdr_bleed_scale = p_hdr_bleed_scale; - glow_hdr_luminance_cap = p_hdr_luminance_cap; - glow_map_strength = p_glow_map_strength; - glow_map = p_glow_map; -} - -void RendererSceneEnvironmentRD::set_sdfgi(bool p_enable, int p_cascades, float p_min_cell_size, RS::EnvironmentSDFGIYScale p_y_scale, bool p_use_occlusion, float p_bounce_feedback, bool p_read_sky, float p_energy, float p_normal_bias, float p_probe_bias) { - sdfgi_enabled = p_enable; - sdfgi_cascades = p_cascades; - sdfgi_min_cell_size = p_min_cell_size; - sdfgi_use_occlusion = p_use_occlusion; - sdfgi_bounce_feedback = p_bounce_feedback; - sdfgi_read_sky_light = p_read_sky; - sdfgi_energy = p_energy; - sdfgi_normal_bias = p_normal_bias; - sdfgi_probe_bias = p_probe_bias; - sdfgi_y_scale = p_y_scale; -} - -void RendererSceneEnvironmentRD::set_fog(bool p_enable, const Color &p_light_color, float p_light_energy, float p_sun_scatter, float p_density, float p_height, float p_height_density, float p_fog_aerial_perspective) { - fog_enabled = p_enable; - fog_light_color = p_light_color; - fog_light_energy = p_light_energy; - fog_sun_scatter = p_sun_scatter; - fog_density = p_density; - fog_height = p_height; - fog_height_density = p_height_density; - fog_aerial_perspective = p_fog_aerial_perspective; -} - -void RendererSceneEnvironmentRD::set_volumetric_fog(bool p_enable, float p_density, const Color &p_albedo, const Color &p_emission, float p_emission_energy, float p_anisotropy, float p_length, float p_detail_spread, float p_gi_inject, bool p_temporal_reprojection, float p_temporal_reprojection_amount, float p_ambient_inject) { - volumetric_fog_enabled = p_enable; - volumetric_fog_density = p_density; - volumetric_fog_scattering = p_albedo; - volumetric_fog_emission = p_emission; - volumetric_fog_emission_energy = p_emission_energy; - volumetric_fog_anisotropy = p_anisotropy, - volumetric_fog_length = p_length; - volumetric_fog_detail_spread = p_detail_spread; - volumetric_fog_gi_inject = p_gi_inject; - volumetric_fog_temporal_reprojection = p_temporal_reprojection; - volumetric_fog_temporal_reprojection_amount = p_temporal_reprojection_amount; - volumetric_fog_ambient_inject = p_ambient_inject; -} - -void RendererSceneEnvironmentRD::set_ssr(bool p_enable, int p_max_steps, float p_fade_int, float p_fade_out, float p_depth_tolerance) { - ssr_enabled = p_enable; - ssr_max_steps = p_max_steps; - ssr_fade_in = p_fade_int; - ssr_fade_out = p_fade_out; - ssr_depth_tolerance = p_depth_tolerance; -} - -void RendererSceneEnvironmentRD::set_ssao(bool p_enable, float p_radius, float p_intensity, float p_power, float p_detail, float p_horizon, float p_sharpness, float p_light_affect, float p_ao_channel_affect) { - ssao_enabled = p_enable; - ssao_radius = p_radius; - ssao_intensity = p_intensity; - ssao_power = p_power; - ssao_detail = p_detail; - ssao_horizon = p_horizon; - ssao_sharpness = p_sharpness; - ssao_direct_light_affect = p_light_affect; - ssao_ao_channel_affect = p_ao_channel_affect; -} diff --git a/servers/rendering/renderer_rd/renderer_scene_environment_rd.h b/servers/rendering/renderer_rd/renderer_scene_environment_rd.h deleted file mode 100644 index 4e170b8cfb..0000000000 --- a/servers/rendering/renderer_rd/renderer_scene_environment_rd.h +++ /dev/null @@ -1,167 +0,0 @@ -/*************************************************************************/ -/* renderer_scene_environment_rd.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ -/* */ -/* Permission is hereby granted, free of charge, to any person obtaining */ -/* a copy of this software and associated documentation files (the */ -/* "Software"), to deal in the Software without restriction, including */ -/* without limitation the rights to use, copy, modify, merge, publish, */ -/* distribute, sublicense, and/or sell copies of the Software, and to */ -/* permit persons to whom the Software is furnished to do so, subject to */ -/* the following conditions: */ -/* */ -/* The above copyright notice and this permission notice shall be */ -/* included in all copies or substantial portions of the Software. */ -/* */ -/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ -/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ -/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ -/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ -/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ -/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ -/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ -/*************************************************************************/ - -#ifndef RENDERING_SERVER_SCENE_ENVIRONMENT_RD_H -#define RENDERING_SERVER_SCENE_ENVIRONMENT_RD_H - -#include "servers/rendering/renderer_scene_render.h" -#include "servers/rendering/rendering_device.h" - -class RendererSceneEnvironmentRD { -private: - static uint64_t auto_exposure_counter; - -public: - // BG - RS::EnvironmentBG background = RS::ENV_BG_CLEAR_COLOR; - RID sky; - float sky_custom_fov = 0.0; - Basis sky_orientation; - Color bg_color; - float bg_energy = 1.0; - int canvas_max_layer = 0; - RS::EnvironmentAmbientSource ambient_source = RS::ENV_AMBIENT_SOURCE_BG; - Color ambient_light; - float ambient_light_energy = 1.0; - float ambient_sky_contribution = 1.0; - RS::EnvironmentReflectionSource reflection_source = RS::ENV_REFLECTION_SOURCE_BG; - - /// Tonemap - - RS::EnvironmentToneMapper tone_mapper; - float exposure = 1.0; - float white = 1.0; - bool auto_exposure = false; - float min_luminance = 0.2; - float max_luminance = 8.0; - float auto_exp_speed = 0.2; - float auto_exp_scale = 0.5; - uint64_t auto_exposure_version = 0; - - // Fog - bool fog_enabled = false; - Color fog_light_color = Color(0.5, 0.6, 0.7); - float fog_light_energy = 1.0; - float fog_sun_scatter = 0.0; - float fog_density = 0.001; - float fog_height = 0.0; - float fog_height_density = 0.0; //can be negative to invert effect - float fog_aerial_perspective = 0.0; - - /// Volumetric Fog - /// - bool volumetric_fog_enabled = false; - float volumetric_fog_density = 0.01; - Color volumetric_fog_scattering = Color(1, 1, 1); - Color volumetric_fog_emission = Color(0, 0, 0); - float volumetric_fog_emission_energy = 0.0; - float volumetric_fog_anisotropy = 0.2; - float volumetric_fog_length = 64.0; - float volumetric_fog_detail_spread = 2.0; - float volumetric_fog_gi_inject = 0.0; - bool volumetric_fog_temporal_reprojection = true; - float volumetric_fog_temporal_reprojection_amount = 0.9; - float volumetric_fog_ambient_inject = 0.0; - - /// Glow - - bool glow_enabled = false; - Vector<float> glow_levels; - float glow_intensity = 0.8; - float glow_strength = 1.0; - float glow_bloom = 0.0; - float glow_mix = 0.01; - RS::EnvironmentGlowBlendMode glow_blend_mode = RS::ENV_GLOW_BLEND_MODE_SOFTLIGHT; - float glow_hdr_bleed_threshold = 1.0; - float glow_hdr_luminance_cap = 12.0; - float glow_hdr_bleed_scale = 2.0; - float glow_map_strength = 0.0f; - RID glow_map = RID(); - - /// SSAO - - bool ssao_enabled = false; - float ssao_radius = 1.0; - float ssao_intensity = 2.0; - float ssao_power = 1.5; - float ssao_detail = 0.5; - float ssao_horizon = 0.06; - float ssao_sharpness = 0.98; - float ssao_direct_light_affect = 0.0; - float ssao_ao_channel_affect = 0.0; - - /// SSR - /// - bool ssr_enabled = false; - int ssr_max_steps = 64; - float ssr_fade_in = 0.15; - float ssr_fade_out = 2.0; - float ssr_depth_tolerance = 0.2; - - /// SSIL - /// - bool ssil_enabled = false; - float ssil_radius = 5.0; - float ssil_intensity = 1.0; - float ssil_sharpness = 0.98; - float ssil_normal_rejection = 1.0; - - /// SDFGI - bool sdfgi_enabled = false; - int sdfgi_cascades = 4; - float sdfgi_min_cell_size = 0.2; - bool sdfgi_use_occlusion = false; - float sdfgi_bounce_feedback = 0.5; - bool sdfgi_read_sky_light = true; - float sdfgi_energy = 1.0; - float sdfgi_normal_bias = 1.1; - float sdfgi_probe_bias = 1.1; - RS::EnvironmentSDFGIYScale sdfgi_y_scale = RS::ENV_SDFGI_Y_SCALE_75_PERCENT; - - /// Adjustments - - bool adjustments_enabled = false; - float adjustments_brightness = 1.0f; - float adjustments_contrast = 1.0f; - float adjustments_saturation = 1.0f; - bool use_1d_color_correction = false; - RID color_correction = RID(); - - void set_ambient_light(const Color &p_color, RS::EnvironmentAmbientSource p_ambient, float p_energy, float p_sky_contribution, RS::EnvironmentReflectionSource p_reflection_source); - void set_tonemap(RS::EnvironmentToneMapper p_tone_mapper, float p_exposure, float p_white, bool p_auto_exposure, float p_min_luminance, float p_max_luminance, float p_auto_exp_speed, float p_auto_exp_scale); - void set_glow(bool p_enable, Vector<float> p_levels, float p_intensity, float p_strength, float p_mix, float p_bloom_threshold, RS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, float p_hdr_luminance_cap, float p_glow_map_strength, RID p_glow_map); - void set_sdfgi(bool p_enable, int p_cascades, float p_min_cell_size, RS::EnvironmentSDFGIYScale p_y_scale, bool p_use_occlusion, float p_bounce_feedback, bool p_read_sky, float p_energy, float p_normal_bias, float p_probe_bias); - void set_fog(bool p_enable, const Color &p_light_color, float p_light_energy, float p_sun_scatter, float p_density, float p_height, float p_height_density, float p_fog_aerial_perspective); - void set_volumetric_fog(bool p_enable, float p_density, const Color &p_scatterin, const Color &p_emission, float p_emission_energy, float p_anisotropy, float p_length, float p_detail_spread, float p_gi_inject, bool p_temporal_reprojection, float p_temporal_reprojection_amount, float p_ambient_inject); - void set_ssr(bool p_enable, int p_max_steps, float p_fade_int, float p_fade_out, float p_depth_tolerance); - void set_ssao(bool p_enable, float p_radius, float p_intensity, float p_power, float p_detail, float p_horizon, float p_sharpness, float p_light_affect, float p_ao_channel_affect); -}; - -#endif /* !RENDERING_SERVER_SCENE_ENVIRONMENT_RD_H */ diff --git a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp index a2a0538e04..061263ef76 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; @@ -50,17 +51,21 @@ void get_vogel_disk(float *r_kernel, int p_sample_count) { } } -void RendererSceneRenderRD::sdfgi_update(RID p_render_buffers, RID p_environment, const Vector3 &p_world_position) { - RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_environment); - RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers); - bool needs_sdfgi = env && env->sdfgi_enabled; +void RendererSceneRenderRD::sdfgi_update(const Ref<RenderSceneBuffers> &p_render_buffers, RID p_environment, const Vector3 &p_world_position) { + Ref<RenderSceneBuffersRD> rb = p_render_buffers; + ERR_FAIL_COND(rb.is_null()); + Ref<RendererRD::GI::SDFGI> sdfgi; + if (rb->has_custom_data(RB_SCOPE_SDFGI)) { + sdfgi = rb->get_custom_data(RB_SCOPE_SDFGI); + } + + bool needs_sdfgi = p_environment.is_valid() && environment_get_sdfgi_enabled(p_environment); if (!needs_sdfgi) { - if (rb->sdfgi != nullptr) { - //erase it - rb->sdfgi->erase(); - memdelete(rb->sdfgi); - rb->sdfgi = nullptr; + if (sdfgi.is_valid()) { + // delete it + sdfgi.unref(); + rb->set_custom_data(RB_SCOPE_SDFGI, sdfgi); } return; } @@ -68,35 +73,34 @@ void RendererSceneRenderRD::sdfgi_update(RID p_render_buffers, RID p_environment static const uint32_t history_frames_to_converge[RS::ENV_SDFGI_CONVERGE_MAX] = { 5, 10, 15, 20, 25, 30 }; uint32_t requested_history_size = history_frames_to_converge[gi.sdfgi_frames_to_converge]; - if (rb->sdfgi && (rb->sdfgi->num_cascades != env->sdfgi_cascades || rb->sdfgi->min_cell_size != env->sdfgi_min_cell_size || requested_history_size != rb->sdfgi->history_size || rb->sdfgi->uses_occlusion != env->sdfgi_use_occlusion || rb->sdfgi->y_scale_mode != env->sdfgi_y_scale)) { + if (sdfgi.is_valid() && (sdfgi->num_cascades != environment_get_sdfgi_cascades(p_environment) || sdfgi->min_cell_size != environment_get_sdfgi_min_cell_size(p_environment) || requested_history_size != sdfgi->history_size || sdfgi->uses_occlusion != environment_get_sdfgi_use_occlusion(p_environment) || sdfgi->y_scale_mode != environment_get_sdfgi_y_scale(p_environment))) { //configuration changed, erase - rb->sdfgi->erase(); - memdelete(rb->sdfgi); - rb->sdfgi = nullptr; + sdfgi.unref(); + rb->set_custom_data(RB_SCOPE_SDFGI, sdfgi); } - RendererRD::GI::SDFGI *sdfgi = rb->sdfgi; - if (sdfgi == nullptr) { + if (sdfgi.is_null()) { // re-create - rb->sdfgi = gi.create_sdfgi(env, p_world_position, requested_history_size); + sdfgi = gi.create_sdfgi(p_environment, p_world_position, requested_history_size); + rb->set_custom_data(RB_SCOPE_SDFGI, sdfgi); } else { //check for updates - rb->sdfgi->update(env, p_world_position); + sdfgi->update(p_environment, p_world_position); } } -int RendererSceneRenderRD::sdfgi_get_pending_region_count(RID p_render_buffers) const { - RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers); +int RendererSceneRenderRD::sdfgi_get_pending_region_count(const Ref<RenderSceneBuffers> &p_render_buffers) const { + Ref<RenderSceneBuffersRD> rb = p_render_buffers; + ERR_FAIL_COND_V(rb.is_null(), 0); - ERR_FAIL_COND_V(rb == nullptr, 0); - - if (rb->sdfgi == nullptr) { + if (!rb->has_custom_data(RB_SCOPE_SDFGI)) { return 0; } + Ref<RendererRD::GI::SDFGI> sdfgi = rb->get_custom_data(RB_SCOPE_SDFGI); int dirty_count = 0; - for (uint32_t i = 0; i < rb->sdfgi->cascades.size(); i++) { - const RendererRD::GI::SDFGI::Cascade &c = rb->sdfgi->cascades[i]; + for (uint32_t i = 0; i < sdfgi->cascades.size(); i++) { + const RendererRD::GI::SDFGI::Cascade &c = sdfgi->cascades[i]; if (c.dirty_regions == RendererRD::GI::SDFGI::Cascade::DIRTY_ALL) { dirty_count++; @@ -112,28 +116,32 @@ int RendererSceneRenderRD::sdfgi_get_pending_region_count(RID p_render_buffers) return dirty_count; } -AABB RendererSceneRenderRD::sdfgi_get_pending_region_bounds(RID p_render_buffers, int p_region) const { +AABB RendererSceneRenderRD::sdfgi_get_pending_region_bounds(const Ref<RenderSceneBuffers> &p_render_buffers, int p_region) const { AABB bounds; Vector3i from; Vector3i size; - RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers); - ERR_FAIL_COND_V(rb == nullptr, AABB()); - ERR_FAIL_COND_V(rb->sdfgi == nullptr, AABB()); - int c = rb->sdfgi->get_pending_region_data(p_region, from, size, bounds); + Ref<RenderSceneBuffersRD> rb = p_render_buffers; + ERR_FAIL_COND_V(rb.is_null(), AABB()); + Ref<RendererRD::GI::SDFGI> sdfgi = rb->get_custom_data(RB_SCOPE_SDFGI); + ERR_FAIL_COND_V(sdfgi.is_null(), AABB()); + + int c = sdfgi->get_pending_region_data(p_region, from, size, bounds); ERR_FAIL_COND_V(c == -1, AABB()); return bounds; } -uint32_t RendererSceneRenderRD::sdfgi_get_pending_region_cascade(RID p_render_buffers, int p_region) const { +uint32_t RendererSceneRenderRD::sdfgi_get_pending_region_cascade(const Ref<RenderSceneBuffers> &p_render_buffers, int p_region) const { AABB bounds; Vector3i from; Vector3i size; - RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers); - ERR_FAIL_COND_V(rb == nullptr, -1); - ERR_FAIL_COND_V(rb->sdfgi == nullptr, -1); - return rb->sdfgi->get_pending_region_data(p_region, from, size, bounds); + Ref<RenderSceneBuffersRD> rb = p_render_buffers; + ERR_FAIL_COND_V(rb.is_null(), -1); + Ref<RendererRD::GI::SDFGI> sdfgi = rb->get_custom_data(RB_SCOPE_SDFGI); + ERR_FAIL_COND_V(sdfgi.is_null(), -1); + + return sdfgi->get_pending_region_data(p_region, from, size, bounds); } RID RendererSceneRenderRD::sky_allocate() { @@ -159,145 +167,6 @@ Ref<Image> RendererSceneRenderRD::sky_bake_panorama(RID p_sky, float p_energy, b return sky.sky_bake_panorama(p_sky, p_energy, p_bake_irradiance, p_size); } -RID RendererSceneRenderRD::environment_allocate() { - return environment_owner.allocate_rid(); -} -void RendererSceneRenderRD::environment_initialize(RID p_rid) { - environment_owner.initialize_rid(p_rid, RendererSceneEnvironmentRD()); -} - -void RendererSceneRenderRD::environment_set_background(RID p_env, RS::EnvironmentBG p_bg) { - RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env); - ERR_FAIL_COND(!env); - env->background = p_bg; -} - -void RendererSceneRenderRD::environment_set_sky(RID p_env, RID p_sky) { - RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env); - ERR_FAIL_COND(!env); - env->sky = p_sky; -} - -void RendererSceneRenderRD::environment_set_sky_custom_fov(RID p_env, float p_scale) { - RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env); - ERR_FAIL_COND(!env); - env->sky_custom_fov = p_scale; -} - -void RendererSceneRenderRD::environment_set_sky_orientation(RID p_env, const Basis &p_orientation) { - RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env); - ERR_FAIL_COND(!env); - env->sky_orientation = p_orientation; -} - -void RendererSceneRenderRD::environment_set_bg_color(RID p_env, const Color &p_color) { - RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env); - ERR_FAIL_COND(!env); - env->bg_color = p_color; -} - -void RendererSceneRenderRD::environment_set_bg_energy(RID p_env, float p_energy) { - RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env); - ERR_FAIL_COND(!env); - env->bg_energy = p_energy; -} - -void RendererSceneRenderRD::environment_set_canvas_max_layer(RID p_env, int p_max_layer) { - RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env); - ERR_FAIL_COND(!env); - env->canvas_max_layer = p_max_layer; -} - -void RendererSceneRenderRD::environment_set_ambient_light(RID p_env, const Color &p_color, RS::EnvironmentAmbientSource p_ambient, float p_energy, float p_sky_contribution, RS::EnvironmentReflectionSource p_reflection_source) { - RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env); - ERR_FAIL_COND(!env); - env->set_ambient_light(p_color, p_ambient, p_energy, p_sky_contribution, p_reflection_source); -} - -RS::EnvironmentBG RendererSceneRenderRD::environment_get_background(RID p_env) const { - RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env); - ERR_FAIL_COND_V(!env, RS::ENV_BG_MAX); - return env->background; -} - -RID RendererSceneRenderRD::environment_get_sky(RID p_env) const { - RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env); - ERR_FAIL_COND_V(!env, RID()); - return env->sky; -} - -float RendererSceneRenderRD::environment_get_sky_custom_fov(RID p_env) const { - RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env); - ERR_FAIL_COND_V(!env, 0); - return env->sky_custom_fov; -} - -Basis RendererSceneRenderRD::environment_get_sky_orientation(RID p_env) const { - RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env); - ERR_FAIL_COND_V(!env, Basis()); - return env->sky_orientation; -} - -Color RendererSceneRenderRD::environment_get_bg_color(RID p_env) const { - RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env); - ERR_FAIL_COND_V(!env, Color()); - return env->bg_color; -} - -float RendererSceneRenderRD::environment_get_bg_energy(RID p_env) const { - RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env); - ERR_FAIL_COND_V(!env, 0); - return env->bg_energy; -} - -int RendererSceneRenderRD::environment_get_canvas_max_layer(RID p_env) const { - RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env); - ERR_FAIL_COND_V(!env, 0); - return env->canvas_max_layer; -} - -Color RendererSceneRenderRD::environment_get_ambient_light_color(RID p_env) const { - RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env); - ERR_FAIL_COND_V(!env, Color()); - return env->ambient_light; -} - -RS::EnvironmentAmbientSource RendererSceneRenderRD::environment_get_ambient_source(RID p_env) const { - RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env); - ERR_FAIL_COND_V(!env, RS::ENV_AMBIENT_SOURCE_BG); - return env->ambient_source; -} - -float RendererSceneRenderRD::environment_get_ambient_light_energy(RID p_env) const { - RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env); - ERR_FAIL_COND_V(!env, 0); - return env->ambient_light_energy; -} - -float RendererSceneRenderRD::environment_get_ambient_sky_contribution(RID p_env) const { - RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env); - ERR_FAIL_COND_V(!env, 0); - return env->ambient_sky_contribution; -} - -RS::EnvironmentReflectionSource RendererSceneRenderRD::environment_get_reflection_source(RID p_env) const { - RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env); - ERR_FAIL_COND_V(!env, RS::ENV_REFLECTION_SOURCE_DISABLED); - return env->reflection_source; -} - -void RendererSceneRenderRD::environment_set_tonemap(RID p_env, RS::EnvironmentToneMapper p_tone_mapper, float p_exposure, float p_white, bool p_auto_exposure, float p_min_luminance, float p_max_luminance, float p_auto_exp_speed, float p_auto_exp_scale) { - RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env); - ERR_FAIL_COND(!env); - env->set_tonemap(p_tone_mapper, p_exposure, p_white, p_auto_exposure, p_min_luminance, p_max_luminance, p_auto_exp_speed, p_auto_exp_scale); -} - -void RendererSceneRenderRD::environment_set_glow(RID p_env, bool p_enable, Vector<float> p_levels, float p_intensity, float p_strength, float p_mix, float p_bloom_threshold, RS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, float p_hdr_luminance_cap, float p_glow_map_strength, RID p_glow_map) { - RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env); - ERR_FAIL_COND(!env); - env->set_glow(p_enable, p_levels, p_intensity, p_strength, p_mix, p_bloom_threshold, p_blend_mode, p_hdr_bleed_threshold, p_hdr_bleed_scale, p_hdr_luminance_cap, p_glow_map_strength, p_glow_map); -} - void RendererSceneRenderRD::environment_glow_set_use_bicubic_upscale(bool p_enable) { glow_bicubic_upscale = p_enable; } @@ -306,79 +175,6 @@ void RendererSceneRenderRD::environment_glow_set_use_high_quality(bool p_enable) glow_high_quality = p_enable; } -void RendererSceneRenderRD::environment_set_sdfgi(RID p_env, bool p_enable, int p_cascades, float p_min_cell_size, RS::EnvironmentSDFGIYScale p_y_scale, bool p_use_occlusion, float p_bounce_feedback, bool p_read_sky, float p_energy, float p_normal_bias, float p_probe_bias) { - RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env); - ERR_FAIL_COND(!env); - - if (!is_dynamic_gi_supported()) { - return; - } - - env->set_sdfgi(p_enable, p_cascades, p_min_cell_size, p_y_scale, p_use_occlusion, p_bounce_feedback, p_read_sky, p_energy, p_normal_bias, p_probe_bias); -} - -void RendererSceneRenderRD::environment_set_fog(RID p_env, bool p_enable, const Color &p_light_color, float p_light_energy, float p_sun_scatter, float p_density, float p_height, float p_height_density, float p_fog_aerial_perspective) { - RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env); - ERR_FAIL_COND(!env); - - env->set_fog(p_enable, p_light_color, p_light_energy, p_sun_scatter, p_density, p_height, p_height_density, p_fog_aerial_perspective); -} - -bool RendererSceneRenderRD::environment_is_fog_enabled(RID p_env) const { - const RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env); - ERR_FAIL_COND_V(!env, false); - - return env->fog_enabled; -} -Color RendererSceneRenderRD::environment_get_fog_light_color(RID p_env) const { - const RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env); - ERR_FAIL_COND_V(!env, Color()); - return env->fog_light_color; -} -float RendererSceneRenderRD::environment_get_fog_light_energy(RID p_env) const { - const RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env); - ERR_FAIL_COND_V(!env, 0); - return env->fog_light_energy; -} -float RendererSceneRenderRD::environment_get_fog_sun_scatter(RID p_env) const { - const RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env); - ERR_FAIL_COND_V(!env, 0); - return env->fog_sun_scatter; -} -float RendererSceneRenderRD::environment_get_fog_density(RID p_env) const { - const RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env); - ERR_FAIL_COND_V(!env, 0); - return env->fog_density; -} -float RendererSceneRenderRD::environment_get_fog_height(RID p_env) const { - const RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env); - ERR_FAIL_COND_V(!env, 0); - - return env->fog_height; -} -float RendererSceneRenderRD::environment_get_fog_height_density(RID p_env) const { - const RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env); - ERR_FAIL_COND_V(!env, 0); - return env->fog_height_density; -} - -float RendererSceneRenderRD::environment_get_fog_aerial_perspective(RID p_env) const { - const RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env); - ERR_FAIL_COND_V(!env, 0); - return env->fog_aerial_perspective; -} - -void RendererSceneRenderRD::environment_set_volumetric_fog(RID p_env, bool p_enable, float p_density, const Color &p_albedo, const Color &p_emission, float p_emission_energy, float p_anisotropy, float p_length, float p_detail_spread, float p_gi_inject, bool p_temporal_reprojection, float p_temporal_reprojection_amount, float p_ambient_inject) { - RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env); - ERR_FAIL_COND(!env); - - if (!is_volumetric_supported()) { - return; - } - - env->set_volumetric_fog(p_enable, p_density, p_albedo, p_emission, p_emission_energy, p_anisotropy, p_length, p_detail_spread, p_gi_inject, p_temporal_reprojection, p_temporal_reprojection_amount, p_ambient_inject); -} - void RendererSceneRenderRD::environment_set_volumetric_fog_volume_size(int p_size, int p_depth) { volumetric_fog_size = p_size; volumetric_fog_depth = p_depth; @@ -399,107 +195,16 @@ void RendererSceneRenderRD::environment_set_sdfgi_frames_to_update_light(RS::Env gi.sdfgi_frames_to_update_light = p_update; } -void RendererSceneRenderRD::environment_set_ssr(RID p_env, bool p_enable, int p_max_steps, float p_fade_int, float p_fade_out, float p_depth_tolerance) { - RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env); - ERR_FAIL_COND(!env); - - env->set_ssr(p_enable, p_max_steps, p_fade_int, p_fade_out, p_depth_tolerance); -} - -void RendererSceneRenderRD::environment_set_ssr_roughness_quality(RS::EnvironmentSSRRoughnessQuality p_quality) { - ssr_roughness_quality = p_quality; -} - -RS::EnvironmentSSRRoughnessQuality RendererSceneRenderRD::environment_get_ssr_roughness_quality() const { - return ssr_roughness_quality; -} - -void RendererSceneRenderRD::environment_set_ssao(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_power, float p_detail, float p_horizon, float p_sharpness, float p_light_affect, float p_ao_channel_affect) { - RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env); - ERR_FAIL_COND(!env); - - env->set_ssao(p_enable, p_radius, p_intensity, p_power, p_detail, p_horizon, p_sharpness, p_light_affect, p_ao_channel_affect); -} - -void RendererSceneRenderRD::environment_set_ssao_quality(RS::EnvironmentSSAOQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to) { - ssao_quality = p_quality; - ssao_half_size = p_half_size; - ssao_adaptive_target = p_adaptive_target; - ssao_blur_passes = p_blur_passes; - ssao_fadeout_from = p_fadeout_from; - ssao_fadeout_to = p_fadeout_to; -} - -void RendererSceneRenderRD::environment_set_ssil(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_sharpness, float p_normal_rejection) { - RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env); - ERR_FAIL_COND(!env); - - env->ssil_enabled = p_enable; - env->ssil_radius = p_radius; - env->ssil_intensity = p_intensity; - env->ssil_sharpness = p_sharpness; - env->ssil_normal_rejection = p_normal_rejection; -} - -void RendererSceneRenderRD::environment_set_ssil_quality(RS::EnvironmentSSILQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to) { - ssil_quality = p_quality; - ssil_half_size = p_half_size; - ssil_adaptive_target = p_adaptive_target; - ssil_blur_passes = p_blur_passes; - ssil_fadeout_from = p_fadeout_from; - ssil_fadeout_to = p_fadeout_to; -} - -bool RendererSceneRenderRD::environment_is_ssao_enabled(RID p_env) const { - RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env); - ERR_FAIL_COND_V(!env, false); - return env->ssao_enabled; -} - -float RendererSceneRenderRD::environment_get_ssao_ao_affect(RID p_env) const { - RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env); - ERR_FAIL_COND_V(!env, 0.0); - return env->ssao_ao_channel_affect; -} - -float RendererSceneRenderRD::environment_get_ssao_light_affect(RID p_env) const { - RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env); - ERR_FAIL_COND_V(!env, 0.0); - return env->ssao_direct_light_affect; -} - -bool RendererSceneRenderRD::environment_is_ssil_enabled(RID p_env) const { - RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env); - ERR_FAIL_COND_V(!env, false); - return env->ssil_enabled; -} - -bool RendererSceneRenderRD::environment_is_ssr_enabled(RID p_env) const { - RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env); - ERR_FAIL_COND_V(!env, false); - return env->ssr_enabled; -} -bool RendererSceneRenderRD::environment_is_sdfgi_enabled(RID p_env) const { - RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env); - ERR_FAIL_COND_V(!env, false); - return env->sdfgi_enabled; -} - -bool RendererSceneRenderRD::is_environment(RID p_env) const { - return environment_owner.owns(p_env); -} - Ref<Image> RendererSceneRenderRD::environment_bake_panorama(RID p_env, bool p_bake_irradiance, const Size2i &p_size) { - RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env); - ERR_FAIL_COND_V(!env, Ref<Image>()); + ERR_FAIL_COND_V(p_env.is_null(), Ref<Image>()); - RS::EnvironmentBG environment_background = env->background; + RS::EnvironmentBG environment_background = environment_get_background(p_env); if (environment_background == RS::ENV_BG_CAMERA_FEED || environment_background == RS::ENV_BG_CANVAS || environment_background == RS::ENV_BG_KEEP) { return Ref<Image>(); //nothing to bake } - RS::EnvironmentAmbientSource ambient_source = env->ambient_source; + RS::EnvironmentAmbientSource ambient_source = environment_get_ambient_source(p_env); bool use_ambient_light = false; bool use_cube_map = false; @@ -509,14 +214,14 @@ Ref<Image> RendererSceneRenderRD::environment_bake_panorama(RID p_env, bool p_ba use_cube_map = (ambient_source == RS::ENV_AMBIENT_SOURCE_BG && environment_background == RS::ENV_BG_SKY) || ambient_source == RS::ENV_AMBIENT_SOURCE_SKY; use_ambient_light = use_cube_map || ambient_source == RS::ENV_AMBIENT_SOURCE_COLOR; } - use_cube_map = use_cube_map || (environment_background == RS::ENV_BG_SKY && env->sky.is_valid()); + use_cube_map = use_cube_map || (environment_background == RS::ENV_BG_SKY && environment_get_sky(p_env).is_valid()); Color ambient_color; - float ambient_color_sky_mix; + float ambient_color_sky_mix = 0.0; if (use_ambient_light) { - ambient_color_sky_mix = env->ambient_sky_contribution; - const float ambient_energy = env->ambient_light_energy; - ambient_color = env->ambient_light; + ambient_color_sky_mix = environment_get_ambient_sky_contribution(p_env); + const float ambient_energy = environment_get_ambient_light_energy(p_env); + ambient_color = environment_get_ambient_light(p_env); ambient_color = ambient_color.srgb_to_linear(); ambient_color.r *= ambient_energy; ambient_color.g *= ambient_energy; @@ -524,7 +229,7 @@ Ref<Image> RendererSceneRenderRD::environment_bake_panorama(RID p_env, bool p_ba } if (use_cube_map) { - Ref<Image> panorama = sky_bake_panorama(env->sky, env->bg_energy, 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++) { @@ -534,12 +239,12 @@ Ref<Image> RendererSceneRenderRD::environment_bake_panorama(RID p_env, bool p_ba } return panorama; } else { - const float bg_energy = env->bg_energy; - Color panorama_color = ((environment_background == RS::ENV_BG_CLEAR_COLOR) ? RSG::texture_storage->get_default_clear_color() : env->bg_color); + 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); @@ -551,262 +256,9 @@ Ref<Image> RendererSceneRenderRD::environment_bake_panorama(RID p_env, bool p_ba panorama->fill(panorama_color); return panorama; } - - return Ref<Image>(); -} - -//////////////////////////////////////////////////////////// - -RID RendererSceneRenderRD::fog_volume_instance_create(RID p_fog_volume) { - FogVolumeInstance fvi; - fvi.volume = p_fog_volume; - return fog_volume_instance_owner.make_rid(fvi); -} -void RendererSceneRenderRD::fog_volume_instance_set_transform(RID p_fog_volume_instance, const Transform3D &p_transform) { - FogVolumeInstance *fvi = fog_volume_instance_owner.get_or_null(p_fog_volume_instance); - ERR_FAIL_COND(!fvi); - fvi->transform = p_transform; -} -void RendererSceneRenderRD::fog_volume_instance_set_active(RID p_fog_volume_instance, bool p_active) { - FogVolumeInstance *fvi = fog_volume_instance_owner.get_or_null(p_fog_volume_instance); - ERR_FAIL_COND(!fvi); - fvi->active = p_active; -} - -RID RendererSceneRenderRD::fog_volume_instance_get_volume(RID p_fog_volume_instance) const { - FogVolumeInstance *fvi = fog_volume_instance_owner.get_or_null(p_fog_volume_instance); - ERR_FAIL_COND_V(!fvi, RID()); - return fvi->volume; -} - -Vector3 RendererSceneRenderRD::fog_volume_instance_get_position(RID p_fog_volume_instance) const { - FogVolumeInstance *fvi = fog_volume_instance_owner.get_or_null(p_fog_volume_instance); - ERR_FAIL_COND_V(!fvi, Vector3()); - - return fvi->transform.get_origin(); -} - -//////////////////////////////////////////////////////////// - -RID RendererSceneRenderRD::reflection_atlas_create() { - ReflectionAtlas ra; - ra.count = GLOBAL_GET("rendering/reflections/reflection_atlas/reflection_count"); - ra.size = GLOBAL_GET("rendering/reflections/reflection_atlas/reflection_size"); - - if (is_clustered_enabled()) { - ra.cluster_builder = memnew(ClusterBuilderRD); - ra.cluster_builder->set_shared(&cluster_builder_shared); - ra.cluster_builder->setup(Size2i(ra.size, ra.size), max_cluster_elements, RID(), RID(), RID()); - } else { - ra.cluster_builder = nullptr; - } - - return reflection_atlas_owner.make_rid(ra); -} - -void RendererSceneRenderRD::reflection_atlas_set_size(RID p_ref_atlas, int p_reflection_size, int p_reflection_count) { - ReflectionAtlas *ra = reflection_atlas_owner.get_or_null(p_ref_atlas); - ERR_FAIL_COND(!ra); - - if (ra->size == p_reflection_size && ra->count == p_reflection_count) { - return; //no changes - } - - if (ra->cluster_builder) { - // only if we're using our cluster - ra->cluster_builder->setup(Size2i(ra->size, ra->size), max_cluster_elements, RID(), RID(), RID()); - } - - ra->size = p_reflection_size; - ra->count = p_reflection_count; - - if (ra->reflection.is_valid()) { - //clear and invalidate everything - RD::get_singleton()->free(ra->reflection); - ra->reflection = RID(); - RD::get_singleton()->free(ra->depth_buffer); - ra->depth_buffer = RID(); - for (int i = 0; i < ra->reflections.size(); i++) { - ra->reflections.write[i].data.clear_reflection_data(); - if (ra->reflections[i].owner.is_null()) { - continue; - } - reflection_probe_release_atlas_index(ra->reflections[i].owner); - //rp->atlasindex clear - } - - ra->reflections.clear(); - } -} - -int RendererSceneRenderRD::reflection_atlas_get_size(RID p_ref_atlas) const { - ReflectionAtlas *ra = reflection_atlas_owner.get_or_null(p_ref_atlas); - ERR_FAIL_COND_V(!ra, 0); - - return ra->size; -} - -//////////////////////// -RID RendererSceneRenderRD::reflection_probe_instance_create(RID p_probe) { - ReflectionProbeInstance rpi; - rpi.probe = p_probe; - rpi.forward_id = _allocate_forward_id(FORWARD_ID_TYPE_REFLECTION_PROBE); - - return reflection_probe_instance_owner.make_rid(rpi); } -void RendererSceneRenderRD::reflection_probe_instance_set_transform(RID p_instance, const Transform3D &p_transform) { - ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance); - ERR_FAIL_COND(!rpi); - - rpi->transform = p_transform; - rpi->dirty = true; -} - -void RendererSceneRenderRD::reflection_probe_release_atlas_index(RID p_instance) { - ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance); - ERR_FAIL_COND(!rpi); - - if (rpi->atlas.is_null()) { - return; //nothing to release - } - ReflectionAtlas *atlas = reflection_atlas_owner.get_or_null(rpi->atlas); - ERR_FAIL_COND(!atlas); - ERR_FAIL_INDEX(rpi->atlas_index, atlas->reflections.size()); - atlas->reflections.write[rpi->atlas_index].owner = RID(); - rpi->atlas_index = -1; - rpi->atlas = RID(); -} - -bool RendererSceneRenderRD::reflection_probe_instance_needs_redraw(RID p_instance) { - ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance); - ERR_FAIL_COND_V(!rpi, false); - - if (rpi->rendering) { - return false; - } - - if (rpi->dirty) { - return true; - } - - if (RSG::light_storage->reflection_probe_get_update_mode(rpi->probe) == RS::REFLECTION_PROBE_UPDATE_ALWAYS) { - return true; - } - - return rpi->atlas_index == -1; -} - -bool RendererSceneRenderRD::reflection_probe_instance_has_reflection(RID p_instance) { - ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance); - ERR_FAIL_COND_V(!rpi, false); - - return rpi->atlas.is_valid(); -} - -bool RendererSceneRenderRD::reflection_probe_instance_begin_render(RID p_instance, RID p_reflection_atlas) { - ReflectionAtlas *atlas = reflection_atlas_owner.get_or_null(p_reflection_atlas); - - ERR_FAIL_COND_V(!atlas, false); - - ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance); - ERR_FAIL_COND_V(!rpi, false); - - RD::get_singleton()->draw_command_begin_label("Reflection probe render"); - - if (RSG::light_storage->reflection_probe_get_update_mode(rpi->probe) == RS::REFLECTION_PROBE_UPDATE_ALWAYS && atlas->reflection.is_valid() && atlas->size != 256) { - WARN_PRINT("ReflectionProbes set to UPDATE_ALWAYS must have an atlas size of 256. Please update the atlas size in the ProjectSettings."); - reflection_atlas_set_size(p_reflection_atlas, 256, atlas->count); - } - - if (RSG::light_storage->reflection_probe_get_update_mode(rpi->probe) == RS::REFLECTION_PROBE_UPDATE_ALWAYS && atlas->reflection.is_valid() && atlas->reflections[0].data.layers[0].mipmaps.size() != 8) { - // Invalidate reflection atlas, need to regenerate - RD::get_singleton()->free(atlas->reflection); - atlas->reflection = RID(); - - for (int i = 0; i < atlas->reflections.size(); i++) { - if (atlas->reflections[i].owner.is_null()) { - continue; - } - reflection_probe_release_atlas_index(atlas->reflections[i].owner); - } - - atlas->reflections.clear(); - } - - if (atlas->reflection.is_null()) { - int mipmaps = MIN(sky.roughness_layers, Image::get_image_required_mipmaps(atlas->size, atlas->size, Image::FORMAT_RGBAH) + 1); - mipmaps = RSG::light_storage->reflection_probe_get_update_mode(rpi->probe) == RS::REFLECTION_PROBE_UPDATE_ALWAYS ? 8 : mipmaps; // always use 8 mipmaps with real time filtering - { - //reflection atlas was unused, create: - RD::TextureFormat tf; - tf.array_layers = 6 * atlas->count; - tf.format = _render_buffers_get_color_format(); - tf.texture_type = RD::TEXTURE_TYPE_CUBE_ARRAY; - tf.mipmaps = mipmaps; - tf.width = atlas->size; - tf.height = atlas->size; - tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT | (_render_buffers_can_be_storage() ? RD::TEXTURE_USAGE_STORAGE_BIT : 0); - - atlas->reflection = RD::get_singleton()->texture_create(tf, RD::TextureView()); - } - { - RD::TextureFormat tf; - tf.format = RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_D32_SFLOAT, RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT) ? RD::DATA_FORMAT_D32_SFLOAT : RD::DATA_FORMAT_X8_D24_UNORM_PACK32; - tf.width = atlas->size; - tf.height = atlas->size; - tf.usage_bits = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT; - atlas->depth_buffer = RD::get_singleton()->texture_create(tf, RD::TextureView()); - } - atlas->reflections.resize(atlas->count); - for (int i = 0; i < atlas->count; i++) { - atlas->reflections.write[i].data.update_reflection_data(atlas->size, mipmaps, false, atlas->reflection, i * 6, RSG::light_storage->reflection_probe_get_update_mode(rpi->probe) == RS::REFLECTION_PROBE_UPDATE_ALWAYS, sky.roughness_layers, _render_buffers_get_color_format()); - for (int j = 0; j < 6; j++) { - atlas->reflections.write[i].fbs[j] = reflection_probe_create_framebuffer(atlas->reflections.write[i].data.layers[0].mipmaps[0].views[j], atlas->depth_buffer); - } - } - - Vector<RID> fb; - fb.push_back(atlas->depth_buffer); - atlas->depth_fb = RD::get_singleton()->framebuffer_create(fb); - } - - if (rpi->atlas_index == -1) { - for (int i = 0; i < atlas->reflections.size(); i++) { - if (atlas->reflections[i].owner.is_null()) { - rpi->atlas_index = i; - break; - } - } - //find the one used last - if (rpi->atlas_index == -1) { - //everything is in use, find the one least used via LRU - uint64_t pass_min = 0; - - for (int i = 0; i < atlas->reflections.size(); i++) { - ReflectionProbeInstance *rpi2 = reflection_probe_instance_owner.get_or_null(atlas->reflections[i].owner); - if (rpi2->last_pass < pass_min) { - pass_min = rpi2->last_pass; - rpi->atlas_index = i; - } - } - } - } - - if (rpi->atlas_index != -1) { // should we fail if this is still -1 ? - atlas->reflections.write[rpi->atlas_index].owner = p_instance; - } - - rpi->atlas = p_reflection_atlas; - rpi->rendering = true; - rpi->dirty = false; - rpi->processing_layer = 1; - rpi->processing_side = 0; - - RD::get_singleton()->draw_command_end_label(); - - return true; -} +/* REFLECTION PROBE */ RID RendererSceneRenderRD::reflection_probe_create_framebuffer(RID p_color, RID p_depth) { Vector<RID> fb; @@ -815,706 +267,39 @@ RID RendererSceneRenderRD::reflection_probe_create_framebuffer(RID p_color, RID return RD::get_singleton()->framebuffer_create(fb); } -bool RendererSceneRenderRD::reflection_probe_instance_postprocess_step(RID p_instance) { - ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance); - ERR_FAIL_COND_V(!rpi, false); - ERR_FAIL_COND_V(!rpi->rendering, false); - ERR_FAIL_COND_V(rpi->atlas.is_null(), false); - - ReflectionAtlas *atlas = reflection_atlas_owner.get_or_null(rpi->atlas); - if (!atlas || rpi->atlas_index == -1) { - //does not belong to an atlas anymore, cancel (was removed from atlas or atlas changed while rendering) - rpi->rendering = false; - return false; - } - - if (RSG::light_storage->reflection_probe_get_update_mode(rpi->probe) == RS::REFLECTION_PROBE_UPDATE_ALWAYS) { - // Using real time reflections, all roughness is done in one step - atlas->reflections.write[rpi->atlas_index].data.create_reflection_fast_filter(false); - rpi->rendering = false; - rpi->processing_side = 0; - rpi->processing_layer = 1; - return true; - } - - if (rpi->processing_layer > 1) { - atlas->reflections.write[rpi->atlas_index].data.create_reflection_importance_sample(false, 10, rpi->processing_layer, sky.sky_ggx_samples_quality); - rpi->processing_layer++; - if (rpi->processing_layer == atlas->reflections[rpi->atlas_index].data.layers[0].mipmaps.size()) { - rpi->rendering = false; - rpi->processing_side = 0; - rpi->processing_layer = 1; - return true; - } - return false; - - } else { - atlas->reflections.write[rpi->atlas_index].data.create_reflection_importance_sample(false, rpi->processing_side, rpi->processing_layer, sky.sky_ggx_samples_quality); - } - - rpi->processing_side++; - if (rpi->processing_side == 6) { - rpi->processing_side = 0; - rpi->processing_layer++; - } - - return false; -} - -uint32_t RendererSceneRenderRD::reflection_probe_instance_get_resolution(RID p_instance) { - ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance); - ERR_FAIL_COND_V(!rpi, 0); - - ReflectionAtlas *atlas = reflection_atlas_owner.get_or_null(rpi->atlas); - ERR_FAIL_COND_V(!atlas, 0); - return atlas->size; -} - -RID RendererSceneRenderRD::reflection_probe_instance_get_framebuffer(RID p_instance, int p_index) { - ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance); - ERR_FAIL_COND_V(!rpi, RID()); - ERR_FAIL_INDEX_V(p_index, 6, RID()); - - ReflectionAtlas *atlas = reflection_atlas_owner.get_or_null(rpi->atlas); - ERR_FAIL_COND_V(!atlas, RID()); - return atlas->reflections[rpi->atlas_index].fbs[p_index]; -} - -RID RendererSceneRenderRD::reflection_probe_instance_get_depth_framebuffer(RID p_instance, int p_index) { - ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance); - ERR_FAIL_COND_V(!rpi, RID()); - ERR_FAIL_INDEX_V(p_index, 6, RID()); - - ReflectionAtlas *atlas = reflection_atlas_owner.get_or_null(rpi->atlas); - ERR_FAIL_COND_V(!atlas, RID()); - return atlas->depth_fb; -} - -/////////////////////////////////////////////////////////// - -RID RendererSceneRenderRD::shadow_atlas_create() { - return shadow_atlas_owner.make_rid(ShadowAtlas()); -} - -void RendererSceneRenderRD::_update_shadow_atlas(ShadowAtlas *shadow_atlas) { - if (shadow_atlas->size > 0 && shadow_atlas->depth.is_null()) { - RD::TextureFormat tf; - tf.format = shadow_atlas->use_16_bits ? RD::DATA_FORMAT_D16_UNORM : RD::DATA_FORMAT_D32_SFLOAT; - tf.width = shadow_atlas->size; - tf.height = shadow_atlas->size; - tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT; - - shadow_atlas->depth = RD::get_singleton()->texture_create(tf, RD::TextureView()); - Vector<RID> fb_tex; - fb_tex.push_back(shadow_atlas->depth); - shadow_atlas->fb = RD::get_singleton()->framebuffer_create(fb_tex); - } -} - -void RendererSceneRenderRD::shadow_atlas_set_size(RID p_atlas, int p_size, bool p_16_bits) { - ShadowAtlas *shadow_atlas = shadow_atlas_owner.get_or_null(p_atlas); - ERR_FAIL_COND(!shadow_atlas); - ERR_FAIL_COND(p_size < 0); - p_size = next_power_of_2(p_size); - - if (p_size == shadow_atlas->size && p_16_bits == shadow_atlas->use_16_bits) { - return; - } - - // erasing atlas - if (shadow_atlas->depth.is_valid()) { - RD::get_singleton()->free(shadow_atlas->depth); - shadow_atlas->depth = RID(); - } - for (int i = 0; i < 4; i++) { - //clear subdivisions - shadow_atlas->quadrants[i].shadows.clear(); - shadow_atlas->quadrants[i].shadows.resize(1 << shadow_atlas->quadrants[i].subdivision); - } - - //erase shadow atlas reference from lights - for (const KeyValue<RID, uint32_t> &E : shadow_atlas->shadow_owners) { - LightInstance *li = light_instance_owner.get_or_null(E.key); - ERR_CONTINUE(!li); - li->shadow_atlases.erase(p_atlas); - } - - //clear owners - shadow_atlas->shadow_owners.clear(); - - shadow_atlas->size = p_size; - shadow_atlas->use_16_bits = p_16_bits; -} - -void RendererSceneRenderRD::shadow_atlas_set_quadrant_subdivision(RID p_atlas, int p_quadrant, int p_subdivision) { - ShadowAtlas *shadow_atlas = shadow_atlas_owner.get_or_null(p_atlas); - ERR_FAIL_COND(!shadow_atlas); - ERR_FAIL_INDEX(p_quadrant, 4); - ERR_FAIL_INDEX(p_subdivision, 16384); - - uint32_t subdiv = next_power_of_2(p_subdivision); - if (subdiv & 0xaaaaaaaa) { //sqrt(subdiv) must be integer - subdiv <<= 1; - } - - subdiv = int(Math::sqrt((float)subdiv)); - - //obtain the number that will be x*x - - if (shadow_atlas->quadrants[p_quadrant].subdivision == subdiv) { - return; - } - - //erase all data from quadrant - for (int i = 0; i < shadow_atlas->quadrants[p_quadrant].shadows.size(); i++) { - if (shadow_atlas->quadrants[p_quadrant].shadows[i].owner.is_valid()) { - shadow_atlas->shadow_owners.erase(shadow_atlas->quadrants[p_quadrant].shadows[i].owner); - LightInstance *li = light_instance_owner.get_or_null(shadow_atlas->quadrants[p_quadrant].shadows[i].owner); - ERR_CONTINUE(!li); - li->shadow_atlases.erase(p_atlas); - } - } - - shadow_atlas->quadrants[p_quadrant].shadows.clear(); - shadow_atlas->quadrants[p_quadrant].shadows.resize(subdiv * subdiv); - shadow_atlas->quadrants[p_quadrant].subdivision = subdiv; - - //cache the smallest subdiv (for faster allocation in light update) - - shadow_atlas->smallest_subdiv = 1 << 30; - - for (int i = 0; i < 4; i++) { - if (shadow_atlas->quadrants[i].subdivision) { - shadow_atlas->smallest_subdiv = MIN(shadow_atlas->smallest_subdiv, shadow_atlas->quadrants[i].subdivision); - } - } - - if (shadow_atlas->smallest_subdiv == 1 << 30) { - shadow_atlas->smallest_subdiv = 0; - } - - //resort the size orders, simple bublesort for 4 elements.. - - int swaps = 0; - do { - swaps = 0; - - for (int i = 0; i < 3; i++) { - if (shadow_atlas->quadrants[shadow_atlas->size_order[i]].subdivision < shadow_atlas->quadrants[shadow_atlas->size_order[i + 1]].subdivision) { - SWAP(shadow_atlas->size_order[i], shadow_atlas->size_order[i + 1]); - swaps++; - } - } - } while (swaps > 0); -} - -bool RendererSceneRenderRD::_shadow_atlas_find_shadow(ShadowAtlas *shadow_atlas, int *p_in_quadrants, int p_quadrant_count, int p_current_subdiv, uint64_t p_tick, int &r_quadrant, int &r_shadow) { - for (int i = p_quadrant_count - 1; i >= 0; i--) { - int qidx = p_in_quadrants[i]; - - if (shadow_atlas->quadrants[qidx].subdivision == (uint32_t)p_current_subdiv) { - return false; - } - - //look for an empty space - int sc = shadow_atlas->quadrants[qidx].shadows.size(); - const ShadowAtlas::Quadrant::Shadow *sarr = shadow_atlas->quadrants[qidx].shadows.ptr(); - - int found_free_idx = -1; //found a free one - int found_used_idx = -1; //found existing one, must steal it - uint64_t min_pass = 0; // pass of the existing one, try to use the least recently used one (LRU fashion) - - for (int j = 0; j < sc; j++) { - if (!sarr[j].owner.is_valid()) { - found_free_idx = j; - break; - } - - LightInstance *sli = light_instance_owner.get_or_null(sarr[j].owner); - ERR_CONTINUE(!sli); - - if (sli->last_scene_pass != scene_pass) { - //was just allocated, don't kill it so soon, wait a bit.. - if (p_tick - sarr[j].alloc_tick < shadow_atlas_realloc_tolerance_msec) { - continue; - } - - if (found_used_idx == -1 || sli->last_scene_pass < min_pass) { - found_used_idx = j; - min_pass = sli->last_scene_pass; - } - } - } - - if (found_free_idx == -1 && found_used_idx == -1) { - continue; //nothing found - } - - if (found_free_idx == -1 && found_used_idx != -1) { - found_free_idx = found_used_idx; - } - - r_quadrant = qidx; - r_shadow = found_free_idx; - - return true; - } - - return false; -} - -bool RendererSceneRenderRD::_shadow_atlas_find_omni_shadows(ShadowAtlas *shadow_atlas, int *p_in_quadrants, int p_quadrant_count, int p_current_subdiv, uint64_t p_tick, int &r_quadrant, int &r_shadow) { - for (int i = p_quadrant_count - 1; i >= 0; i--) { - int qidx = p_in_quadrants[i]; - - if (shadow_atlas->quadrants[qidx].subdivision == (uint32_t)p_current_subdiv) { - return false; - } - - //look for an empty space - int sc = shadow_atlas->quadrants[qidx].shadows.size(); - const ShadowAtlas::Quadrant::Shadow *sarr = shadow_atlas->quadrants[qidx].shadows.ptr(); - - int found_idx = -1; - uint64_t min_pass = 0; // sum of currently selected spots, try to get the least recently used pair - - for (int j = 0; j < sc - 1; j++) { - uint64_t pass = 0; - - if (sarr[j].owner.is_valid()) { - LightInstance *sli = light_instance_owner.get_or_null(sarr[j].owner); - ERR_CONTINUE(!sli); - - if (sli->last_scene_pass == scene_pass) { - continue; - } - - //was just allocated, don't kill it so soon, wait a bit.. - if (p_tick - sarr[j].alloc_tick < shadow_atlas_realloc_tolerance_msec) { - continue; - } - pass += sli->last_scene_pass; - } - - if (sarr[j + 1].owner.is_valid()) { - LightInstance *sli = light_instance_owner.get_or_null(sarr[j + 1].owner); - ERR_CONTINUE(!sli); - - if (sli->last_scene_pass == scene_pass) { - continue; - } - - //was just allocated, don't kill it so soon, wait a bit.. - if (p_tick - sarr[j + 1].alloc_tick < shadow_atlas_realloc_tolerance_msec) { - continue; - } - pass += sli->last_scene_pass; - } - - if (found_idx == -1 || pass < min_pass) { - found_idx = j; - min_pass = pass; - - // we found two empty spots, no need to check the rest - if (pass == 0) { - break; - } - } - } - - if (found_idx == -1) { - continue; //nothing found - } - - r_quadrant = qidx; - r_shadow = found_idx; - - return true; - } - - return false; -} - -bool RendererSceneRenderRD::shadow_atlas_update_light(RID p_atlas, RID p_light_instance, float p_coverage, uint64_t p_light_version) { - ShadowAtlas *shadow_atlas = shadow_atlas_owner.get_or_null(p_atlas); - ERR_FAIL_COND_V(!shadow_atlas, false); - - LightInstance *li = light_instance_owner.get_or_null(p_light_instance); - ERR_FAIL_COND_V(!li, false); - - if (shadow_atlas->size == 0 || shadow_atlas->smallest_subdiv == 0) { - return false; - } - - uint32_t quad_size = shadow_atlas->size >> 1; - int desired_fit = MIN(quad_size / shadow_atlas->smallest_subdiv, next_power_of_2(quad_size * p_coverage)); - - int valid_quadrants[4]; - int valid_quadrant_count = 0; - int best_size = -1; //best size found - int best_subdiv = -1; //subdiv for the best size - - //find the quadrants this fits into, and the best possible size it can fit into - for (int i = 0; i < 4; i++) { - int q = shadow_atlas->size_order[i]; - int sd = shadow_atlas->quadrants[q].subdivision; - if (sd == 0) { - continue; //unused - } - - int max_fit = quad_size / sd; - - if (best_size != -1 && max_fit > best_size) { - break; //too large - } - - valid_quadrants[valid_quadrant_count++] = q; - best_subdiv = sd; - - if (max_fit >= desired_fit) { - best_size = max_fit; - } - } - - ERR_FAIL_COND_V(valid_quadrant_count == 0, false); - - uint64_t tick = OS::get_singleton()->get_ticks_msec(); - - uint32_t old_key = ShadowAtlas::SHADOW_INVALID; - uint32_t old_quadrant = ShadowAtlas::SHADOW_INVALID; - uint32_t old_shadow = ShadowAtlas::SHADOW_INVALID; - int old_subdivision = -1; - - bool should_realloc = false; - bool should_redraw = false; - - if (shadow_atlas->shadow_owners.has(p_light_instance)) { - old_key = shadow_atlas->shadow_owners[p_light_instance]; - old_quadrant = (old_key >> ShadowAtlas::QUADRANT_SHIFT) & 0x3; - old_shadow = old_key & ShadowAtlas::SHADOW_INDEX_MASK; - - should_realloc = shadow_atlas->quadrants[old_quadrant].subdivision != (uint32_t)best_subdiv && (shadow_atlas->quadrants[old_quadrant].shadows[old_shadow].alloc_tick - tick > shadow_atlas_realloc_tolerance_msec); - should_redraw = shadow_atlas->quadrants[old_quadrant].shadows[old_shadow].version != p_light_version; - - if (!should_realloc) { - shadow_atlas->quadrants[old_quadrant].shadows.write[old_shadow].version = p_light_version; - //already existing, see if it should redraw or it's just OK - return should_redraw; - } - - old_subdivision = shadow_atlas->quadrants[old_quadrant].subdivision; - } - - bool is_omni = li->light_type == RS::LIGHT_OMNI; - bool found_shadow = false; - int new_quadrant = -1; - int new_shadow = -1; - - if (is_omni) { - found_shadow = _shadow_atlas_find_omni_shadows(shadow_atlas, valid_quadrants, valid_quadrant_count, old_subdivision, tick, new_quadrant, new_shadow); - } else { - found_shadow = _shadow_atlas_find_shadow(shadow_atlas, valid_quadrants, valid_quadrant_count, old_subdivision, tick, new_quadrant, new_shadow); - } - - if (found_shadow) { - if (old_quadrant != ShadowAtlas::SHADOW_INVALID) { - shadow_atlas->quadrants[old_quadrant].shadows.write[old_shadow].version = 0; - shadow_atlas->quadrants[old_quadrant].shadows.write[old_shadow].owner = RID(); - - if (old_key & ShadowAtlas::OMNI_LIGHT_FLAG) { - shadow_atlas->quadrants[old_quadrant].shadows.write[old_shadow + 1].version = 0; - shadow_atlas->quadrants[old_quadrant].shadows.write[old_shadow + 1].owner = RID(); - } - } - - uint32_t new_key = new_quadrant << ShadowAtlas::QUADRANT_SHIFT; - new_key |= new_shadow; - - ShadowAtlas::Quadrant::Shadow *sh = &shadow_atlas->quadrants[new_quadrant].shadows.write[new_shadow]; - _shadow_atlas_invalidate_shadow(sh, p_atlas, shadow_atlas, new_quadrant, new_shadow); - - sh->owner = p_light_instance; - sh->alloc_tick = tick; - sh->version = p_light_version; - - if (is_omni) { - new_key |= ShadowAtlas::OMNI_LIGHT_FLAG; - - int new_omni_shadow = new_shadow + 1; - ShadowAtlas::Quadrant::Shadow *extra_sh = &shadow_atlas->quadrants[new_quadrant].shadows.write[new_omni_shadow]; - _shadow_atlas_invalidate_shadow(extra_sh, p_atlas, shadow_atlas, new_quadrant, new_omni_shadow); - - extra_sh->owner = p_light_instance; - extra_sh->alloc_tick = tick; - extra_sh->version = p_light_version; - } - - li->shadow_atlases.insert(p_atlas); - - //update it in map - shadow_atlas->shadow_owners[p_light_instance] = new_key; - //make it dirty, as it should redraw anyway - return true; - } - - return should_redraw; -} - -void RendererSceneRenderRD::_shadow_atlas_invalidate_shadow(RendererSceneRenderRD::ShadowAtlas::Quadrant::Shadow *p_shadow, RID p_atlas, RendererSceneRenderRD::ShadowAtlas *p_shadow_atlas, uint32_t p_quadrant, uint32_t p_shadow_idx) { - if (p_shadow->owner.is_valid()) { - LightInstance *sli = light_instance_owner.get_or_null(p_shadow->owner); - uint32_t old_key = p_shadow_atlas->shadow_owners[p_shadow->owner]; - - if (old_key & ShadowAtlas::OMNI_LIGHT_FLAG) { - uint32_t s = old_key & ShadowAtlas::SHADOW_INDEX_MASK; - uint32_t omni_shadow_idx = p_shadow_idx + (s == (uint32_t)p_shadow_idx ? 1 : -1); - RendererSceneRenderRD::ShadowAtlas::Quadrant::Shadow *omni_shadow = &p_shadow_atlas->quadrants[p_quadrant].shadows.write[omni_shadow_idx]; - omni_shadow->version = 0; - omni_shadow->owner = RID(); - } - - p_shadow_atlas->shadow_owners.erase(p_shadow->owner); - p_shadow->version = 0; - p_shadow->owner = RID(); - sli->shadow_atlases.erase(p_atlas); - } -} - -void RendererSceneRenderRD::_update_directional_shadow_atlas() { - if (directional_shadow.depth.is_null() && directional_shadow.size > 0) { - RD::TextureFormat tf; - tf.format = directional_shadow.use_16_bits ? RD::DATA_FORMAT_D16_UNORM : RD::DATA_FORMAT_D32_SFLOAT; - tf.width = directional_shadow.size; - tf.height = directional_shadow.size; - tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT; - - directional_shadow.depth = RD::get_singleton()->texture_create(tf, RD::TextureView()); - Vector<RID> fb_tex; - fb_tex.push_back(directional_shadow.depth); - directional_shadow.fb = RD::get_singleton()->framebuffer_create(fb_tex); - } -} -void RendererSceneRenderRD::directional_shadow_atlas_set_size(int p_size, bool p_16_bits) { - p_size = nearest_power_of_2_templated(p_size); - - if (directional_shadow.size == p_size && directional_shadow.use_16_bits == p_16_bits) { - return; - } - - directional_shadow.size = p_size; - directional_shadow.use_16_bits = p_16_bits; - - if (directional_shadow.depth.is_valid()) { - RD::get_singleton()->free(directional_shadow.depth); - directional_shadow.depth = RID(); - _base_uniforms_changed(); - } -} - -void RendererSceneRenderRD::set_directional_shadow_count(int p_count) { - directional_shadow.light_count = p_count; - directional_shadow.current_light = 0; -} - -static Rect2i _get_directional_shadow_rect(int p_size, int p_shadow_count, int p_shadow_index) { - int split_h = 1; - int split_v = 1; +/* FOG VOLUME INSTANCE */ - while (split_h * split_v < p_shadow_count) { - if (split_h == split_v) { - split_h <<= 1; - } else { - split_v <<= 1; - } - } - - Rect2i rect(0, 0, p_size, p_size); - rect.size.width /= split_h; - rect.size.height /= split_v; - - rect.position.x = rect.size.width * (p_shadow_index % split_h); - rect.position.y = rect.size.height * (p_shadow_index / split_h); - - return rect; -} - -int RendererSceneRenderRD::get_directional_light_shadow_size(RID p_light_intance) { - ERR_FAIL_COND_V(directional_shadow.light_count == 0, 0); - - Rect2i r = _get_directional_shadow_rect(directional_shadow.size, directional_shadow.light_count, 0); - - LightInstance *light_instance = light_instance_owner.get_or_null(p_light_intance); - ERR_FAIL_COND_V(!light_instance, 0); - - switch (RSG::light_storage->light_directional_get_shadow_mode(light_instance->light)) { - case RS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL: - break; //none - case RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS: - r.size.height /= 2; - break; - case RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS: - r.size /= 2; - break; - } - - return MAX(r.size.width, r.size.height); -} - -////////////////////////////////////////////////// - -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()); - - LightInstance *light_instance = light_instance_owner.get_or_null(li); - - light_instance->self = li; - light_instance->light = p_light; - light_instance->light_type = RSG::light_storage->light_get_type(p_light); - if (light_instance->light_type != RS::LIGHT_DIRECTIONAL) { - light_instance->forward_id = _allocate_forward_id(light_instance->light_type == RS::LIGHT_OMNI ? FORWARD_ID_TYPE_OMNI_LIGHT : FORWARD_ID_TYPE_SPOT_LIGHT); - } - - return li; -} - -void RendererSceneRenderRD::light_instance_set_transform(RID p_light_instance, const Transform3D &p_transform) { - LightInstance *light_instance = light_instance_owner.get_or_null(p_light_instance); - ERR_FAIL_COND(!light_instance); - - light_instance->transform = p_transform; -} - -void RendererSceneRenderRD::light_instance_set_aabb(RID p_light_instance, const AABB &p_aabb) { - LightInstance *light_instance = light_instance_owner.get_or_null(p_light_instance); - ERR_FAIL_COND(!light_instance); - - light_instance->aabb = p_aabb; -} - -void RendererSceneRenderRD::light_instance_set_shadow_transform(RID p_light_instance, const CameraMatrix &p_projection, const Transform3D &p_transform, float p_far, float p_split, int p_pass, float p_shadow_texel_size, float p_bias_scale, float p_range_begin, const Vector2 &p_uv_scale) { - LightInstance *light_instance = light_instance_owner.get_or_null(p_light_instance); - ERR_FAIL_COND(!light_instance); - - ERR_FAIL_INDEX(p_pass, 6); - - light_instance->shadow_transform[p_pass].camera = p_projection; - light_instance->shadow_transform[p_pass].transform = p_transform; - light_instance->shadow_transform[p_pass].farplane = p_far; - light_instance->shadow_transform[p_pass].split = p_split; - light_instance->shadow_transform[p_pass].bias_scale = p_bias_scale; - light_instance->shadow_transform[p_pass].range_begin = p_range_begin; - light_instance->shadow_transform[p_pass].shadow_texel_size = p_shadow_texel_size; - light_instance->shadow_transform[p_pass].uv_scale = p_uv_scale; -} - -void RendererSceneRenderRD::light_instance_mark_visible(RID p_light_instance) { - LightInstance *light_instance = light_instance_owner.get_or_null(p_light_instance); - ERR_FAIL_COND(!light_instance); - - light_instance->last_scene_pass = scene_pass; +RID RendererSceneRenderRD::fog_volume_instance_create(RID p_fog_volume) { + return RendererRD::Fog::get_singleton()->fog_volume_instance_create(p_fog_volume); } -RendererSceneRenderRD::ShadowCubemap *RendererSceneRenderRD::_get_shadow_cubemap(int p_size) { - if (!shadow_cubemaps.has(p_size)) { - ShadowCubemap sc; - { - RD::TextureFormat tf; - tf.format = RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_D32_SFLOAT, RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT) ? RD::DATA_FORMAT_D32_SFLOAT : RD::DATA_FORMAT_X8_D24_UNORM_PACK32; - tf.width = p_size; - tf.height = p_size; - tf.texture_type = RD::TEXTURE_TYPE_CUBE; - tf.array_layers = 6; - tf.usage_bits = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT; - sc.cubemap = RD::get_singleton()->texture_create(tf, RD::TextureView()); - } - - for (int i = 0; i < 6; i++) { - RID side_texture = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), sc.cubemap, i, 0); - Vector<RID> fbtex; - fbtex.push_back(side_texture); - sc.side_fb[i] = RD::get_singleton()->framebuffer_create(fbtex); - } - - shadow_cubemaps[p_size] = sc; - } - - return &shadow_cubemaps[p_size]; +void RendererSceneRenderRD::fog_volume_instance_set_transform(RID p_fog_volume_instance, const Transform3D &p_transform) { + RendererRD::Fog::get_singleton()->fog_volume_instance_set_transform(p_fog_volume_instance, p_transform); } -////////////////////////// - -RID RendererSceneRenderRD::decal_instance_create(RID p_decal) { - DecalInstance di; - di.decal = p_decal; - di.forward_id = _allocate_forward_id(FORWARD_ID_TYPE_DECAL); - return decal_instance_owner.make_rid(di); +void RendererSceneRenderRD::fog_volume_instance_set_active(RID p_fog_volume_instance, bool p_active) { + RendererRD::Fog::get_singleton()->fog_volume_instance_set_active(p_fog_volume_instance, p_active); } -void RendererSceneRenderRD::decal_instance_set_transform(RID p_decal, const Transform3D &p_transform) { - DecalInstance *di = decal_instance_owner.get_or_null(p_decal); - ERR_FAIL_COND(!di); - di->transform = p_transform; +RID RendererSceneRenderRD::fog_volume_instance_get_volume(RID p_fog_volume_instance) const { + return RendererRD::Fog::get_singleton()->fog_volume_instance_get_volume(p_fog_volume_instance); } -///////////////////////////////// - -RID RendererSceneRenderRD::lightmap_instance_create(RID p_lightmap) { - LightmapInstance li; - li.lightmap = p_lightmap; - return lightmap_instance_owner.make_rid(li); -} -void RendererSceneRenderRD::lightmap_instance_set_transform(RID p_lightmap, const Transform3D &p_transform) { - LightmapInstance *li = lightmap_instance_owner.get_or_null(p_lightmap); - ERR_FAIL_COND(!li); - li->transform = p_transform; +Vector3 RendererSceneRenderRD::fog_volume_instance_get_position(RID p_fog_volume_instance) const { + return RendererRD::Fog::get_singleton()->fog_volume_instance_get_position(p_fog_volume_instance); } -///////////////////////////////// +/* VOXEL GI */ RID RendererSceneRenderRD::voxel_gi_instance_create(RID p_base) { return gi.voxel_gi_instance_create(p_base); } void RendererSceneRenderRD::voxel_gi_instance_set_transform_to_data(RID p_probe, const Transform3D &p_xform) { + if (!is_dynamic_gi_supported()) { + return; + } + gi.voxel_gi_instance_set_transform_to_data(p_probe, p_xform); } @@ -1526,199 +311,49 @@ bool RendererSceneRenderRD::voxel_gi_needs_update(RID p_probe) const { return gi.voxel_gi_needs_update(p_probe); } -void RendererSceneRenderRD::voxel_gi_update(RID p_probe, bool p_update_light_instances, const Vector<RID> &p_light_instances, const PagedArray<GeometryInstance *> &p_dynamic_objects) { +void RendererSceneRenderRD::voxel_gi_update(RID p_probe, bool p_update_light_instances, const Vector<RID> &p_light_instances, const PagedArray<RenderGeometryInstance *> &p_dynamic_objects) { if (!is_dynamic_gi_supported()) { return; } - gi.voxel_gi_update(p_probe, p_update_light_instances, p_light_instances, p_dynamic_objects, this); + gi.voxel_gi_update(p_probe, p_update_light_instances, p_light_instances, p_dynamic_objects); } -void RendererSceneRenderRD::_debug_sdfgi_probes(RID p_render_buffers, RID p_framebuffer, const uint32_t p_view_count, const CameraMatrix *p_camera_with_transforms, bool p_will_continue_color, bool p_will_continue_depth) { - RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers); - ERR_FAIL_COND(!rb); +void RendererSceneRenderRD::_debug_sdfgi_probes(Ref<RenderSceneBuffersRD> p_render_buffers, 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) { + ERR_FAIL_COND(p_render_buffers.is_null()); - if (!rb->sdfgi) { + if (!p_render_buffers->has_custom_data(RB_SCOPE_SDFGI)) { return; //nothing to debug } - rb->sdfgi->debug_probes(p_framebuffer, p_view_count, p_camera_with_transforms, p_will_continue_color, p_will_continue_depth); -} + Ref<RendererRD::GI::SDFGI> sdfgi = p_render_buffers->get_custom_data(RB_SCOPE_SDFGI); -//////////////////////////////// -RID RendererSceneRenderRD::render_buffers_create() { - RenderBuffers rb; - rb.data = _create_render_buffer_data(); - return render_buffers_owner.make_rid(rb); + sdfgi->debug_probes(p_framebuffer, p_view_count, p_camera_with_transforms, p_will_continue_color, p_will_continue_depth); } -void RendererSceneRenderRD::_allocate_blur_textures(RenderBuffers *rb) { - ERR_FAIL_COND(!rb->blur[0].texture.is_null()); - - uint32_t mipmaps_required = Image::get_image_required_mipmaps(rb->width, rb->height, Image::FORMAT_RGBAH); - - RD::TextureFormat tf; - tf.format = _render_buffers_get_color_format(); // RD::DATA_FORMAT_R16G16B16A16_SFLOAT; - tf.width = rb->internal_width; - tf.height = rb->internal_height; - tf.texture_type = rb->view_count > 1 ? RD::TEXTURE_TYPE_2D_ARRAY : RD::TEXTURE_TYPE_2D; - tf.array_layers = rb->view_count; - tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT; - if (_render_buffers_can_be_storage()) { - tf.usage_bits += RD::TEXTURE_USAGE_STORAGE_BIT; - } else { - tf.usage_bits += RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT; - } - tf.mipmaps = mipmaps_required; - - rb->sss_texture = RD::get_singleton()->texture_create(tf, RD::TextureView()); - - tf.width = rb->internal_width; - tf.height = rb->internal_height; - rb->blur[0].texture = RD::get_singleton()->texture_create(tf, RD::TextureView()); - //the second one is smaller (only used for separatable part of blur) - tf.width >>= 1; - tf.height >>= 1; - tf.mipmaps--; - rb->blur[1].texture = RD::get_singleton()->texture_create(tf, RD::TextureView()); - - for (uint32_t l = 0; l < rb->view_count; l++) { - RenderBuffers::Blur::Layer ll[2]; - int base_width = rb->internal_width; - int base_height = rb->internal_height; - - for (uint32_t i = 0; i < mipmaps_required; i++) { - RenderBuffers::Blur::Mipmap mm; - mm.texture = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->blur[0].texture, l, i); - - mm.width = base_width; - mm.height = base_height; - - if (!_render_buffers_can_be_storage()) { - Vector<RID> fb; - fb.push_back(mm.texture); - - mm.fb = RD::get_singleton()->framebuffer_create(fb); - } - - if (!_render_buffers_can_be_storage()) { - // and half texture, this is an intermediate result so just allocate a texture, is this good enough? - tf.width = MAX(1, base_width >> 1); - tf.height = base_height; - tf.texture_type = RD::TEXTURE_TYPE_2D; - tf.array_layers = 1; - tf.mipmaps = 1; - - mm.half_texture = RD::get_singleton()->texture_create(tf, RD::TextureView()); - - Vector<RID> half_fb; - half_fb.push_back(mm.half_texture); - mm.half_fb = RD::get_singleton()->framebuffer_create(half_fb); - } - - ll[0].mipmaps.push_back(mm); - - if (i > 0) { - mm.texture = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->blur[1].texture, l, i - 1); - - if (!_render_buffers_can_be_storage()) { - Vector<RID> fb; - fb.push_back(mm.texture); - - mm.fb = RD::get_singleton()->framebuffer_create(fb); - - // We can re-use the half texture here as it is an intermediate result - } - - ll[1].mipmaps.push_back(mm); - } - - base_width = MAX(1, base_width >> 1); - base_height = MAX(1, base_height >> 1); - } - - rb->blur[0].layers.push_back(ll[0]); - rb->blur[1].layers.push_back(ll[1]); - } - - if (!_render_buffers_can_be_storage()) { - // create 4 weight textures, 2 full size, 2 half size - - tf.format = RD::DATA_FORMAT_R16_SFLOAT; // We could probably use DATA_FORMAT_R8_SNORM if we don't pre-multiply by blur_size but that depends on whether we can remove DEPTH_GAP - tf.width = rb->internal_width; - tf.height = rb->internal_height; - tf.texture_type = RD::TEXTURE_TYPE_2D; - tf.array_layers = 1; // Our DOF effect handles one eye per turn - tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT; - tf.mipmaps = 1; - for (uint32_t i = 0; i < 4; i++) { - // associated blur texture - RID texture; - if (i == 1) { - texture = rb->blur[0].layers[0].mipmaps[0].texture; - } else if (i == 2) { - texture = rb->blur[1].layers[0].mipmaps[0].texture; - } else if (i == 3) { - texture = rb->blur[0].layers[0].mipmaps[1].texture; - } - - // create weight texture - rb->weight_buffers[i].weight = RD::get_singleton()->texture_create(tf, RD::TextureView()); - - // create frame buffer - Vector<RID> fb; - if (i != 0) { - fb.push_back(texture); - } - fb.push_back(rb->weight_buffers[i].weight); - rb->weight_buffers[i].fb = RD::get_singleton()->framebuffer_create(fb); - - if (i == 1) { - // next 2 are half size - tf.width = MAX(1u, tf.width >> 1); - tf.height = MAX(1u, tf.height >> 1); - } - } - } -} - -void RendererSceneRenderRD::_allocate_depth_backbuffer_textures(RenderBuffers *rb) { - ERR_FAIL_COND(!rb->depth_back_texture.is_null()); - - { - RD::TextureFormat tf; - if (rb->view_count > 1) { - tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY; - } - // We're not using this as a depth stencil, just copying our data into this. May need to look into using a different format on mobile, maybe R16? - tf.format = RD::DATA_FORMAT_R32_SFLOAT; - - tf.width = rb->width; - tf.height = rb->height; - tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT; - tf.array_layers = rb->view_count; // create a layer for every view - - tf.usage_bits |= RD::TEXTURE_USAGE_CAN_COPY_TO_BIT | RD::TEXTURE_USAGE_STORAGE_BIT; - tf.usage_bits |= RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT; // set this as color attachment because we're copying data into it, it's not actually used as a depth buffer +//////////////////////////////// +Ref<RenderSceneBuffers> RendererSceneRenderRD::render_buffers_create() { + Ref<RenderSceneBuffersRD> rb; + rb.instantiate(); - rb->depth_back_texture = RD::get_singleton()->texture_create(tf, RD::TextureView()); + rb->set_can_be_storage(_render_buffers_can_be_storage()); + rb->set_max_cluster_elements(max_cluster_elements); + rb->set_base_data_format(_render_buffers_get_color_format()); + if (vrs) { + rb->set_vrs(vrs); } - if (!_render_buffers_can_be_storage()) { - // create framebuffer so we can write into this... + setup_render_buffer_data(rb); - Vector<RID> fb; - fb.push_back(rb->depth_back_texture); - - rb->depth_back_fb = RD::get_singleton()->framebuffer_create(fb, RD::INVALID_ID, rb->view_count); - } + return rb; } -void RendererSceneRenderRD::_allocate_luminance_textures(RenderBuffers *rb) { +void RendererSceneRenderRD::_allocate_luminance_textures(Ref<RenderSceneBuffersRD> rb) { ERR_FAIL_COND(!rb->luminance.current.is_null()); - int w = rb->internal_width; - int h = rb->internal_height; + Size2i internal_size = rb->get_internal_size(); + int w = internal_size.x; + int h = internal_size.y; while (true) { w = MAX(w / 8, 1); @@ -1764,638 +399,38 @@ void RendererSceneRenderRD::_allocate_luminance_textures(RenderBuffers *rb) { } } -void RendererSceneRenderRD::_free_render_buffer_data(RenderBuffers *rb) { - if (rb->views.size() > 1) { // if 1 these are copies ofs rb->internal_texture, rb->depth_texture and rb->texture_fb - for (int i = 0; i < rb->views.size(); i++) { - if (rb->views[i].view_fb.is_valid()) { - RD::get_singleton()->free(rb->views[i].view_fb); - } - if (rb->views[i].view_texture.is_valid()) { - RD::get_singleton()->free(rb->views[i].view_texture); - } - if (rb->views[i].view_depth.is_valid()) { - RD::get_singleton()->free(rb->views[i].view_depth); - } - } - } - rb->views.clear(); - - if (rb->texture_fb.is_valid()) { - RD::get_singleton()->free(rb->texture_fb); - rb->texture_fb = RID(); - } - - if (rb->internal_texture == rb->texture && rb->internal_texture.is_valid()) { - RD::get_singleton()->free(rb->internal_texture); - rb->texture = RID(); - rb->internal_texture = RID(); - rb->upscale_texture = RID(); - } else { - if (rb->texture.is_valid()) { - RD::get_singleton()->free(rb->texture); - rb->texture = RID(); - } - - if (rb->internal_texture.is_valid()) { - RD::get_singleton()->free(rb->internal_texture); - rb->internal_texture = RID(); - } - - if (rb->upscale_texture.is_valid()) { - RD::get_singleton()->free(rb->upscale_texture); - rb->upscale_texture = RID(); - } - } - - if (rb->depth_texture.is_valid()) { - RD::get_singleton()->free(rb->depth_texture); - rb->depth_texture = RID(); - } - - if (rb->depth_back_fb.is_valid()) { - RD::get_singleton()->free(rb->depth_back_fb); - rb->depth_back_fb = RID(); - } - - if (rb->depth_back_texture.is_valid()) { - RD::get_singleton()->free(rb->depth_back_texture); - rb->depth_back_texture = RID(); - } - - if (rb->sss_texture.is_valid()) { - RD::get_singleton()->free(rb->sss_texture); - rb->sss_texture = RID(); - } - - if (rb->vrs_fb.is_valid()) { - RD::get_singleton()->free(rb->vrs_fb); - rb->vrs_fb = RID(); - } - - if (rb->vrs_texture.is_valid()) { - RD::get_singleton()->free(rb->vrs_texture); - rb->vrs_texture = RID(); - } - - for (int i = 0; i < 2; i++) { - for (int l = 0; l < rb->blur[i].layers.size(); l++) { - for (int m = 0; m < rb->blur[i].layers[l].mipmaps.size(); m++) { - // do we free the texture slice here? or is it enough to free the main texture? - - // do free the mobile extra stuff - if (rb->blur[i].layers[l].mipmaps[m].fb.is_valid()) { - RD::get_singleton()->free(rb->blur[i].layers[l].mipmaps[m].fb); - } - // texture and framebuffer in both blur mipmaps are shared, so only free from the first one - if (i == 0) { - if (rb->blur[i].layers[l].mipmaps[m].half_fb.is_valid()) { - RD::get_singleton()->free(rb->blur[i].layers[l].mipmaps[m].half_fb); - } - if (rb->blur[i].layers[l].mipmaps[m].half_texture.is_valid()) { - RD::get_singleton()->free(rb->blur[i].layers[l].mipmaps[m].half_texture); - } - } - } - } - rb->blur[i].layers.clear(); - - if (rb->blur[i].texture.is_valid()) { - RD::get_singleton()->free(rb->blur[i].texture); - rb->blur[i].texture = RID(); - } - } - - for (int i = 0; i < rb->luminance.fb.size(); i++) { - RD::get_singleton()->free(rb->luminance.fb[i]); - } - rb->luminance.fb.clear(); - - for (int i = 0; i < rb->luminance.reduce.size(); i++) { - RD::get_singleton()->free(rb->luminance.reduce[i]); - } - rb->luminance.reduce.clear(); - - if (rb->luminance.current_fb.is_valid()) { - RD::get_singleton()->free(rb->luminance.current_fb); - rb->luminance.current_fb = RID(); - } - - if (rb->luminance.current.is_valid()) { - RD::get_singleton()->free(rb->luminance.current); - rb->luminance.current = RID(); - } - - if (rb->ss_effects.linear_depth.is_valid()) { - RD::get_singleton()->free(rb->ss_effects.linear_depth); - rb->ss_effects.linear_depth = RID(); - rb->ss_effects.linear_depth_slices.clear(); - } - - if (rb->ss_effects.ssao.ao_final.is_valid()) { - RD::get_singleton()->free(rb->ss_effects.ssao.ao_deinterleaved); - RD::get_singleton()->free(rb->ss_effects.ssao.ao_pong); - RD::get_singleton()->free(rb->ss_effects.ssao.ao_final); - - RD::get_singleton()->free(rb->ss_effects.ssao.importance_map[0]); - RD::get_singleton()->free(rb->ss_effects.ssao.importance_map[1]); - - rb->ss_effects.ssao.ao_deinterleaved = RID(); - rb->ss_effects.ssao.ao_pong = RID(); - rb->ss_effects.ssao.ao_final = RID(); - rb->ss_effects.ssao.importance_map[0] = RID(); - rb->ss_effects.ssao.importance_map[1] = RID(); - - rb->ss_effects.ssao.ao_deinterleaved_slices.clear(); - rb->ss_effects.ssao.ao_pong_slices.clear(); - } - - if (rb->ss_effects.ssil.ssil_final.is_valid()) { - RD::get_singleton()->free(rb->ss_effects.ssil.ssil_final); - RD::get_singleton()->free(rb->ss_effects.ssil.deinterleaved); - RD::get_singleton()->free(rb->ss_effects.ssil.pong); - RD::get_singleton()->free(rb->ss_effects.ssil.edges); - RD::get_singleton()->free(rb->ss_effects.ssil.importance_map[0]); - RD::get_singleton()->free(rb->ss_effects.ssil.importance_map[1]); - - rb->ss_effects.ssil.ssil_final = RID(); - rb->ss_effects.ssil.deinterleaved = RID(); - rb->ss_effects.ssil.pong = RID(); - rb->ss_effects.ssil.edges = RID(); - rb->ss_effects.ssil.deinterleaved_slices.clear(); - rb->ss_effects.ssil.pong_slices.clear(); - rb->ss_effects.ssil.edges_slices.clear(); - rb->ss_effects.ssil.importance_map[0] = RID(); - rb->ss_effects.ssil.importance_map[1] = RID(); - - RD::get_singleton()->free(rb->ss_effects.last_frame); - rb->ss_effects.last_frame = RID(); - rb->ss_effects.last_frame_slices.clear(); - } - - if (rb->ssr.blur_radius[0].is_valid()) { - RD::get_singleton()->free(rb->ssr.blur_radius[0]); - RD::get_singleton()->free(rb->ssr.blur_radius[1]); - rb->ssr.blur_radius[0] = RID(); - rb->ssr.blur_radius[1] = RID(); - } - - if (rb->ssr.depth_scaled.is_valid()) { - RD::get_singleton()->free(rb->ssr.depth_scaled); - rb->ssr.depth_scaled = RID(); - RD::get_singleton()->free(rb->ssr.normal_scaled); - rb->ssr.normal_scaled = RID(); - } - - if (rb->taa.history.is_valid()) { - RD::get_singleton()->free(rb->taa.history); - rb->taa.history = RID(); - } - - if (rb->taa.temp.is_valid()) { - RD::get_singleton()->free(rb->taa.temp); - rb->taa.temp = RID(); - } - - if (rb->taa.prev_velocity.is_valid()) { - RD::get_singleton()->free(rb->taa.prev_velocity); - rb->taa.prev_velocity = RID(); - } - - rb->rbgi.free(); -} - -void RendererSceneRenderRD::_process_sss(RID p_render_buffers, const CameraMatrix &p_camera) { - RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers); - ERR_FAIL_COND(!rb); - - bool can_use_effects = rb->internal_width >= 8 && rb->internal_height >= 8; - - if (!can_use_effects) { - //just copy - return; - } - - if (rb->blur[0].texture.is_null()) { - _allocate_blur_textures(rb); - } - - RendererCompositorRD::singleton->get_effects()->sub_surface_scattering(rb->internal_texture, rb->sss_texture, rb->depth_texture, p_camera, Size2i(rb->internal_width, rb->internal_height), sss_scale, sss_depth_scale, sss_quality); -} - -void RendererSceneRenderRD::_process_ssr(RID p_render_buffers, RID p_dest_framebuffer, RID p_normal_buffer, RID p_specular_buffer, RID p_metallic, const Color &p_metallic_mask, RID p_environment, const CameraMatrix &p_projection, bool p_use_additive) { - RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers); - ERR_FAIL_COND(!rb); - - bool can_use_effects = rb->internal_width >= 8 && rb->internal_height >= 8; - - if (!can_use_effects) { - //just copy - RendererCompositorRD::singleton->get_effects()->merge_specular(p_dest_framebuffer, p_specular_buffer, p_use_additive ? RID() : rb->internal_texture, RID()); - return; - } - - RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_environment); - ERR_FAIL_COND(!env); - - ERR_FAIL_COND(!env->ssr_enabled); - - if (rb->ssr.depth_scaled.is_null()) { - RD::TextureFormat tf; - tf.format = RD::DATA_FORMAT_R32_SFLOAT; - tf.width = rb->internal_width / 2; - tf.height = rb->internal_height / 2; - tf.texture_type = RD::TEXTURE_TYPE_2D; - tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT; - - rb->ssr.depth_scaled = RD::get_singleton()->texture_create(tf, RD::TextureView()); - - tf.format = RD::DATA_FORMAT_R8G8B8A8_UNORM; - - rb->ssr.normal_scaled = RD::get_singleton()->texture_create(tf, RD::TextureView()); - } - - if (ssr_roughness_quality != RS::ENV_SSR_ROUGHNESS_QUALITY_DISABLED && !rb->ssr.blur_radius[0].is_valid()) { - RD::TextureFormat tf; - tf.format = RD::DATA_FORMAT_R8_UNORM; - tf.width = rb->internal_width / 2; - tf.height = rb->internal_height / 2; - tf.texture_type = RD::TEXTURE_TYPE_2D; - tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT; - - rb->ssr.blur_radius[0] = RD::get_singleton()->texture_create(tf, RD::TextureView()); - rb->ssr.blur_radius[1] = RD::get_singleton()->texture_create(tf, RD::TextureView()); - } - - if (rb->blur[0].texture.is_null()) { - _allocate_blur_textures(rb); - } - - RendererCompositorRD::singleton->get_effects()->screen_space_reflection(rb->internal_texture, p_normal_buffer, ssr_roughness_quality, rb->ssr.blur_radius[0], rb->ssr.blur_radius[1], p_metallic, p_metallic_mask, rb->depth_texture, rb->ssr.depth_scaled, rb->ssr.normal_scaled, rb->blur[0].layers[0].mipmaps[1].texture, rb->blur[1].layers[0].mipmaps[0].texture, Size2i(rb->internal_width / 2, rb->internal_height / 2), env->ssr_max_steps, env->ssr_fade_in, env->ssr_fade_out, env->ssr_depth_tolerance, p_projection); - RendererCompositorRD::singleton->get_effects()->merge_specular(p_dest_framebuffer, p_specular_buffer, p_use_additive ? RID() : rb->internal_texture, rb->blur[0].layers[0].mipmaps[1].texture); -} - -void RendererSceneRenderRD::_process_ssao(RID p_render_buffers, RID p_environment, RID p_normal_buffer, const CameraMatrix &p_projection) { - RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers); - ERR_FAIL_COND(!rb); - - RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_environment); - ERR_FAIL_COND(!env); - - RENDER_TIMESTAMP("Process SSAO"); - - if (rb->ss_effects.ssao.ao_final.is_valid() && ssao_using_half_size != ssao_half_size) { - RD::get_singleton()->free(rb->ss_effects.ssao.ao_deinterleaved); - RD::get_singleton()->free(rb->ss_effects.ssao.ao_pong); - RD::get_singleton()->free(rb->ss_effects.ssao.ao_final); - - RD::get_singleton()->free(rb->ss_effects.ssao.importance_map[0]); - RD::get_singleton()->free(rb->ss_effects.ssao.importance_map[1]); - - rb->ss_effects.ssao.ao_deinterleaved = RID(); - rb->ss_effects.ssao.ao_pong = RID(); - rb->ss_effects.ssao.ao_final = RID(); - rb->ss_effects.ssao.importance_map[0] = RID(); - rb->ss_effects.ssao.importance_map[1] = RID(); - rb->ss_effects.ssao.ao_deinterleaved_slices.clear(); - rb->ss_effects.ssao.ao_pong_slices.clear(); - } - - int buffer_width; - int buffer_height; - int half_width; - int half_height; - if (ssao_half_size) { - buffer_width = (rb->internal_width + 3) / 4; - buffer_height = (rb->internal_height + 3) / 4; - half_width = (rb->internal_width + 7) / 8; - half_height = (rb->internal_height + 7) / 8; - } else { - buffer_width = (rb->internal_width + 1) / 2; - buffer_height = (rb->internal_height + 1) / 2; - half_width = (rb->internal_width + 3) / 4; - half_height = (rb->internal_height + 3) / 4; - } - bool uniform_sets_are_invalid = false; - if (rb->ss_effects.ssao.ao_deinterleaved.is_null()) { - { - rb->ss_effects.ssao.depth_texture_view = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->ss_effects.linear_depth, 0, ssao_half_size ? 1 : 0, 4, RD::TEXTURE_SLICE_2D_ARRAY); - } - { - RD::TextureFormat tf; - tf.format = RD::DATA_FORMAT_R8G8_UNORM; - tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY; - tf.width = buffer_width; - tf.height = buffer_height; - tf.array_layers = 4; - tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT; - rb->ss_effects.ssao.ao_deinterleaved = RD::get_singleton()->texture_create(tf, RD::TextureView()); - RD::get_singleton()->set_resource_name(rb->ss_effects.ssao.ao_deinterleaved, "SSAO De-interleaved Array"); - for (uint32_t i = 0; i < 4; i++) { - RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->ss_effects.ssao.ao_deinterleaved, i, 0); - rb->ss_effects.ssao.ao_deinterleaved_slices.push_back(slice); - RD::get_singleton()->set_resource_name(slice, "SSAO De-interleaved Array Layer " + itos(i) + " "); - } - } - - { - RD::TextureFormat tf; - tf.format = RD::DATA_FORMAT_R8G8_UNORM; - tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY; - tf.width = buffer_width; - tf.height = buffer_height; - tf.array_layers = 4; - tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT; - rb->ss_effects.ssao.ao_pong = RD::get_singleton()->texture_create(tf, RD::TextureView()); - RD::get_singleton()->set_resource_name(rb->ss_effects.ssao.ao_pong, "SSAO De-interleaved Array Pong"); - for (uint32_t i = 0; i < 4; i++) { - RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->ss_effects.ssao.ao_pong, i, 0); - rb->ss_effects.ssao.ao_pong_slices.push_back(slice); - RD::get_singleton()->set_resource_name(slice, "SSAO De-interleaved Array Layer " + itos(i) + " Pong"); - } - } - - { - RD::TextureFormat tf; - tf.format = RD::DATA_FORMAT_R8_UNORM; - tf.width = half_width; - tf.height = half_height; - tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT; - rb->ss_effects.ssao.importance_map[0] = RD::get_singleton()->texture_create(tf, RD::TextureView()); - RD::get_singleton()->set_resource_name(rb->ss_effects.ssao.importance_map[0], "SSAO Importance Map"); - rb->ss_effects.ssao.importance_map[1] = RD::get_singleton()->texture_create(tf, RD::TextureView()); - RD::get_singleton()->set_resource_name(rb->ss_effects.ssao.importance_map[1], "SSAO Importance Map Pong"); - } - { - RD::TextureFormat tf; - tf.format = RD::DATA_FORMAT_R8_UNORM; - tf.width = rb->internal_width; - tf.height = rb->internal_height; - tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT; - rb->ss_effects.ssao.ao_final = RD::get_singleton()->texture_create(tf, RD::TextureView()); - RD::get_singleton()->set_resource_name(rb->ss_effects.ssao.ao_final, "SSAO Final"); - } - ssao_using_half_size = ssao_half_size; - uniform_sets_are_invalid = true; - } - - EffectsRD::SSAOSettings settings; - settings.radius = env->ssao_radius; - settings.intensity = env->ssao_intensity; - settings.power = env->ssao_power; - settings.detail = env->ssao_detail; - settings.horizon = env->ssao_horizon; - settings.sharpness = env->ssao_sharpness; - - settings.quality = ssao_quality; - settings.half_size = ssao_half_size; - settings.adaptive_target = ssao_adaptive_target; - settings.blur_passes = ssao_blur_passes; - settings.fadeout_from = ssao_fadeout_from; - settings.fadeout_to = ssao_fadeout_to; - settings.full_screen_size = Size2i(rb->internal_width, rb->internal_height); - settings.half_screen_size = Size2i(buffer_width, buffer_height); - settings.quarter_screen_size = Size2i(half_width, half_height); - - RendererCompositorRD::singleton->get_effects()->generate_ssao(p_normal_buffer, rb->ss_effects.ssao.depth_texture_view, rb->ss_effects.ssao.ao_deinterleaved, rb->ss_effects.ssao.ao_deinterleaved_slices, rb->ss_effects.ssao.ao_pong, rb->ss_effects.ssao.ao_pong_slices, rb->ss_effects.ssao.ao_final, rb->ss_effects.ssao.importance_map[0], rb->ss_effects.ssao.importance_map[1], p_projection, settings, uniform_sets_are_invalid, rb->ss_effects.ssao.gather_uniform_set, rb->ss_effects.ssao.importance_map_uniform_set); -} - -void RendererSceneRenderRD::_process_ssil(RID p_render_buffers, RID p_environment, RID p_normal_buffer, const CameraMatrix &p_projection, const Transform3D &p_transform) { - RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers); - ERR_FAIL_COND(!rb); - - RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_environment); - ERR_FAIL_COND(!env); - - RENDER_TIMESTAMP("Process SSIL"); - - if (rb->ss_effects.ssil.ssil_final.is_valid() && ssil_using_half_size != ssil_half_size) { - RD::get_singleton()->free(rb->ss_effects.ssil.ssil_final); - RD::get_singleton()->free(rb->ss_effects.ssil.deinterleaved); - RD::get_singleton()->free(rb->ss_effects.ssil.pong); - RD::get_singleton()->free(rb->ss_effects.ssil.edges); - RD::get_singleton()->free(rb->ss_effects.ssil.importance_map[0]); - RD::get_singleton()->free(rb->ss_effects.ssil.importance_map[1]); - - rb->ss_effects.ssil.ssil_final = RID(); - rb->ss_effects.ssil.deinterleaved = RID(); - rb->ss_effects.ssil.pong = RID(); - rb->ss_effects.ssil.edges = RID(); - rb->ss_effects.ssil.deinterleaved_slices.clear(); - rb->ss_effects.ssil.pong_slices.clear(); - rb->ss_effects.ssil.edges_slices.clear(); - rb->ss_effects.ssil.importance_map[0] = RID(); - rb->ss_effects.ssil.importance_map[1] = RID(); - } - - int buffer_width; - int buffer_height; - int half_width; - int half_height; - if (ssil_half_size) { - buffer_width = (rb->width + 3) / 4; - buffer_height = (rb->height + 3) / 4; - half_width = (rb->width + 7) / 8; - half_height = (rb->height + 7) / 8; - } else { - buffer_width = (rb->width + 1) / 2; - buffer_height = (rb->height + 1) / 2; - half_width = (rb->width + 3) / 4; - half_height = (rb->height + 3) / 4; - } - bool uniform_sets_are_invalid = false; - if (rb->ss_effects.ssil.ssil_final.is_null()) { - { - rb->ss_effects.ssil.depth_texture_view = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->ss_effects.linear_depth, 0, ssil_half_size ? 1 : 0, 4, RD::TEXTURE_SLICE_2D_ARRAY); - } - { - RD::TextureFormat tf; - tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT; - tf.width = rb->width; - tf.height = rb->height; - tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT; - rb->ss_effects.ssil.ssil_final = RD::get_singleton()->texture_create(tf, RD::TextureView()); - RD::get_singleton()->set_resource_name(rb->ss_effects.ssil.ssil_final, "SSIL texture"); - RD::get_singleton()->texture_clear(rb->ss_effects.ssil.ssil_final, Color(0, 0, 0, 0), 0, 1, 0, 1); - if (rb->ss_effects.last_frame.is_null()) { - tf.mipmaps = 6; - rb->ss_effects.last_frame = RD::get_singleton()->texture_create(tf, RD::TextureView()); - RD::get_singleton()->set_resource_name(rb->ss_effects.last_frame, "Last Frame Radiance"); - RD::get_singleton()->texture_clear(rb->ss_effects.last_frame, Color(0, 0, 0, 0), 0, tf.mipmaps, 0, 1); - for (uint32_t i = 0; i < 6; i++) { - RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->ss_effects.last_frame, 0, i); - rb->ss_effects.last_frame_slices.push_back(slice); - RD::get_singleton()->set_resource_name(slice, "Last Frame Radiance Mip " + itos(i) + " "); - } - } - } - { - RD::TextureFormat tf; - tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT; - tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY; - tf.width = buffer_width; - tf.height = buffer_height; - tf.array_layers = 4; - tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT; - rb->ss_effects.ssil.deinterleaved = RD::get_singleton()->texture_create(tf, RD::TextureView()); - RD::get_singleton()->set_resource_name(rb->ss_effects.ssil.deinterleaved, "SSIL deinterleaved buffer"); - for (uint32_t i = 0; i < 4; i++) { - RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->ss_effects.ssil.deinterleaved, i, 0); - rb->ss_effects.ssil.deinterleaved_slices.push_back(slice); - RD::get_singleton()->set_resource_name(slice, "SSIL deinterleaved buffer array " + itos(i) + " "); - } - } - - { - RD::TextureFormat tf; - tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT; - tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY; - tf.width = buffer_width; - tf.height = buffer_height; - tf.array_layers = 4; - tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT; - rb->ss_effects.ssil.pong = RD::get_singleton()->texture_create(tf, RD::TextureView()); - RD::get_singleton()->set_resource_name(rb->ss_effects.ssil.pong, "SSIL deinterleaved pong buffer"); - for (uint32_t i = 0; i < 4; i++) { - RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->ss_effects.ssil.pong, i, 0); - rb->ss_effects.ssil.pong_slices.push_back(slice); - RD::get_singleton()->set_resource_name(slice, "SSIL deinterleaved buffer pong array " + itos(i) + " "); - } - } - - { - RD::TextureFormat tf; - tf.format = RD::DATA_FORMAT_R8_UNORM; - tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY; - tf.width = buffer_width; - tf.height = buffer_height; - tf.array_layers = 4; - tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT; - rb->ss_effects.ssil.edges = RD::get_singleton()->texture_create(tf, RD::TextureView()); - RD::get_singleton()->set_resource_name(rb->ss_effects.ssil.edges, "SSIL edges buffer"); - for (uint32_t i = 0; i < 4; i++) { - RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->ss_effects.ssil.edges, i, 0); - rb->ss_effects.ssil.edges_slices.push_back(slice); - RD::get_singleton()->set_resource_name(slice, "SSIL edges buffer slice " + itos(i) + " "); - } - } - - { - RD::TextureFormat tf; - tf.format = RD::DATA_FORMAT_R8_UNORM; - tf.width = half_width; - tf.height = half_height; - tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT; - rb->ss_effects.ssil.importance_map[0] = RD::get_singleton()->texture_create(tf, RD::TextureView()); - RD::get_singleton()->set_resource_name(rb->ss_effects.ssil.importance_map[0], "SSIL Importance Map"); - rb->ss_effects.ssil.importance_map[1] = RD::get_singleton()->texture_create(tf, RD::TextureView()); - RD::get_singleton()->set_resource_name(rb->ss_effects.ssil.importance_map[1], "SSIL Importance Map Pong"); - } - uniform_sets_are_invalid = true; - ssil_using_half_size = ssil_half_size; - } - - EffectsRD::SSILSettings settings; - settings.radius = env->ssil_radius; - settings.intensity = env->ssil_intensity; - settings.sharpness = env->ssil_sharpness; - settings.normal_rejection = env->ssil_normal_rejection; - - settings.quality = ssil_quality; - settings.half_size = ssil_half_size; - settings.adaptive_target = ssil_adaptive_target; - settings.blur_passes = ssil_blur_passes; - settings.fadeout_from = ssil_fadeout_from; - settings.fadeout_to = ssil_fadeout_to; - settings.full_screen_size = Size2i(rb->width, rb->height); - settings.half_screen_size = Size2i(buffer_width, buffer_height); - settings.quarter_screen_size = Size2i(half_width, half_height); - - CameraMatrix correction; - correction.set_depth_correction(true); - CameraMatrix projection = correction * p_projection; - Transform3D transform = p_transform; - transform.set_origin(Vector3(0.0, 0.0, 0.0)); - CameraMatrix last_frame_projection = rb->ss_effects.last_frame_projection * CameraMatrix(rb->ss_effects.last_frame_transform.affine_inverse()) * CameraMatrix(transform) * projection.inverse(); - - RendererCompositorRD::singleton->get_effects()->screen_space_indirect_lighting(rb->ss_effects.last_frame, rb->ss_effects.ssil.ssil_final, p_normal_buffer, rb->ss_effects.ssil.depth_texture_view, rb->ss_effects.ssil.deinterleaved, rb->ss_effects.ssil.deinterleaved_slices, rb->ss_effects.ssil.pong, rb->ss_effects.ssil.pong_slices, rb->ss_effects.ssil.importance_map[0], rb->ss_effects.ssil.importance_map[1], rb->ss_effects.ssil.edges, rb->ss_effects.ssil.edges_slices, p_projection, last_frame_projection, settings, uniform_sets_are_invalid, rb->ss_effects.ssil.gather_uniform_set, rb->ss_effects.ssil.importance_map_uniform_set, rb->ss_effects.ssil.projection_uniform_set); - rb->ss_effects.last_frame_projection = projection; - rb->ss_effects.last_frame_transform = transform; -} - -void RendererSceneRenderRD::_copy_framebuffer_to_ssil(RID p_render_buffers) { - RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers); - ERR_FAIL_COND(!rb); - - if (rb->ss_effects.last_frame.is_valid()) { - copy_effects->copy_to_rect(rb->texture, rb->ss_effects.last_frame, Rect2i(0, 0, rb->width, rb->height)); - - int width = rb->width; - int height = rb->height; - for (int i = 0; i < rb->ss_effects.last_frame_slices.size() - 1; i++) { - width = MAX(1, width >> 1); - height = MAX(1, height >> 1); - copy_effects->make_mipmap(rb->ss_effects.last_frame_slices[i], rb->ss_effects.last_frame_slices[i + 1], Size2i(width, height)); - } - } -} - -void RendererSceneRenderRD::_process_taa(RID p_render_buffers, RID p_velocity_buffer, float p_z_near, float p_z_far) { - RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers); - ERR_FAIL_COND(!rb); - - bool just_allocated = false; - if (rb->taa.history.is_null()) { - RD::TextureFormat tf; - if (rb->view_count > 1) { - tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY; - } - tf.format = _render_buffers_get_color_format(); - tf.width = rb->internal_width; - tf.height = rb->internal_height; - tf.array_layers = rb->view_count; // create a layer for every view - tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | (_render_buffers_can_be_storage() ? RD::TEXTURE_USAGE_STORAGE_BIT : 0); - - rb->taa.history = RD::get_singleton()->texture_create(tf, RD::TextureView()); - rb->taa.temp = RD::get_singleton()->texture_create(tf, RD::TextureView()); - - tf.format = RD::DATA_FORMAT_R16G16_SFLOAT; - rb->taa.prev_velocity = RD::get_singleton()->texture_create(tf, RD::TextureView()); - just_allocated = true; - } - - RD::get_singleton()->draw_command_begin_label("TAA"); - if (!just_allocated) { - RendererCompositorRD::singleton->get_effects()->taa_resolve(rb->internal_texture, rb->taa.temp, rb->depth_texture, p_velocity_buffer, rb->taa.prev_velocity, rb->taa.history, Size2(rb->internal_width, rb->internal_height), p_z_near, p_z_far); - copy_effects->copy_to_rect(rb->taa.temp, rb->internal_texture, Rect2(0, 0, rb->internal_width, rb->internal_height)); - } - - copy_effects->copy_to_rect(rb->internal_texture, rb->taa.history, Rect2(0, 0, rb->internal_width, rb->internal_height)); - copy_effects->copy_to_rect(p_velocity_buffer, rb->taa.prev_velocity, Rect2(0, 0, rb->width, rb->height)); - RD::get_singleton()->draw_command_end_label(); -} - void RendererSceneRenderRD::_render_buffers_copy_screen_texture(const RenderDataRD *p_render_data) { - RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_data->render_buffers); - ERR_FAIL_COND(!rb); + Ref<RenderSceneBuffersRD> rb = p_render_data->render_buffers; + ERR_FAIL_COND(rb.is_null()); RD::get_singleton()->draw_command_begin_label("Copy screen texture"); - if (rb->blur[0].texture.is_null()) { - _allocate_blur_textures(rb); - } + rb->allocate_blur_textures(); bool can_use_storage = _render_buffers_can_be_storage(); + Size2i size = rb->get_internal_size(); + + for (uint32_t v = 0; v < rb->get_view_count(); v++) { + RID texture = rb->get_internal_texture(v); + int mipmaps = int(rb->get_texture_format(RB_SCOPE_BUFFERS, RB_TEX_BLUR_0).mipmaps); + RID dest = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BLUR_0, v, 0); - for (uint32_t v = 0; v < rb->view_count; v++) { if (can_use_storage) { - copy_effects->copy_to_rect(rb->views[v].view_texture, rb->blur[0].layers[v].mipmaps[0].texture, Rect2i(0, 0, rb->width, rb->height)); - for (int i = 1; i < rb->blur[0].layers[v].mipmaps.size(); i++) { - copy_effects->make_mipmap(rb->blur[0].layers[v].mipmaps[i - 1].texture, rb->blur[0].layers[v].mipmaps[i].texture, Size2i(rb->blur[0].layers[v].mipmaps[i].width, rb->blur[0].layers[v].mipmaps[i].height)); - } + copy_effects->copy_to_rect(texture, dest, Rect2i(0, 0, size.x, size.y)); } else { - copy_effects->copy_to_fb_rect(rb->views[v].view_texture, rb->blur[0].layers[v].mipmaps[0].fb, Rect2i(0, 0, rb->width, rb->height)); - for (int i = 1; i < rb->blur[0].layers[v].mipmaps.size(); i++) { - copy_effects->make_mipmap_raster(rb->blur[0].layers[v].mipmaps[i - 1].texture, rb->blur[0].layers[v].mipmaps[i].fb, Size2i(rb->blur[0].layers[v].mipmaps[i].width, rb->blur[0].layers[v].mipmaps[i].height)); + RID fb = FramebufferCacheRD::get_singleton()->get_cache(dest); + copy_effects->copy_to_fb_rect(texture, fb, Rect2i(0, 0, size.x, size.y)); + } + + for (int i = 1; i < mipmaps; i++) { + RID source = dest; + dest = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BLUR_0, v, i); + Size2i msize = rb->get_texture_slice_size(RB_SCOPE_BUFFERS, RB_TEX_BLUR_0, v, i); + + if (can_use_storage) { + copy_effects->make_mipmap(source, dest, msize); + } else { + copy_effects->make_mipmap_raster(source, dest, msize); } } } @@ -2404,23 +439,30 @@ void RendererSceneRenderRD::_render_buffers_copy_screen_texture(const RenderData } void RendererSceneRenderRD::_render_buffers_copy_depth_texture(const RenderDataRD *p_render_data) { - RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_data->render_buffers); - ERR_FAIL_COND(!rb); + Ref<RenderSceneBuffersRD> rb = p_render_data->render_buffers; + ERR_FAIL_COND(rb.is_null()); RD::get_singleton()->draw_command_begin_label("Copy depth texture"); - if (rb->depth_back_texture.is_null()) { - _allocate_depth_backbuffer_textures(rb); - } + // note, this only creates our back depth texture if we haven't already created it. + uint32_t usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT; + usage_bits |= RD::TEXTURE_USAGE_CAN_COPY_TO_BIT | RD::TEXTURE_USAGE_STORAGE_BIT; + usage_bits |= RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT; // set this as color attachment because we're copying data into it, it's not actually used as a depth buffer - // @TODO IMPLEMENT MULTIVIEW, all effects need to support stereo buffers or effects are only applied to the left eye + rb->create_texture(RB_SCOPE_BUFFERS, RB_TEX_BACK_DEPTH, RD::DATA_FORMAT_R32_SFLOAT, usage_bits, RD::TEXTURE_SAMPLES_1); bool can_use_storage = _render_buffers_can_be_storage(); + Size2i size = rb->get_internal_size(); + for (uint32_t v = 0; v < p_render_data->scene_data->view_count; v++) { + RID depth_texture = rb->get_depth_texture(v); + RID depth_back_texture = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BACK_DEPTH, v, 0); - if (can_use_storage) { - copy_effects->copy_to_rect(rb->depth_texture, rb->depth_back_texture, Rect2i(0, 0, rb->width, rb->height)); - } else { - copy_effects->copy_to_fb_rect(rb->depth_texture, rb->depth_back_fb, Rect2i(0, 0, rb->width, rb->height)); + if (can_use_storage) { + copy_effects->copy_to_rect(depth_texture, depth_back_texture, Rect2i(0, 0, size.x, size.y)); + } else { + RID depth_back_fb = FramebufferCacheRD::get_singleton()->get_cache(depth_back_texture); + copy_effects->copy_to_fb_rect(depth_texture, depth_back_fb, Rect2i(0, 0, size.x, size.y)); + } } RD::get_singleton()->draw_command_end_label(); @@ -2428,41 +470,44 @@ void RendererSceneRenderRD::_render_buffers_copy_depth_texture(const RenderDataR void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const RenderDataRD *p_render_data) { RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton(); - RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_data->render_buffers); - ERR_FAIL_COND(!rb); - RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_render_data->environment); - // Glow and override exposure (if enabled). - CameraEffects *camfx = camera_effects_owner.get_or_null(p_render_data->camera_effects); + Ref<RenderSceneBuffersRD> rb = p_render_data->render_buffers; + ERR_FAIL_COND(rb.is_null()); + + // Glow, auto exposure and DoF (if enabled). - bool can_use_effects = rb->width >= 8 && rb->height >= 8; + Size2i internal_size = rb->get_internal_size(); + Size2i target_size = rb->get_target_size(); + + bool can_use_effects = target_size.x >= 8 && target_size.y >= 8; // FIXME I think this should check internal size, we do all our post processing at this size... 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) { + RID render_target = rb->get_render_target(); + RID internal_texture = rb->get_internal_texture(); + + 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()) { - _allocate_blur_textures(rb); - } + + rb->allocate_blur_textures(); RendererRD::BokehDOF::BokehBuffers buffers; // Textures we use - buffers.base_texture_size = Size2i(rb->internal_width, rb->internal_height); - buffers.secondary_texture = rb->blur[0].layers[0].mipmaps[0].texture; - buffers.half_texture[0] = rb->blur[1].layers[0].mipmaps[0].texture; - buffers.half_texture[1] = rb->blur[0].layers[0].mipmaps[1].texture; + buffers.base_texture_size = rb->get_internal_size(); + buffers.secondary_texture = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BLUR_0, 0, 0); + buffers.half_texture[0] = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1, 0, 0); + buffers.half_texture[1] = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BLUR_0, 0, 1); - 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; - buffers.depth_texture = rb->views[i].view_depth; + for (uint32_t i = 0; i < rb->get_view_count(); i++) { + buffers.base_texture = rb->get_internal_texture(i); + buffers.depth_texture = rb->get_depth_texture(i); // 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); + float z_near = p_render_data->scene_data->view_projection[i].get_z_near(); + float z_far = p_render_data->scene_data->view_projection[i].get_z_far(); + bokeh_dof->bokeh_dof_compute(buffers, p_render_data->camera_attributes, z_near, z_far, p_render_data->scene_data->cam_orthogonal); }; } else { // Set framebuffers. @@ -2477,35 +522,40 @@ void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const Rende // Set weight buffers. buffers.base_weight_fb = rb->weight_buffers[0].fb; - for (uint32_t i = 0; i < rb->view_count; i++) { - buffers.base_texture = rb->views[i].view_texture; - buffers.depth_texture = rb->views[i].view_depth; - buffers.base_fb = rb->views[i].view_fb; + for (uint32_t i = 0; i < rb->get_view_count(); i++) { + buffers.base_texture = rb->get_internal_texture(i); + buffers.depth_texture = rb->get_depth_texture(i); + buffers.base_fb = FramebufferCacheRD::get_singleton()->get_cache(buffers.base_texture); // TODO move this into bokeh_dof_raster, we can do this internally // 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); + float z_near = p_render_data->scene_data->view_projection[i].get_z_near(); + float z_far = p_render_data->scene_data->view_projection[i].get_z_far(); + bokeh_dof->bokeh_dof_raster(buffers, p_render_data->camera_attributes, z_near, z_far, p_render_data->scene_data->cam_orthogonal); } } RD::get_singleton()->draw_command_end_label(); } - if (can_use_effects && env && env->auto_exposure) { + 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->get_auto_exposure_version(); + rb->set_auto_exposure_version(auto_exposure_version); - bool set_immediate = env->auto_exposure_version != rb->auto_exposure_version; - rb->auto_exposure_version = env->auto_exposure_version; - - double step = env->auto_exp_speed * 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, env->min_luminance, env->max_luminance, step, set_immediate); + RendererCompositorRD::singleton->get_effects()->luminance_reduction(internal_texture, internal_size, 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, env->min_luminance, env->max_luminance, step, set_immediate); + RendererCompositorRD::singleton->get_effects()->luminance_reduction_raster(internal_texture, internal_size, 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]); @@ -2513,26 +563,25 @@ 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(); } int max_glow_level = -1; - if (can_use_effects && env && env->glow_enabled) { + if (can_use_effects && p_render_data->environment.is_valid() && environment_get_glow_enabled(p_render_data->environment)) { RENDER_TIMESTAMP("Glow"); RD::get_singleton()->draw_command_begin_label("Gaussian Glow"); - /* see that blur textures are allocated */ - - if (rb->blur[1].texture.is_null()) { - _allocate_blur_textures(rb); - } + rb->allocate_blur_textures(); for (int i = 0; i < RS::MAX_GLOW_LEVELS; i++) { - if (env->glow_levels[i] > 0.0) { - if (i >= rb->blur[1].layers[0].mipmaps.size()) { - max_glow_level = rb->blur[1].layers[0].mipmaps.size() - 1; + if (environment_get_glow_levels(p_render_data->environment)[i] > 0.0) { + int mipmaps = int(rb->get_texture_format(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1).mipmaps); + if (i >= mipmaps) { + max_glow_level = mipmaps - 1; } else { max_glow_level = i; } @@ -2540,26 +589,32 @@ void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const Rende } float luminance_multiplier = _render_buffers_get_luminance_multiplier(); - for (uint32_t l = 0; l < rb->view_count; l++) { + for (uint32_t l = 0; l < rb->get_view_count(); l++) { for (int i = 0; i < (max_glow_level + 1); i++) { - int vp_w = rb->blur[1].layers[l].mipmaps[i].width; - int vp_h = rb->blur[1].layers[l].mipmaps[i].height; + Size2i vp_size = rb->get_texture_slice_size(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1, l, i); if (i == 0) { RID luminance_texture; - if (env->auto_exposure && 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; } + RID source = rb->get_internal_texture(l); + RID dest = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1, l, i); 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), env->glow_strength, glow_high_quality, true, env->glow_hdr_luminance_cap, env->exposure, env->glow_bloom, env->glow_hdr_bleed_threshold, env->glow_hdr_bleed_scale, luminance_texture, env->auto_exp_scale); + copy_effects->gaussian_glow(source, dest, vp_size, 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), env->glow_strength, glow_high_quality, true, env->glow_hdr_luminance_cap, env->exposure, env->glow_bloom, env->glow_hdr_bleed_threshold, env->glow_hdr_bleed_scale, luminance_texture, env->auto_exp_scale); + RID half = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_HALF_BLUR, 0, i); // we can reuse this for each view + copy_effects->gaussian_glow_raster(source, half, dest, luminance_multiplier, vp_size, 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 { + RID source = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1, l, i - 1); + RID dest = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1, l, i); + if (can_use_storage) { - copy_effects->gaussian_glow(rb->blur[1].layers[l].mipmaps[i - 1].texture, rb->blur[1].layers[l].mipmaps[i].texture, Size2i(vp_w, vp_h), env->glow_strength, glow_high_quality); + copy_effects->gaussian_glow(source, dest, vp_size, environment_get_glow_strength(p_render_data->environment), glow_high_quality); } else { - copy_effects->gaussian_glow_raster(rb->blur[1].layers[l].mipmaps[i - 1].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), env->glow_strength, glow_high_quality); + RID half = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_HALF_BLUR, 0, i); // we can reuse this for each view + copy_effects->gaussian_glow_raster(source, half, dest, luminance_multiplier, vp_size, environment_get_glow_strength(p_render_data->environment), glow_high_quality); } } } @@ -2574,154 +629,169 @@ void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const Rende RendererRD::ToneMapper::TonemapSettings tonemap; - if (can_use_effects && env && env->auto_exposure && 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 = env->auto_exp_scale; + tonemap.auto_exposure_scale = auto_exposure_scale; } else { - tonemap.exposure_texture = texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_WHITE); + tonemap.exposure_texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE); } - if (can_use_effects && env && env->glow_enabled) { + if (can_use_effects && p_render_data->environment.is_valid() && environment_get_glow_enabled(p_render_data->environment)) { tonemap.use_glow = true; - tonemap.glow_mode = RendererRD::ToneMapper::TonemapSettings::GlowMode(env->glow_blend_mode); - tonemap.glow_intensity = env->glow_blend_mode == RS::ENV_GLOW_BLEND_MODE_MIX ? env->glow_mix : env->glow_intensity; + tonemap.glow_mode = RendererRD::ToneMapper::TonemapSettings::GlowMode(environment_get_glow_blend_mode(p_render_data->environment)); + tonemap.glow_intensity = environment_get_glow_blend_mode(p_render_data->environment) == RS::ENV_GLOW_BLEND_MODE_MIX ? environment_get_glow_mix(p_render_data->environment) : environment_get_glow_intensity(p_render_data->environment); for (int i = 0; i < RS::MAX_GLOW_LEVELS; i++) { - tonemap.glow_levels[i] = env->glow_levels[i]; + tonemap.glow_levels[i] = environment_get_glow_levels(p_render_data->environment)[i]; } - tonemap.glow_texture_size.x = rb->blur[1].layers[0].mipmaps[0].width; - tonemap.glow_texture_size.y = rb->blur[1].layers[0].mipmaps[0].height; + + Size2i msize = rb->get_texture_slice_size(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1, 0, 0); + tonemap.glow_texture_size.x = msize.width; + tonemap.glow_texture_size.y = msize.height; tonemap.glow_use_bicubic_upscale = glow_bicubic_upscale; - tonemap.glow_texture = rb->blur[1].texture; - if (env->glow_map.is_valid()) { - tonemap.glow_map_strength = env->glow_map_strength; - tonemap.glow_map = texture_storage->texture_get_rd_texture(env->glow_map); + tonemap.glow_texture = rb->get_texture(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1); + if (environment_get_glow_map(p_render_data->environment).is_valid()) { + tonemap.glow_map_strength = environment_get_glow_map_strength(p_render_data->environment); + tonemap.glow_map = texture_storage->texture_get_rd_texture(environment_get_glow_map(p_render_data->environment)); } else { tonemap.glow_map_strength = 0.0f; - tonemap.glow_map = texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_WHITE); + tonemap.glow_map = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE); } } else { - tonemap.glow_texture = texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_BLACK); - tonemap.glow_map = texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_WHITE); + tonemap.glow_texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK); + tonemap.glow_map = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE); } - if (rb->screen_space_aa == RS::VIEWPORT_SCREEN_SPACE_AA_FXAA) { + if (rb->get_screen_space_aa() == RS::VIEWPORT_SCREEN_SPACE_AA_FXAA) { tonemap.use_fxaa = true; } - tonemap.use_debanding = rb->use_debanding; - tonemap.texture_size = Vector2i(rb->internal_width, rb->internal_height); + tonemap.use_debanding = rb->get_use_debanding(); + tonemap.texture_size = Vector2i(rb->get_internal_size().x, rb->get_internal_size().y); - if (env) { - tonemap.tonemap_mode = env->tone_mapper; - tonemap.white = env->white; - tonemap.exposure = env->exposure; - } - - if (camfx && camfx->override_exposure_enabled) { - tonemap.exposure = camfx->override_exposure; + if (p_render_data->environment.is_valid()) { + tonemap.tonemap_mode = environment_get_tone_mapper(p_render_data->environment); + tonemap.white = environment_get_white(p_render_data->environment); + tonemap.exposure = environment_get_exposure(p_render_data->environment); } tonemap.use_color_correction = false; tonemap.use_1d_color_correction = false; - tonemap.color_correction_texture = texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_3D_WHITE); - - if (can_use_effects && env) { - tonemap.use_bcs = env->adjustments_enabled; - tonemap.brightness = env->adjustments_brightness; - tonemap.contrast = env->adjustments_contrast; - tonemap.saturation = env->adjustments_saturation; - if (env->adjustments_enabled && env->color_correction.is_valid()) { + tonemap.color_correction_texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE); + + if (can_use_effects && p_render_data->environment.is_valid()) { + tonemap.use_bcs = environment_get_adjustments_enabled(p_render_data->environment); + tonemap.brightness = environment_get_adjustments_brightness(p_render_data->environment); + tonemap.contrast = environment_get_adjustments_contrast(p_render_data->environment); + tonemap.saturation = environment_get_adjustments_saturation(p_render_data->environment); + if (environment_get_adjustments_enabled(p_render_data->environment) && environment_get_color_correction(p_render_data->environment).is_valid()) { tonemap.use_color_correction = true; - tonemap.use_1d_color_correction = env->use_1d_color_correction; - tonemap.color_correction_texture = texture_storage->texture_get_rd_texture(env->color_correction); + tonemap.use_1d_color_correction = environment_get_use_1d_color_correction(p_render_data->environment); + tonemap.color_correction_texture = texture_storage->texture_get_rd_texture(environment_get_color_correction(p_render_data->environment)); } } tonemap.luminance_multiplier = _render_buffers_get_luminance_multiplier(); - tonemap.view_count = p_render_data->view_count; + tonemap.view_count = rb->get_view_count(); + + RID dest_fb; + if (fsr && can_use_effects && (internal_size.x != target_size.x || internal_size.y != target_size.y)) { + // If we use FSR to upscale we need to write our result into an intermediate buffer. + // Note that this is cached so we only create the texture the first time. + RID dest_texture = rb->create_texture(SNAME("Tonemapper"), SNAME("destination"), _render_buffers_get_color_format(), RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT); + dest_fb = FramebufferCacheRD::get_singleton()->get_cache(dest_texture); + } else { + // If we do a bilinear upscale we just render into our render target and our shader will upscale automatically. + // Target size in this case is lying as we never get our real target size communicated. + // Bit nasty but... + dest_fb = texture_storage->render_target_get_rd_framebuffer(render_target); + } - tone_mapper->tonemapper(rb->internal_texture, texture_storage->render_target_get_rd_framebuffer(rb->render_target), tonemap); + tone_mapper->tonemapper(internal_texture, dest_fb, tonemap); RD::get_singleton()->draw_command_end_label(); } - if (can_use_effects && can_use_storage && (rb->internal_width != rb->width || rb->internal_height != rb->height)) { + if (fsr && can_use_effects && (internal_size.x != target_size.x || internal_size.y != target_size.y)) { + // TODO Investigate? Does this work? We never write into our render target and we've already done so up above in our tonemapper. + // I think FSR should either work before our tonemapper or as an alternative of our tonemapper. + RD::get_singleton()->draw_command_begin_label("FSR 1.0 Upscale"); - RendererCompositorRD::singleton->get_effects()->fsr_upscale(rb->internal_texture, rb->upscale_texture, rb->texture, Size2i(rb->internal_width, rb->internal_height), Size2i(rb->width, rb->height), rb->fsr_sharpness); + for (uint32_t v = 0; v < rb->get_view_count(); v++) { + RID source_texture = rb->get_texture_slice(SNAME("Tonemapper"), SNAME("destination"), v, 0); + RID dest_texture = texture_storage->render_target_get_rd_texture_slice(render_target, v); + + fsr->fsr_upscale(rb, source_texture, dest_texture); + } RD::get_singleton()->draw_command_end_label(); } - texture_storage->render_target_disable_clear_request(rb->render_target); + texture_storage->render_target_disable_clear_request(render_target); } void RendererSceneRenderRD::_post_process_subpass(RID p_source_texture, RID p_framebuffer, const RenderDataRD *p_render_data) { RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton(); RD::get_singleton()->draw_command_begin_label("Post Process Subpass"); - RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_data->render_buffers); - ERR_FAIL_COND(!rb); + Ref<RenderSceneBuffersRD> rb = p_render_data->render_buffers; + ERR_FAIL_COND(rb.is_null()); - RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_render_data->environment); - // 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; + // FIXME: Our input it our internal_texture, shouldn't this be using internal_size ?? + // Seeing we don't support FSR in our mobile renderer right now target_size = internal_size... + Size2i target_size = rb->get_target_size(); + bool can_use_effects = target_size.x >= 8 && target_size.y >= 8; RD::DrawListID draw_list = RD::get_singleton()->draw_list_switch_to_next_pass(); RendererRD::ToneMapper::TonemapSettings tonemap; - if (env) { - tonemap.tonemap_mode = env->tone_mapper; - tonemap.exposure = env->exposure; - tonemap.white = env->white; - } - - if (camfx && camfx->override_exposure_enabled) { - tonemap.exposure = camfx->override_exposure; + if (p_render_data->environment.is_valid()) { + tonemap.tonemap_mode = environment_get_tone_mapper(p_render_data->environment); + tonemap.exposure = environment_get_exposure(p_render_data->environment); + tonemap.white = environment_get_white(p_render_data->environment); } // 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 && env && env->glow_enabled) { + 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 && env && env->auto_exposure) { - 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; - tonemap.glow_texture = texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_BLACK); - tonemap.glow_map = texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_WHITE); + tonemap.glow_texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK); + tonemap.glow_map = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE); tonemap.use_auto_exposure = false; - tonemap.exposure_texture = texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_WHITE); + tonemap.exposure_texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE); tonemap.use_color_correction = false; tonemap.use_1d_color_correction = false; - tonemap.color_correction_texture = texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_3D_WHITE); - - if (can_use_effects && env) { - tonemap.use_bcs = env->adjustments_enabled; - tonemap.brightness = env->adjustments_brightness; - tonemap.contrast = env->adjustments_contrast; - tonemap.saturation = env->adjustments_saturation; - if (env->adjustments_enabled && env->color_correction.is_valid()) { + tonemap.color_correction_texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE); + + if (can_use_effects && p_render_data->environment.is_valid()) { + tonemap.use_bcs = environment_get_adjustments_enabled(p_render_data->environment); + tonemap.brightness = environment_get_adjustments_brightness(p_render_data->environment); + tonemap.contrast = environment_get_adjustments_contrast(p_render_data->environment); + tonemap.saturation = environment_get_adjustments_saturation(p_render_data->environment); + if (environment_get_adjustments_enabled(p_render_data->environment) && environment_get_color_correction(p_render_data->environment).is_valid()) { tonemap.use_color_correction = true; - tonemap.use_1d_color_correction = env->use_1d_color_correction; - tonemap.color_correction_texture = texture_storage->texture_get_rd_texture(env->color_correction); + tonemap.use_1d_color_correction = environment_get_use_1d_color_correction(p_render_data->environment); + tonemap.color_correction_texture = texture_storage->texture_get_rd_texture(environment_get_color_correction(p_render_data->environment)); } } - tonemap.use_debanding = rb->use_debanding; - tonemap.texture_size = Vector2i(rb->width, rb->height); + tonemap.use_debanding = rb->get_use_debanding(); + tonemap.texture_size = Vector2i(target_size.x, target_size.y); tonemap.luminance_multiplier = _render_buffers_get_luminance_multiplier(); - tonemap.view_count = p_render_data->view_count; + tonemap.view_count = rb->get_view_count(); tone_mapper->tonemapper(draw_list, p_source_texture, RD::get_singleton()->framebuffer_get_format(p_framebuffer), tonemap); @@ -2729,38 +799,38 @@ void RendererSceneRenderRD::_post_process_subpass(RID p_source_texture, RID p_fr } void RendererSceneRenderRD::_disable_clear_request(const RenderDataRD *p_render_data) { - RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_data->render_buffers); - ERR_FAIL_COND(!rb); + ERR_FAIL_COND(p_render_data->render_buffers.is_null()); RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton(); - texture_storage->render_target_disable_clear_request(rb->render_target); + texture_storage->render_target_disable_clear_request(p_render_data->render_buffers->get_render_target()); } -void RendererSceneRenderRD::_render_buffers_debug_draw(RID p_render_buffers, RID p_shadow_atlas, RID p_occlusion_buffer) { +void RendererSceneRenderRD::_render_buffers_debug_draw(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_shadow_atlas, RID p_occlusion_buffer) { RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton(); - RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers); - ERR_FAIL_COND(!rb); + ERR_FAIL_COND(p_render_buffers.is_null()); + + RID render_target = p_render_buffers->get_render_target(); if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SHADOW_ATLAS) { if (p_shadow_atlas.is_valid()) { - RID shadow_atlas_texture = shadow_atlas_get_texture(p_shadow_atlas); + RID shadow_atlas_texture = RendererRD::LightStorage::get_singleton()->shadow_atlas_get_texture(p_shadow_atlas); if (shadow_atlas_texture.is_null()) { - shadow_atlas_texture = texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_BLACK); + shadow_atlas_texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK); } - Size2 rtsize = texture_storage->render_target_get_size(rb->render_target); - copy_effects->copy_to_fb_rect(shadow_atlas_texture, texture_storage->render_target_get_rd_framebuffer(rb->render_target), Rect2i(Vector2(), rtsize / 2), false, true); + Size2 rtsize = texture_storage->render_target_get_size(render_target); + copy_effects->copy_to_fb_rect(shadow_atlas_texture, texture_storage->render_target_get_rd_framebuffer(render_target), Rect2i(Vector2(), rtsize / 2), false, true); } } if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_DIRECTIONAL_SHADOW_ATLAS) { - if (directional_shadow_get_texture().is_valid()) { - RID shadow_atlas_texture = directional_shadow_get_texture(); - Size2 rtsize = texture_storage->render_target_get_size(rb->render_target); + if (RendererRD::LightStorage::get_singleton()->directional_shadow_get_texture().is_valid()) { + RID shadow_atlas_texture = RendererRD::LightStorage::get_singleton()->directional_shadow_get_texture(); + Size2i rtsize = texture_storage->render_target_get_size(render_target); - copy_effects->copy_to_fb_rect(shadow_atlas_texture, texture_storage->render_target_get_rd_framebuffer(rb->render_target), Rect2i(Vector2(), rtsize / 2), false, true); + copy_effects->copy_to_fb_rect(shadow_atlas_texture, texture_storage->render_target_get_rd_framebuffer(render_target), Rect2i(Vector2(), rtsize / 2), false, true); } } @@ -2768,259 +838,42 @@ void RendererSceneRenderRD::_render_buffers_debug_draw(RID p_render_buffers, RID RID decal_atlas = RendererRD::TextureStorage::get_singleton()->decal_atlas_get_texture(); if (decal_atlas.is_valid()) { - Size2 rtsize = texture_storage->render_target_get_size(rb->render_target); + Size2i rtsize = texture_storage->render_target_get_size(render_target); - copy_effects->copy_to_fb_rect(decal_atlas, texture_storage->render_target_get_rd_framebuffer(rb->render_target), Rect2i(Vector2(), rtsize / 2), false, false, true); + copy_effects->copy_to_fb_rect(decal_atlas, texture_storage->render_target_get_rd_framebuffer(render_target), Rect2i(Vector2(), rtsize / 2), false, false, true); } } if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SCENE_LUMINANCE) { - if (rb->luminance.current.is_valid()) { - Size2 rtsize = texture_storage->render_target_get_size(rb->render_target); + if (p_render_buffers->luminance.current.is_valid()) { + Size2i rtsize = texture_storage->render_target_get_size(render_target); - copy_effects->copy_to_fb_rect(rb->luminance.current, texture_storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize / 8), false, true); + copy_effects->copy_to_fb_rect(p_render_buffers->luminance.current, texture_storage->render_target_get_rd_framebuffer(render_target), Rect2(Vector2(), rtsize / 8), false, true); } } - if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SSAO && rb->ss_effects.ssao.ao_final.is_valid()) { - Size2 rtsize = texture_storage->render_target_get_size(rb->render_target); - copy_effects->copy_to_fb_rect(rb->ss_effects.ssao.ao_final, texture_storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize), false, true); - } - - if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SSIL && rb->ss_effects.ssil.ssil_final.is_valid()) { - Size2 rtsize = texture_storage->render_target_get_size(rb->render_target); - copy_effects->copy_to_fb_rect(rb->ss_effects.ssil.ssil_final, texture_storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize), false, false); - } - if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_NORMAL_BUFFER && _render_buffers_get_normal_texture(p_render_buffers).is_valid()) { - Size2 rtsize = texture_storage->render_target_get_size(rb->render_target); - copy_effects->copy_to_fb_rect(_render_buffers_get_normal_texture(p_render_buffers), texture_storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize), false, false); - } - - if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_GI_BUFFER && rb->rbgi.ambient_buffer.is_valid()) { - Size2 rtsize = texture_storage->render_target_get_size(rb->render_target); - RID ambient_texture = rb->rbgi.ambient_buffer; - RID reflection_texture = rb->rbgi.reflection_buffer; - copy_effects->copy_to_fb_rect(ambient_texture, texture_storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize), false, false, false, true, reflection_texture, rb->view_count > 1); + Size2 rtsize = texture_storage->render_target_get_size(render_target); + copy_effects->copy_to_fb_rect(_render_buffers_get_normal_texture(p_render_buffers), texture_storage->render_target_get_rd_framebuffer(render_target), Rect2(Vector2(), rtsize), false, false); } if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_OCCLUDERS) { if (p_occlusion_buffer.is_valid()) { - Size2 rtsize = texture_storage->render_target_get_size(rb->render_target); - copy_effects->copy_to_fb_rect(texture_storage->texture_get_rd_texture(p_occlusion_buffer), texture_storage->render_target_get_rd_framebuffer(rb->render_target), Rect2i(Vector2(), rtsize), true, false); + Size2i rtsize = texture_storage->render_target_get_size(render_target); + copy_effects->copy_to_fb_rect(texture_storage->texture_get_rd_texture(p_occlusion_buffer), texture_storage->render_target_get_rd_framebuffer(render_target), Rect2i(Vector2(), rtsize), true, false); } } if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_MOTION_VECTORS && _render_buffers_get_velocity_texture(p_render_buffers).is_valid()) { - Size2 rtsize = texture_storage->render_target_get_size(rb->render_target); - copy_effects->copy_to_fb_rect(_render_buffers_get_velocity_texture(p_render_buffers), texture_storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize), false, false); - } -} - -void RendererSceneRenderRD::environment_set_adjustment(RID p_env, bool p_enable, float p_brightness, float p_contrast, float p_saturation, bool p_use_1d_color_correction, RID p_color_correction) { - RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env); - ERR_FAIL_COND(!env); - - env->adjustments_enabled = p_enable; - env->adjustments_brightness = p_brightness; - env->adjustments_contrast = p_contrast; - env->adjustments_saturation = p_saturation; - env->use_1d_color_correction = p_use_1d_color_correction; - env->color_correction = p_color_correction; -} - -RID RendererSceneRenderRD::render_buffers_get_back_buffer_texture(RID p_render_buffers) { - RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers); - ERR_FAIL_COND_V(!rb, RID()); - if (!rb->blur[0].texture.is_valid()) { - return RID(); //not valid at the moment - } - return rb->blur[0].texture; -} - -RID RendererSceneRenderRD::render_buffers_get_back_depth_texture(RID p_render_buffers) { - RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers); - ERR_FAIL_COND_V(!rb, RID()); - if (!rb->depth_back_texture.is_valid()) { - return RID(); //not valid at the moment + Size2i rtsize = texture_storage->render_target_get_size(render_target); + copy_effects->copy_to_fb_rect(_render_buffers_get_velocity_texture(p_render_buffers), texture_storage->render_target_get_rd_framebuffer(render_target), Rect2(Vector2(), rtsize), false, false); } - return rb->depth_back_texture; -} - -RID RendererSceneRenderRD::render_buffers_get_depth_texture(RID p_render_buffers) { - RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers); - ERR_FAIL_COND_V(!rb, RID()); - - return rb->depth_texture; -} - -RID RendererSceneRenderRD::render_buffers_get_ao_texture(RID p_render_buffers) { - RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers); - ERR_FAIL_COND_V(!rb, RID()); - - return rb->ss_effects.ssao.ao_final; -} -RID RendererSceneRenderRD::render_buffers_get_ssil_texture(RID p_render_buffers) { - RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers); - ERR_FAIL_COND_V(!rb, RID()); - - return rb->ss_effects.ssil.ssil_final; -} - -RID RendererSceneRenderRD::render_buffers_get_voxel_gi_buffer(RID p_render_buffers) { - RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers); - ERR_FAIL_COND_V(!rb, RID()); - if (rb->rbgi.voxel_gi_buffer.is_null()) { - rb->rbgi.voxel_gi_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(RendererRD::GI::VoxelGIData) * RendererRD::GI::MAX_VOXEL_GI_INSTANCES); - } - return rb->rbgi.voxel_gi_buffer; } RID RendererSceneRenderRD::render_buffers_get_default_voxel_gi_buffer() { return gi.default_voxel_gi_buffer; } -RID RendererSceneRenderRD::render_buffers_get_gi_ambient_texture(RID p_render_buffers) { - RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers); - ERR_FAIL_COND_V(!rb, RID()); - - return rb->rbgi.ambient_buffer; -} -RID RendererSceneRenderRD::render_buffers_get_gi_reflection_texture(RID p_render_buffers) { - RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers); - ERR_FAIL_COND_V(!rb, RID()); - return rb->rbgi.reflection_buffer; -} - -uint32_t RendererSceneRenderRD::render_buffers_get_sdfgi_cascade_count(RID p_render_buffers) const { - const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers); - ERR_FAIL_COND_V(!rb, 0); - ERR_FAIL_COND_V(!rb->sdfgi, 0); - - return rb->sdfgi->cascades.size(); -} -bool RendererSceneRenderRD::render_buffers_is_sdfgi_enabled(RID p_render_buffers) const { - const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers); - ERR_FAIL_COND_V(!rb, false); - - return rb->sdfgi != nullptr; -} -RID RendererSceneRenderRD::render_buffers_get_sdfgi_irradiance_probes(RID p_render_buffers) const { - const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers); - ERR_FAIL_COND_V(!rb, RID()); - ERR_FAIL_COND_V(!rb->sdfgi, RID()); - - return rb->sdfgi->lightprobe_texture; -} - -Vector3 RendererSceneRenderRD::render_buffers_get_sdfgi_cascade_offset(RID p_render_buffers, uint32_t p_cascade) const { - const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers); - ERR_FAIL_COND_V(!rb, Vector3()); - ERR_FAIL_COND_V(!rb->sdfgi, Vector3()); - ERR_FAIL_UNSIGNED_INDEX_V(p_cascade, rb->sdfgi->cascades.size(), Vector3()); - - return Vector3((Vector3i(1, 1, 1) * -int32_t(rb->sdfgi->cascade_size >> 1) + rb->sdfgi->cascades[p_cascade].position)) * rb->sdfgi->cascades[p_cascade].cell_size; -} - -Vector3i RendererSceneRenderRD::render_buffers_get_sdfgi_cascade_probe_offset(RID p_render_buffers, uint32_t p_cascade) const { - const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers); - ERR_FAIL_COND_V(!rb, Vector3i()); - ERR_FAIL_COND_V(!rb->sdfgi, Vector3i()); - ERR_FAIL_UNSIGNED_INDEX_V(p_cascade, rb->sdfgi->cascades.size(), Vector3i()); - int32_t probe_divisor = rb->sdfgi->cascade_size / RendererRD::GI::SDFGI::PROBE_DIVISOR; - - return rb->sdfgi->cascades[p_cascade].position / probe_divisor; -} - -float RendererSceneRenderRD::render_buffers_get_sdfgi_normal_bias(RID p_render_buffers) const { - const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers); - ERR_FAIL_COND_V(!rb, 0); - ERR_FAIL_COND_V(!rb->sdfgi, 0); - - return rb->sdfgi->normal_bias; -} -float RendererSceneRenderRD::render_buffers_get_sdfgi_cascade_probe_size(RID p_render_buffers, uint32_t p_cascade) const { - const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers); - ERR_FAIL_COND_V(!rb, 0); - ERR_FAIL_COND_V(!rb->sdfgi, 0); - ERR_FAIL_UNSIGNED_INDEX_V(p_cascade, rb->sdfgi->cascades.size(), 0); - - return float(rb->sdfgi->cascade_size) * rb->sdfgi->cascades[p_cascade].cell_size / float(rb->sdfgi->probe_axis_count - 1); -} -uint32_t RendererSceneRenderRD::render_buffers_get_sdfgi_cascade_probe_count(RID p_render_buffers) const { - const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers); - ERR_FAIL_COND_V(!rb, 0); - ERR_FAIL_COND_V(!rb->sdfgi, 0); - - return rb->sdfgi->probe_axis_count; -} - -uint32_t RendererSceneRenderRD::render_buffers_get_sdfgi_cascade_size(RID p_render_buffers) const { - const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers); - ERR_FAIL_COND_V(!rb, 0); - ERR_FAIL_COND_V(!rb->sdfgi, 0); - - return rb->sdfgi->cascade_size; -} - -bool RendererSceneRenderRD::render_buffers_is_sdfgi_using_occlusion(RID p_render_buffers) const { - const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers); - ERR_FAIL_COND_V(!rb, false); - ERR_FAIL_COND_V(!rb->sdfgi, false); - - return rb->sdfgi->uses_occlusion; -} - -float RendererSceneRenderRD::render_buffers_get_sdfgi_energy(RID p_render_buffers) const { - const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers); - ERR_FAIL_COND_V(!rb, 0.0); - ERR_FAIL_COND_V(!rb->sdfgi, 0.0); - - return rb->sdfgi->energy; -} -RID RendererSceneRenderRD::render_buffers_get_sdfgi_occlusion_texture(RID p_render_buffers) const { - const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers); - ERR_FAIL_COND_V(!rb, RID()); - ERR_FAIL_COND_V(!rb->sdfgi, RID()); - - return rb->sdfgi->occlusion_texture; -} - -bool RendererSceneRenderRD::render_buffers_has_volumetric_fog(RID p_render_buffers) const { - const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers); - ERR_FAIL_COND_V(!rb, false); - - return rb->volumetric_fog != nullptr; -} -RID RendererSceneRenderRD::render_buffers_get_volumetric_fog_texture(RID p_render_buffers) { - const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers); - ERR_FAIL_COND_V(!rb || !rb->volumetric_fog, RID()); - - return rb->volumetric_fog->fog_map; -} - -RID RendererSceneRenderRD::render_buffers_get_volumetric_fog_sky_uniform_set(RID p_render_buffers) { - const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers); - ERR_FAIL_COND_V(!rb, RID()); - - if (!rb->volumetric_fog) { - return RID(); - } - - return rb->volumetric_fog->sky_uniform_set; -} - -float RendererSceneRenderRD::render_buffers_get_volumetric_fog_end(RID p_render_buffers) { - const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers); - ERR_FAIL_COND_V(!rb || !rb->volumetric_fog, 0); - return rb->volumetric_fog->length; -} -float RendererSceneRenderRD::render_buffers_get_volumetric_fog_detail_spread(RID p_render_buffers) { - const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers); - ERR_FAIL_COND_V(!rb || !rb->volumetric_fog, 0); - return rb->volumetric_fog->spread; -} - float RendererSceneRenderRD::_render_buffers_get_luminance_multiplier() { return 1.0; } @@ -3033,164 +886,10 @@ bool RendererSceneRenderRD::_render_buffers_can_be_storage() { return true; } -void RendererSceneRenderRD::render_buffers_configure(RID p_render_buffers, RID p_render_target, int p_internal_width, int p_internal_height, int p_width, int p_height, float p_fsr_sharpness, float p_fsr_mipmap_bias, RS::ViewportMSAA p_msaa, RenderingServer::ViewportScreenSpaceAA p_screen_space_aa, bool p_use_taa, bool p_use_debanding, uint32_t p_view_count) { - RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton(); - RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton(); - - ERR_FAIL_COND_MSG(p_view_count == 0, "Must have at least 1 view"); - - if (!_render_buffers_can_be_storage()) { - p_internal_height = p_height; - p_internal_width = p_width; - } - - if (p_width != p_internal_width) { - float fsr_mipmap_bias = -log2f(p_width / p_internal_width) + p_fsr_mipmap_bias; - material_storage->sampler_rd_configure_custom(fsr_mipmap_bias); - update_uniform_sets(); - } - - RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers); - - // Should we add an overrule per viewport? - rb->internal_width = p_internal_width; - rb->internal_height = p_internal_height; - rb->width = p_width; - rb->height = p_height; - rb->fsr_sharpness = p_fsr_sharpness; - rb->render_target = p_render_target; - rb->msaa = p_msaa; - rb->screen_space_aa = p_screen_space_aa; - rb->use_taa = p_use_taa; - rb->use_debanding = p_use_debanding; - rb->view_count = p_view_count; - - if (is_clustered_enabled()) { - if (rb->cluster_builder == nullptr) { - rb->cluster_builder = memnew(ClusterBuilderRD); - } - rb->cluster_builder->set_shared(&cluster_builder_shared); - } - - _free_render_buffer_data(rb); - - { - RD::TextureFormat tf; - if (rb->view_count > 1) { - tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY; - } - tf.format = _render_buffers_get_color_format(); - tf.width = rb->internal_width; // If set to rb->width, msaa won't crash - tf.height = rb->internal_height; // If set to rb->width, msaa won't crash - tf.array_layers = rb->view_count; // create a layer for every view - tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | (_render_buffers_can_be_storage() ? RD::TEXTURE_USAGE_STORAGE_BIT : 0) | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT; - if (rb->msaa != RS::VIEWPORT_MSAA_DISABLED) { - tf.usage_bits |= RD::TEXTURE_USAGE_CAN_COPY_TO_BIT; - } - tf.usage_bits |= RD::TEXTURE_USAGE_INPUT_ATTACHMENT_BIT; // only needed when using subpasses in the mobile renderer - - rb->internal_texture = RD::get_singleton()->texture_create(tf, RD::TextureView()); - - if ((p_internal_width != p_width || p_internal_height != p_height)) { - tf.width = rb->width; - tf.height = rb->height; - rb->texture = RD::get_singleton()->texture_create(tf, RD::TextureView()); - rb->upscale_texture = RD::get_singleton()->texture_create(tf, RD::TextureView()); - } else { - rb->texture = rb->internal_texture; - rb->upscale_texture = rb->internal_texture; - } - } - - { - RD::TextureFormat tf; - if (rb->view_count > 1) { - tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY; - } - if (rb->msaa == RS::VIEWPORT_MSAA_DISABLED) { - tf.format = RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_D24_UNORM_S8_UINT, (RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT)) ? RD::DATA_FORMAT_D24_UNORM_S8_UINT : RD::DATA_FORMAT_D32_SFLOAT_S8_UINT; - } else { - tf.format = RD::DATA_FORMAT_R32_SFLOAT; - } - - tf.width = rb->internal_width; - tf.height = rb->internal_height; - tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT; - tf.array_layers = rb->view_count; // create a layer for every view - - if (rb->msaa != RS::VIEWPORT_MSAA_DISABLED) { - tf.usage_bits |= RD::TEXTURE_USAGE_CAN_COPY_TO_BIT | RD::TEXTURE_USAGE_STORAGE_BIT; - } else { - tf.usage_bits |= RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT; - } - - rb->depth_texture = RD::get_singleton()->texture_create(tf, RD::TextureView()); - } - - { - if (!_render_buffers_can_be_storage()) { - // ONLY USED ON MOBILE RENDERER, ONLY USED FOR POST EFFECTS! - Vector<RID> fb; - fb.push_back(rb->internal_texture); - - rb->texture_fb = RD::get_singleton()->framebuffer_create(fb, RenderingDevice::INVALID_ID, rb->view_count); - } - - rb->views.clear(); // JIC - if (rb->view_count == 1) { - // copy as a convenience - RenderBuffers::View view; - view.view_texture = rb->texture; - view.view_depth = rb->depth_texture; - view.view_fb = rb->texture_fb; - rb->views.push_back(view); - } else { - for (uint32_t i = 0; i < rb->view_count; i++) { - RenderBuffers::View view; - view.view_texture = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->texture, i, 0); - view.view_depth = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->depth_texture, i, 0); - - if (!_render_buffers_can_be_storage()) { - Vector<RID> fb; - fb.push_back(view.view_texture); - view.view_fb = RD::get_singleton()->framebuffer_create(fb, RenderingDevice::INVALID_ID, 1); - } - - rb->views.push_back(view); - } - } - } - - RS::ViewportVRSMode vrs_mode = texture_storage->render_target_get_vrs_mode(rb->render_target); - if (is_vrs_supported() && vrs_mode != RS::VIEWPORT_VRS_DISABLED) { - vrs->create_vrs_texture(p_internal_width, p_internal_height, p_view_count, rb->vrs_texture, rb->vrs_fb); - } - - RID target_texture = texture_storage->render_target_get_rd_texture(rb->render_target); - rb->data->configure(rb->internal_texture, rb->depth_texture, target_texture, p_internal_width, p_internal_height, p_msaa, p_use_taa, p_view_count, rb->vrs_texture); - - if (is_clustered_enabled()) { - rb->cluster_builder->setup(Size2i(p_internal_width, p_internal_height), max_cluster_elements, rb->depth_texture, RendererRD::MaterialStorage::get_singleton()->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED), rb->internal_texture); - } -} - void RendererSceneRenderRD::gi_set_use_half_resolution(bool p_enable) { gi.half_resolution = p_enable; } -void RendererSceneRenderRD::sub_surface_scattering_set_quality(RS::SubSurfaceScatteringQuality p_quality) { - sss_quality = p_quality; -} - -RS::SubSurfaceScatteringQuality RendererSceneRenderRD::sub_surface_scattering_get_quality() const { - return sss_quality; -} - -void RendererSceneRenderRD::sub_surface_scattering_set_scale(float p_scale, float p_depth_scale) { - sss_scale = p_scale; - sss_depth_scale = p_depth_scale; -} - void RendererSceneRenderRD::positional_soft_shadow_filter_set_quality(RS::ShadowQuality p_quality) { ERR_FAIL_INDEX_MSG(p_quality, RS::SHADOW_QUALITY_MAX, "Shadow quality too high, please see RenderingServer's ShadowQuality enum"); @@ -3308,1613 +1007,36 @@ bool RendererSceneRenderRD::is_using_radiance_cubemap_array() const { return sky.sky_use_cubemap_array; } -RendererSceneRenderRD::RenderBufferData *RendererSceneRenderRD::render_buffers_get_data(RID p_render_buffers) { - RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers); - ERR_FAIL_COND_V(!rb, nullptr); - return rb->data; -} - -void RendererSceneRenderRD::_setup_reflections(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; - - for (uint32_t i = 0; i < (uint32_t)p_reflections.size(); i++) { - if (cluster.reflection_count == cluster.max_reflections) { - break; - } - - ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_reflections[i]); - if (!rpi) { - continue; - } - - cluster.reflection_sort[cluster.reflection_count].instance = rpi; - cluster.reflection_sort[cluster.reflection_count].depth = -p_camera_inverse_transform.xform(rpi->transform.origin).z; - cluster.reflection_count++; - } - - if (cluster.reflection_count > 0) { - SortArray<Cluster::InstanceSort<ReflectionProbeInstance>> sort_array; - sort_array.sort(cluster.reflection_sort, cluster.reflection_count); - } - - bool using_forward_ids = _uses_forward_ids(); - for (uint32_t i = 0; i < cluster.reflection_count; i++) { - ReflectionProbeInstance *rpi = cluster.reflection_sort[i].instance; - - if (using_forward_ids) { - _map_forward_id(FORWARD_ID_TYPE_REFLECTION_PROBE, rpi->forward_id, i); - } - - RID base_probe = rpi->probe; - - Cluster::ReflectionData &reflection_ubo = cluster.reflections[i]; - - Vector3 extents = light_storage->reflection_probe_get_extents(base_probe); - - rpi->cull_mask = light_storage->reflection_probe_get_cull_mask(base_probe); - - reflection_ubo.box_extents[0] = extents.x; - reflection_ubo.box_extents[1] = extents.y; - reflection_ubo.box_extents[2] = extents.z; - reflection_ubo.index = rpi->atlas_index; +void RendererSceneRenderRD::_update_vrs(Ref<RenderSceneBuffersRD> p_render_buffers) { + if (p_render_buffers.is_valid() && vrs) { + RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton(); - Vector3 origin_offset = light_storage->reflection_probe_get_origin_offset(base_probe); + RS::ViewportVRSMode vrs_mode = texture_storage->render_target_get_vrs_mode(p_render_buffers->get_render_target()); + if (vrs_mode != RS::VIEWPORT_VRS_DISABLED) { + RID vrs_texture = p_render_buffers->get_texture(RB_SCOPE_VRS, RB_TEXTURE); - reflection_ubo.box_offset[0] = origin_offset.x; - reflection_ubo.box_offset[1] = origin_offset.y; - reflection_ubo.box_offset[2] = origin_offset.z; - reflection_ubo.mask = light_storage->reflection_probe_get_cull_mask(base_probe); + // We use get_cache_multipass instead of get_cache_multiview because the default behavior is for + // our vrs_texture to be used as the VRS attachment. In this particular case we're writing to it + // so it needs to be set as our color attachment - reflection_ubo.intensity = light_storage->reflection_probe_get_intensity(base_probe); - reflection_ubo.ambient_mode = light_storage->reflection_probe_get_ambient_mode(base_probe); + Vector<RID> textures; + textures.push_back(vrs_texture); - reflection_ubo.exterior = !light_storage->reflection_probe_is_interior(base_probe); - reflection_ubo.box_project = light_storage->reflection_probe_is_box_projection(base_probe); + Vector<RD::FramebufferPass> passes; + RD::FramebufferPass pass; + pass.color_attachments.push_back(0); + passes.push_back(pass); - 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); - reflection_ubo.ambient[0] = ambient_linear.r * interior_ambient_energy; - reflection_ubo.ambient[1] = ambient_linear.g * interior_ambient_energy; - reflection_ubo.ambient[2] = ambient_linear.b * interior_ambient_energy; + RID vrs_fb = FramebufferCacheRD::get_singleton()->get_cache_multipass(textures, passes, p_render_buffers->get_view_count()); - Transform3D transform = rpi->transform; - Transform3D proj = (p_camera_inverse_transform * transform).inverse(); - RendererRD::MaterialStorage::store_transform(proj, reflection_ubo.local_matrix); - - if (current_cluster_builder != nullptr) { - current_cluster_builder->add_box(ClusterBuilderRD::BOX_TYPE_REFLECTION_PROBE, transform, extents); + vrs->update_vrs_texture(vrs_fb, p_render_buffers->get_render_target()); } - - rpi->last_pass = RSG::rasterizer->get_frame_number(); - } - - if (cluster.reflection_count) { - RD::get_singleton()->buffer_update(cluster.reflection_buffer, 0, cluster.reflection_count * sizeof(Cluster::ReflectionData), cluster.reflections, RD::BARRIER_MASK_RASTER | RD::BARRIER_MASK_COMPUTE); } } -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) { - RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton(); - RendererRD::LightStorage *light_storage = RendererRD::LightStorage::get_singleton(); - - Transform3D inverse_transform = p_camera_transform.affine_inverse(); - - r_directional_light_count = 0; - r_positional_light_count = 0; - - Plane camera_plane(-p_camera_transform.basis.get_column(Vector3::AXIS_Z).normalized(), p_camera_transform.origin); - - cluster.omni_light_count = 0; - cluster.spot_light_count = 0; - - r_directional_light_soft_shadows = false; - - for (int i = 0; i < (int)p_lights.size(); i++) { - LightInstance *li = light_instance_owner.get_or_null(p_lights[i]); - if (!li) { - continue; - } - RID base = li->light; - - ERR_CONTINUE(base.is_null()); - - RS::LightType type = light_storage->light_get_type(base); - switch (type) { - case RS::LIGHT_DIRECTIONAL: { - if (r_directional_light_count >= cluster.max_directional_lights || light_storage->light_directional_get_sky_mode(base) == RS::LIGHT_DIRECTIONAL_SKY_MODE_SKY_ONLY) { - continue; - } - - Cluster::DirectionalLightData &light_data = cluster.directional_lights[r_directional_light_count]; - - Transform3D light_transform = li->transform; - - Vector3 direction = inverse_transform.basis.xform(light_transform.basis.xform(Vector3(0, 0, 1))).normalized(); - - light_data.direction[0] = direction.x; - light_data.direction[1] = direction.y; - light_data.direction[2] = direction.z; - - 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; - - Color linear_col = light_storage->light_get_color(base).srgb_to_linear(); - light_data.color[0] = linear_col.r; - light_data.color[1] = linear_col.g; - light_data.color[2] = linear_col.b; - - light_data.specular = light_storage->light_get_param(base, RS::LIGHT_PARAM_SPECULAR); - light_data.mask = light_storage->light_get_cull_mask(base); - - float size = light_storage->light_get_param(base, RS::LIGHT_PARAM_SIZE); - - light_data.size = 1.0 - Math::cos(Math::deg2rad(size)); //angle to cosine offset - - if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_PSSM_SPLITS) { - WARN_PRINT_ONCE("The DirectionalLight3D PSSM splits debug draw mode is not reimplemented yet."); - } - - light_data.shadow_enabled = p_using_shadows && light_storage->light_has_shadow(base); - - float angular_diameter = light_storage->light_get_param(base, RS::LIGHT_PARAM_SIZE); - if (angular_diameter > 0.0) { - // I know tan(0) is 0, but let's not risk it with numerical precision. - // technically this will keep expanding until reaching the sun, but all we care - // is expand until we reach the radius of the near plane (there can't be more occluders than that) - angular_diameter = Math::tan(Math::deg2rad(angular_diameter)); - if (light_storage->light_has_shadow(base) && light_storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BLUR) > 0.0) { - // Only enable PCSS-like soft shadows if blurring is enabled. - // Otherwise, performance would decrease with no visual difference. - r_directional_light_soft_shadows = true; - } - } else { - angular_diameter = 0.0; - } - - if (light_data.shadow_enabled) { - RS::LightDirectionalShadowMode smode = light_storage->light_directional_get_shadow_mode(base); - - int limit = smode == RS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL ? 0 : (smode == RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS ? 1 : 3); - light_data.blend_splits = (smode != RS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL) && light_storage->light_directional_get_blend_splits(base); - for (int j = 0; j < 4; j++) { - Rect2 atlas_rect = li->shadow_transform[j].atlas_rect; - CameraMatrix matrix = li->shadow_transform[j].camera; - float split = li->shadow_transform[MIN(limit, j)].split; - - CameraMatrix bias; - bias.set_light_bias(); - CameraMatrix rectm; - rectm.set_light_atlas_rect(atlas_rect); - - Transform3D modelview = (inverse_transform * li->shadow_transform[j].transform).inverse(); - - CameraMatrix shadow_mtx = rectm * bias * matrix * modelview; - light_data.shadow_split_offsets[j] = split; - float bias_scale = li->shadow_transform[j].bias_scale; - light_data.shadow_bias[j] = light_storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BIAS) / 100.0 * bias_scale; - light_data.shadow_normal_bias[j] = light_storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_NORMAL_BIAS) * li->shadow_transform[j].shadow_texel_size; - light_data.shadow_transmittance_bias[j] = light_storage->light_get_transmittance_bias(base) * bias_scale; - light_data.shadow_z_range[j] = li->shadow_transform[j].farplane; - light_data.shadow_range_begin[j] = li->shadow_transform[j].range_begin; - RendererRD::MaterialStorage::store_camera(shadow_mtx, light_data.shadow_matrices[j]); - - Vector2 uv_scale = li->shadow_transform[j].uv_scale; - uv_scale *= atlas_rect.size; //adapt to atlas size - switch (j) { - case 0: { - light_data.uv_scale1[0] = uv_scale.x; - light_data.uv_scale1[1] = uv_scale.y; - } break; - case 1: { - light_data.uv_scale2[0] = uv_scale.x; - light_data.uv_scale2[1] = uv_scale.y; - } break; - case 2: { - light_data.uv_scale3[0] = uv_scale.x; - light_data.uv_scale3[1] = uv_scale.y; - } break; - case 3: { - light_data.uv_scale4[0] = uv_scale.x; - light_data.uv_scale4[1] = uv_scale.y; - } break; - } - } - - 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; - light_data.bake_mode = light_storage->light_get_bake_mode(base); - - if (angular_diameter <= 0.0) { - light_data.soft_shadow_scale *= directional_shadow_quality_radius_get(); // Only use quality radius for PCF - } - } - - r_directional_light_count++; - } break; - case RS::LIGHT_OMNI: { - if (cluster.omni_light_count >= cluster.max_lights) { - continue; - } - - const real_t distance = camera_plane.distance_to(li->transform.origin); - - if (light_storage->light_is_distance_fade_enabled(li->light)) { - const float fade_begin = light_storage->light_get_distance_fade_begin(li->light); - const float fade_length = light_storage->light_get_distance_fade_length(li->light); - - if (distance > fade_begin) { - if (distance > fade_begin + fade_length) { - // Out of range, don't draw this light to improve performance. - continue; - } - } - } - - cluster.omni_light_sort[cluster.omni_light_count].instance = li; - cluster.omni_light_sort[cluster.omni_light_count].depth = distance; - cluster.omni_light_count++; - } break; - case RS::LIGHT_SPOT: { - if (cluster.spot_light_count >= cluster.max_lights) { - continue; - } - - const real_t distance = camera_plane.distance_to(li->transform.origin); - - if (light_storage->light_is_distance_fade_enabled(li->light)) { - const float fade_begin = light_storage->light_get_distance_fade_begin(li->light); - const float fade_length = light_storage->light_get_distance_fade_length(li->light); - - if (distance > fade_begin) { - if (distance > fade_begin + fade_length) { - // Out of range, don't draw this light to improve performance. - continue; - } - } - } - - cluster.spot_light_sort[cluster.spot_light_count].instance = li; - cluster.spot_light_sort[cluster.spot_light_count].depth = distance; - cluster.spot_light_count++; - } break; - } - - li->last_pass = RSG::rasterizer->get_frame_number(); - } - - if (cluster.omni_light_count) { - SortArray<Cluster::InstanceSort<LightInstance>> sorter; - sorter.sort(cluster.omni_light_sort, cluster.omni_light_count); - } - - if (cluster.spot_light_count) { - SortArray<Cluster::InstanceSort<LightInstance>> sorter; - sorter.sort(cluster.spot_light_sort, cluster.spot_light_count); - } - - ShadowAtlas *shadow_atlas = nullptr; - - if (p_shadow_atlas.is_valid() && p_using_shadows) { - shadow_atlas = shadow_atlas_owner.get_or_null(p_shadow_atlas); - } - - bool using_forward_ids = _uses_forward_ids(); - - for (uint32_t i = 0; i < (cluster.omni_light_count + cluster.spot_light_count); i++) { - uint32_t index = (i < cluster.omni_light_count) ? i : i - (cluster.omni_light_count); - Cluster::LightData &light_data = (i < cluster.omni_light_count) ? cluster.omni_lights[index] : cluster.spot_lights[index]; - RS::LightType type = (i < cluster.omni_light_count) ? RS::LIGHT_OMNI : RS::LIGHT_SPOT; - LightInstance *li = (i < cluster.omni_light_count) ? cluster.omni_light_sort[index].instance : cluster.spot_light_sort[index].instance; - RID base = li->light; - - if (using_forward_ids) { - _map_forward_id(type == RS::LIGHT_OMNI ? FORWARD_ID_TYPE_OMNI_LIGHT : FORWARD_ID_TYPE_SPOT_LIGHT, li->forward_id, index); - } - - Transform3D light_transform = li->transform; - - float sign = light_storage->light_is_negative(base) ? -1 : 1; - Color linear_col = light_storage->light_get_color(base).srgb_to_linear(); - - light_data.attenuation = light_storage->light_get_param(base, RS::LIGHT_PARAM_ATTENUATION); - - // Reuse fade begin, fade length and distance for shadow LOD determination later. - float fade_begin = 0.0; - float fade_length = 0.0; - real_t distance = 0.0; - - float fade = 1.0; - if (light_storage->light_is_distance_fade_enabled(li->light)) { - fade_begin = light_storage->light_get_distance_fade_begin(li->light); - fade_length = light_storage->light_get_distance_fade_length(li->light); - distance = camera_plane.distance_to(li->transform.origin); - - if (distance > fade_begin) { - // Use `smoothstep()` to make opacity changes more gradual and less noticeable to the player. - fade = Math::smoothstep(0.0f, 1.0f, 1.0f - float(distance - fade_begin) / fade_length); - } - } - - float energy = sign * light_storage->light_get_param(base, RS::LIGHT_PARAM_ENERGY) * Math_PI * fade; - - 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.bake_mode = light_storage->light_get_bake_mode(base); - - float radius = MAX(0.001, light_storage->light_get_param(base, RS::LIGHT_PARAM_RANGE)); - light_data.inv_radius = 1.0 / radius; - - Vector3 pos = inverse_transform.xform(light_transform.origin); - - light_data.position[0] = pos.x; - light_data.position[1] = pos.y; - light_data.position[2] = pos.z; - - Vector3 direction = inverse_transform.basis.xform(light_transform.basis.xform(Vector3(0, 0, -1))).normalized(); - - light_data.direction[0] = direction.x; - light_data.direction[1] = direction.y; - light_data.direction[2] = direction.z; - - float size = light_storage->light_get_param(base, RS::LIGHT_PARAM_SIZE); - - light_data.size = size; - - light_data.inv_spot_attenuation = 1.0f / light_storage->light_get_param(base, RS::LIGHT_PARAM_SPOT_ATTENUATION); - float spot_angle = light_storage->light_get_param(base, RS::LIGHT_PARAM_SPOT_ANGLE); - light_data.cos_spot_angle = Math::cos(Math::deg2rad(spot_angle)); - - light_data.mask = light_storage->light_get_cull_mask(base); - - light_data.atlas_rect[0] = 0; - light_data.atlas_rect[1] = 0; - light_data.atlas_rect[2] = 0; - light_data.atlas_rect[3] = 0; - - RID projector = light_storage->light_get_projector(base); - - if (projector.is_valid()) { - Rect2 rect = texture_storage->decal_atlas_get_texture_rect(projector); - - if (type == RS::LIGHT_SPOT) { - light_data.projector_rect[0] = rect.position.x; - light_data.projector_rect[1] = rect.position.y + rect.size.height; //flip because shadow is flipped - light_data.projector_rect[2] = rect.size.width; - light_data.projector_rect[3] = -rect.size.height; - } else { - light_data.projector_rect[0] = rect.position.x; - light_data.projector_rect[1] = rect.position.y; - light_data.projector_rect[2] = rect.size.width; - light_data.projector_rect[3] = rect.size.height * 0.5; //used by dp, so needs to be half - } - } else { - light_data.projector_rect[0] = 0; - light_data.projector_rect[1] = 0; - light_data.projector_rect[2] = 0; - light_data.projector_rect[3] = 0; - } - - const bool needs_shadow = shadow_atlas && shadow_atlas->shadow_owners.has(li->self); - - bool in_shadow_range = true; - if (needs_shadow && light_storage->light_is_distance_fade_enabled(li->light)) { - if (distance > light_storage->light_get_distance_fade_shadow(li->light)) { - // Out of range, don't draw shadows to improve performance. - in_shadow_range = false; - } - } - - if (needs_shadow && in_shadow_range) { - // fill in the shadow information - - light_data.shadow_enabled = true; - - float shadow_texel_size = light_instance_get_shadow_texel_size(li->self, p_shadow_atlas); - light_data.shadow_normal_bias = light_storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_NORMAL_BIAS) * shadow_texel_size * 10.0; - - if (type == RS::LIGHT_SPOT) { - light_data.shadow_bias = light_storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BIAS) / 100.0; - } else { //omni - light_data.shadow_bias = light_storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BIAS); - } - - light_data.transmittance_bias = light_storage->light_get_transmittance_bias(base); - - Vector2i omni_offset; - Rect2 rect = light_instance_get_shadow_atlas_rect(li->self, p_shadow_atlas, omni_offset); - - light_data.atlas_rect[0] = rect.position.x; - light_data.atlas_rect[1] = rect.position.y; - light_data.atlas_rect[2] = rect.size.width; - 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(); - - RendererRD::MaterialStorage::store_transform(proj, light_data.shadow_matrix); - - if (size > 0.0 && light_data.soft_shadow_scale > 0.0) { - // Only enable PCSS-like soft shadows if blurring is enabled. - // Otherwise, performance would decrease with no visual difference. - light_data.soft_shadow_size = size; - } else { - light_data.soft_shadow_size = 0.0; - light_data.soft_shadow_scale *= shadows_quality_radius_get(); // Only use quality radius for PCF - } - - light_data.direction[0] = omni_offset.x * float(rect.size.width); - light_data.direction[1] = omni_offset.y * float(rect.size.height); - } else if (type == RS::LIGHT_SPOT) { - Transform3D modelview = (inverse_transform * light_transform).inverse(); - CameraMatrix bias; - bias.set_light_bias(); - - CameraMatrix shadow_mtx = bias * li->shadow_transform[0].camera * modelview; - RendererRD::MaterialStorage::store_camera(shadow_mtx, light_data.shadow_matrix); - - if (size > 0.0 && light_data.soft_shadow_scale > 0.0) { - // Only enable PCSS-like soft shadows if blurring is enabled. - // Otherwise, performance would decrease with no visual difference. - CameraMatrix cm = li->shadow_transform[0].camera; - float half_np = cm.get_z_near() * Math::tan(Math::deg2rad(spot_angle)); - light_data.soft_shadow_size = (size * 0.5 / radius) / (half_np / cm.get_z_near()) * rect.size.width; - } else { - light_data.soft_shadow_size = 0.0; - light_data.soft_shadow_scale *= shadows_quality_radius_get(); // Only use quality radius for PCF - } - } - } else { - light_data.shadow_enabled = false; - } - - li->cull_mask = light_storage->light_get_cull_mask(base); - - if (current_cluster_builder != nullptr) { - current_cluster_builder->add_light(type == RS::LIGHT_SPOT ? ClusterBuilderRD::LIGHT_TYPE_SPOT : ClusterBuilderRD::LIGHT_TYPE_OMNI, light_transform, radius, spot_angle); - } - - r_positional_light_count++; - } - - //update without barriers - if (cluster.omni_light_count) { - RD::get_singleton()->buffer_update(cluster.omni_light_buffer, 0, sizeof(Cluster::LightData) * cluster.omni_light_count, cluster.omni_lights, RD::BARRIER_MASK_RASTER | RD::BARRIER_MASK_COMPUTE); - } - - if (cluster.spot_light_count) { - RD::get_singleton()->buffer_update(cluster.spot_light_buffer, 0, sizeof(Cluster::LightData) * cluster.spot_light_count, cluster.spot_lights, RD::BARRIER_MASK_RASTER | RD::BARRIER_MASK_COMPUTE); - } - - if (r_directional_light_count) { - RD::get_singleton()->buffer_update(cluster.directional_light_buffer, 0, sizeof(Cluster::DirectionalLightData) * r_directional_light_count, cluster.directional_lights, RD::BARRIER_MASK_RASTER | RD::BARRIER_MASK_COMPUTE); - } -} - -void RendererSceneRenderRD::_setup_decals(const PagedArray<RID> &p_decals, const Transform3D &p_camera_inverse_xform) { - RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton(); - - Transform3D uv_xform; - uv_xform.basis.scale(Vector3(2.0, 1.0, 2.0)); - uv_xform.origin = Vector3(-1.0, 0.0, -1.0); - - uint32_t decal_count = p_decals.size(); - - cluster.decal_count = 0; - - for (uint32_t i = 0; i < decal_count; i++) { - if (cluster.decal_count == cluster.max_decals) { - break; - } - - DecalInstance *di = decal_instance_owner.get_or_null(p_decals[i]); - if (!di) { - continue; - } - RID decal = di->decal; - - Transform3D xform = di->transform; - - real_t distance = -p_camera_inverse_xform.xform(xform.origin).z; - - if (texture_storage->decal_is_distance_fade_enabled(decal)) { - float fade_begin = texture_storage->decal_get_distance_fade_begin(decal); - float fade_length = texture_storage->decal_get_distance_fade_length(decal); - - if (distance > fade_begin) { - if (distance > fade_begin + fade_length) { - continue; // do not use this decal, its invisible - } - } - } - - cluster.decal_sort[cluster.decal_count].instance = di; - cluster.decal_sort[cluster.decal_count].depth = distance; - cluster.decal_count++; - } - - if (cluster.decal_count > 0) { - SortArray<Cluster::InstanceSort<DecalInstance>> sort_array; - sort_array.sort(cluster.decal_sort, cluster.decal_count); - } - - bool using_forward_ids = _uses_forward_ids(); - for (uint32_t i = 0; i < cluster.decal_count; i++) { - DecalInstance *di = cluster.decal_sort[i].instance; - RID decal = di->decal; - - if (using_forward_ids) { - _map_forward_id(FORWARD_ID_TYPE_DECAL, di->forward_id, i); - } - - di->cull_mask = texture_storage->decal_get_cull_mask(decal); - - Transform3D xform = di->transform; - float fade = 1.0; - - if (texture_storage->decal_is_distance_fade_enabled(decal)) { - const real_t distance = -p_camera_inverse_xform.xform(xform.origin).z; - const float fade_begin = texture_storage->decal_get_distance_fade_begin(decal); - const float fade_length = texture_storage->decal_get_distance_fade_length(decal); - - if (distance > fade_begin) { - // Use `smoothstep()` to make opacity changes more gradual and less noticeable to the player. - fade = Math::smoothstep(0.0f, 1.0f, 1.0f - float(distance - fade_begin) / fade_length); - } - } - - Cluster::DecalData &dd = cluster.decals[i]; - - Vector3 decal_extents = texture_storage->decal_get_extents(decal); - - Transform3D scale_xform; - scale_xform.basis.scale(decal_extents); - Transform3D to_decal_xform = (p_camera_inverse_xform * di->transform * scale_xform * uv_xform).affine_inverse(); - RendererRD::MaterialStorage::store_transform(to_decal_xform, dd.xform); - - Vector3 normal = xform.basis.get_column(Vector3::AXIS_Y).normalized(); - normal = p_camera_inverse_xform.basis.xform(normal); //camera is normalized, so fine - - dd.normal[0] = normal.x; - dd.normal[1] = normal.y; - dd.normal[2] = normal.z; - dd.normal_fade = texture_storage->decal_get_normal_fade(decal); - - RID albedo_tex = texture_storage->decal_get_texture(decal, RS::DECAL_TEXTURE_ALBEDO); - RID emission_tex = texture_storage->decal_get_texture(decal, RS::DECAL_TEXTURE_EMISSION); - if (albedo_tex.is_valid()) { - Rect2 rect = texture_storage->decal_atlas_get_texture_rect(albedo_tex); - dd.albedo_rect[0] = rect.position.x; - dd.albedo_rect[1] = rect.position.y; - dd.albedo_rect[2] = rect.size.x; - dd.albedo_rect[3] = rect.size.y; - } else { - if (!emission_tex.is_valid()) { - continue; //no albedo, no emission, no decal. - } - dd.albedo_rect[0] = 0; - dd.albedo_rect[1] = 0; - dd.albedo_rect[2] = 0; - dd.albedo_rect[3] = 0; - } - - RID normal_tex = texture_storage->decal_get_texture(decal, RS::DECAL_TEXTURE_NORMAL); - - if (normal_tex.is_valid()) { - Rect2 rect = texture_storage->decal_atlas_get_texture_rect(normal_tex); - dd.normal_rect[0] = rect.position.x; - dd.normal_rect[1] = rect.position.y; - dd.normal_rect[2] = rect.size.x; - dd.normal_rect[3] = rect.size.y; - - Basis normal_xform = p_camera_inverse_xform.basis * xform.basis.orthonormalized(); - RendererRD::MaterialStorage::store_basis_3x4(normal_xform, dd.normal_xform); - } else { - dd.normal_rect[0] = 0; - dd.normal_rect[1] = 0; - dd.normal_rect[2] = 0; - dd.normal_rect[3] = 0; - } - - RID orm_tex = texture_storage->decal_get_texture(decal, RS::DECAL_TEXTURE_ORM); - if (orm_tex.is_valid()) { - Rect2 rect = texture_storage->decal_atlas_get_texture_rect(orm_tex); - dd.orm_rect[0] = rect.position.x; - dd.orm_rect[1] = rect.position.y; - dd.orm_rect[2] = rect.size.x; - dd.orm_rect[3] = rect.size.y; - } else { - dd.orm_rect[0] = 0; - dd.orm_rect[1] = 0; - dd.orm_rect[2] = 0; - dd.orm_rect[3] = 0; - } - - if (emission_tex.is_valid()) { - Rect2 rect = texture_storage->decal_atlas_get_texture_rect(emission_tex); - dd.emission_rect[0] = rect.position.x; - dd.emission_rect[1] = rect.position.y; - dd.emission_rect[2] = rect.size.x; - dd.emission_rect[3] = rect.size.y; - } else { - dd.emission_rect[0] = 0; - dd.emission_rect[1] = 0; - dd.emission_rect[2] = 0; - dd.emission_rect[3] = 0; - } - - Color modulate = texture_storage->decal_get_modulate(decal); - dd.modulate[0] = modulate.r; - dd.modulate[1] = modulate.g; - dd.modulate[2] = modulate.b; - dd.modulate[3] = modulate.a * fade; - dd.emission_energy = texture_storage->decal_get_emission_energy(decal) * fade; - dd.albedo_mix = texture_storage->decal_get_albedo_mix(decal); - dd.mask = texture_storage->decal_get_cull_mask(decal); - dd.upper_fade = texture_storage->decal_get_upper_fade(decal); - dd.lower_fade = texture_storage->decal_get_lower_fade(decal); - - if (current_cluster_builder != nullptr) { - current_cluster_builder->add_box(ClusterBuilderRD::BOX_TYPE_DECAL, xform, decal_extents); - } - } - - if (cluster.decal_count > 0) { - RD::get_singleton()->buffer_update(cluster.decal_buffer, 0, sizeof(Cluster::DecalData) * cluster.decal_count, cluster.decals, RD::BARRIER_MASK_RASTER | RD::BARRIER_MASK_COMPUTE); - } -} - -//////////////////////////////////////////////////////////////////////////////// -// FOG SHADER - -void RendererSceneRenderRD::FogShaderData::set_code(const String &p_code) { - //compile - - code = p_code; - valid = false; - ubo_size = 0; - uniforms.clear(); - - if (code.is_empty()) { - return; //just invalid, but no error - } - - ShaderCompiler::GeneratedCode gen_code; - ShaderCompiler::IdentifierActions actions; - actions.entry_point_stages["fog"] = ShaderCompiler::STAGE_COMPUTE; - - uses_time = false; - - actions.usage_flag_pointers["TIME"] = &uses_time; - - actions.uniforms = &uniforms; - - RendererSceneRenderRD *scene_singleton = static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton); - - Error err = scene_singleton->volumetric_fog.compiler.compile(RS::SHADER_FOG, code, &actions, path, gen_code); - ERR_FAIL_COND_MSG(err != OK, "Fog shader compilation failed."); - - if (version.is_null()) { - version = scene_singleton->volumetric_fog.shader.version_create(); - } - - scene_singleton->volumetric_fog.shader.version_set_compute_code(version, gen_code.code, gen_code.uniforms, gen_code.stage_globals[ShaderCompiler::STAGE_COMPUTE], gen_code.defines); - ERR_FAIL_COND(!scene_singleton->volumetric_fog.shader.version_is_valid(version)); - - ubo_size = gen_code.uniform_total_size; - ubo_offsets = gen_code.uniform_offsets; - texture_uniforms = gen_code.texture_uniforms; - - pipeline = RD::get_singleton()->compute_pipeline_create(scene_singleton->volumetric_fog.shader.version_get_shader(version, 0)); - - valid = true; -} - -void RendererSceneRenderRD::FogShaderData::set_default_texture_param(const StringName &p_name, RID p_texture, int p_index) { - if (!p_texture.is_valid()) { - if (default_texture_params.has(p_name) && default_texture_params[p_name].has(p_index)) { - default_texture_params[p_name].erase(p_index); - - if (default_texture_params[p_name].is_empty()) { - default_texture_params.erase(p_name); - } - } - } else { - if (!default_texture_params.has(p_name)) { - default_texture_params[p_name] = HashMap<int, RID>(); - } - default_texture_params[p_name][p_index] = p_texture; - } -} - -void RendererSceneRenderRD::FogShaderData::get_param_list(List<PropertyInfo> *p_param_list) const { - RBMap<int, StringName> order; - - for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) { - if (E.value.scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_GLOBAL || E.value.scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) { - continue; - } - - if (E.value.texture_order >= 0) { - order[E.value.texture_order + 100000] = E.key; - } else { - order[E.value.order] = E.key; - } - } - - for (const KeyValue<int, StringName> &E : order) { - PropertyInfo pi = ShaderLanguage::uniform_to_property_info(uniforms[E.value]); - pi.name = E.value; - p_param_list->push_back(pi); - } -} - -void RendererSceneRenderRD::FogShaderData::get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const { - for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) { - if (E.value.scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) { - continue; - } - - RendererMaterialStorage::InstanceShaderParam p; - p.info = ShaderLanguage::uniform_to_property_info(E.value); - p.info.name = E.key; //supply name - p.index = E.value.instance_index; - p.default_value = ShaderLanguage::constant_value_to_variant(E.value.default_value, E.value.type, E.value.array_size, E.value.hint); - p_param_list->push_back(p); - } -} - -bool RendererSceneRenderRD::FogShaderData::is_param_texture(const StringName &p_param) const { - if (!uniforms.has(p_param)) { - return false; - } - - return uniforms[p_param].texture_order >= 0; -} - -bool RendererSceneRenderRD::FogShaderData::is_animated() const { - return false; -} - -bool RendererSceneRenderRD::FogShaderData::casts_shadows() const { - return false; -} - -Variant RendererSceneRenderRD::FogShaderData::get_default_parameter(const StringName &p_parameter) const { - if (uniforms.has(p_parameter)) { - ShaderLanguage::ShaderNode::Uniform uniform = uniforms[p_parameter]; - Vector<ShaderLanguage::ConstantNode::Value> default_value = uniform.default_value; - return ShaderLanguage::constant_value_to_variant(default_value, uniform.type, uniform.array_size, uniform.hint); - } - return Variant(); -} - -RS::ShaderNativeSourceCode RendererSceneRenderRD::FogShaderData::get_native_source_code() const { - RendererSceneRenderRD *scene_singleton = static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton); - - return scene_singleton->volumetric_fog.shader.version_get_native_source_code(version); -} - -RendererSceneRenderRD::FogShaderData::~FogShaderData() { - RendererSceneRenderRD *scene_singleton = static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton); - ERR_FAIL_COND(!scene_singleton); - //pipeline variants will clear themselves if shader is gone - if (version.is_valid()) { - scene_singleton->volumetric_fog.shader.version_free(version); - } -} - -//////////////////////////////////////////////////////////////////////////////// -// Fog material - -bool RendererSceneRenderRD::FogMaterialData::update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) { - RendererSceneRenderRD *scene_singleton = static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton); - - uniform_set_updated = true; - - return update_parameters_uniform_set(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size, uniform_set, scene_singleton->volumetric_fog.shader.version_get_shader(shader_data->version, 0), VolumetricFogShader::FogSet::FOG_SET_MATERIAL); -} - -RendererSceneRenderRD::FogMaterialData::~FogMaterialData() { - free_parameters_uniform_set(uniform_set); -} - -RendererRD::ShaderData *RendererSceneRenderRD::_create_fog_shader_func() { - FogShaderData *shader_data = memnew(FogShaderData); - return shader_data; -} - -RendererRD::ShaderData *RendererSceneRenderRD::_create_fog_shader_funcs() { - return static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton)->_create_fog_shader_func(); -}; - -RendererRD::MaterialData *RendererSceneRenderRD::_create_fog_material_func(FogShaderData *p_shader) { - FogMaterialData *material_data = memnew(FogMaterialData); - material_data->shader_data = p_shader; - //update will happen later anyway so do nothing. - return material_data; -} - -RendererRD::MaterialData *RendererSceneRenderRD::_create_fog_material_funcs(RendererRD::ShaderData *p_shader) { - return static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton)->_create_fog_material_func(static_cast<FogShaderData *>(p_shader)); -}; - -//////////////////////////////////////////////////////////////////////////////// -// Volumetric Fog - -void RendererSceneRenderRD::_volumetric_fog_erase(RenderBuffers *rb) { - ERR_FAIL_COND(!rb->volumetric_fog); - - RD::get_singleton()->free(rb->volumetric_fog->prev_light_density_map); - RD::get_singleton()->free(rb->volumetric_fog->light_density_map); - RD::get_singleton()->free(rb->volumetric_fog->fog_map); - RD::get_singleton()->free(rb->volumetric_fog->density_map); - RD::get_singleton()->free(rb->volumetric_fog->light_map); - RD::get_singleton()->free(rb->volumetric_fog->emissive_map); - - if (rb->volumetric_fog->fog_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->fog_uniform_set)) { - RD::get_singleton()->free(rb->volumetric_fog->fog_uniform_set); - } - if (rb->volumetric_fog->process_uniform_set_density.is_valid() && RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->process_uniform_set_density)) { - RD::get_singleton()->free(rb->volumetric_fog->process_uniform_set_density); - } - if (rb->volumetric_fog->process_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->process_uniform_set)) { - RD::get_singleton()->free(rb->volumetric_fog->process_uniform_set); - } - if (rb->volumetric_fog->process_uniform_set2.is_valid() && RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->process_uniform_set2)) { - RD::get_singleton()->free(rb->volumetric_fog->process_uniform_set2); - } - if (rb->volumetric_fog->sdfgi_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->sdfgi_uniform_set)) { - RD::get_singleton()->free(rb->volumetric_fog->sdfgi_uniform_set); - } - if (rb->volumetric_fog->sky_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->sky_uniform_set)) { - RD::get_singleton()->free(rb->volumetric_fog->sky_uniform_set); - } - - memdelete(rb->volumetric_fog); - - rb->volumetric_fog = nullptr; -} - -Vector3i RendererSceneRenderRD::_point_get_position_in_froxel_volume(const Vector3 &p_point, float fog_end, const Vector2 &fog_near_size, const Vector2 &fog_far_size, float volumetric_fog_detail_spread, const Vector3 &fog_size, const Transform3D &p_cam_transform) { - Vector3 view_position = p_cam_transform.affine_inverse().xform(p_point); - view_position.z = MIN(view_position.z, -0.01); // Clamp to the front of camera - Vector3 fog_position = Vector3(0, 0, 0); - - view_position.y = -view_position.y; - fog_position.z = -view_position.z / fog_end; - fog_position.x = (view_position.x / (2 * (fog_near_size.x * (1.0 - fog_position.z) + fog_far_size.x * fog_position.z))) + 0.5; - fog_position.y = (view_position.y / (2 * (fog_near_size.y * (1.0 - fog_position.z) + fog_far_size.y * fog_position.z))) + 0.5; - fog_position.z = Math::pow(float(fog_position.z), float(1.0 / volumetric_fog_detail_spread)); - fog_position = fog_position * fog_size - Vector3(0.5, 0.5, 0.5); - - fog_position.x = CLAMP(fog_position.x, 0.0, fog_size.x); - fog_position.y = CLAMP(fog_position.y, 0.0, fog_size.y); - fog_position.z = CLAMP(fog_position.z, 0.0, fog_size.z); - - return Vector3i(fog_position); -} - -void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_environment, const CameraMatrix &p_cam_projection, const Transform3D &p_cam_transform, const Transform3D &p_prev_cam_inv_transform, RID p_shadow_atlas, int p_directional_light_count, bool p_use_directional_shadows, int p_positional_light_count, int p_voxel_gi_count, const PagedArray<RID> &p_fog_volumes) { - RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton(); - RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton(); - - ERR_FAIL_COND(!is_clustered_enabled()); // can't use volumetric fog without clustered - RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers); - ERR_FAIL_COND(!rb); - RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_environment); - - float ratio = float(rb->width) / float((rb->width + rb->height) / 2); - uint32_t target_width = uint32_t(float(volumetric_fog_size) * ratio); - uint32_t target_height = uint32_t(float(volumetric_fog_size) / ratio); - - if (rb->volumetric_fog) { - //validate - if (!env || !env->volumetric_fog_enabled || rb->volumetric_fog->width != target_width || rb->volumetric_fog->height != target_height || rb->volumetric_fog->depth != volumetric_fog_depth) { - _volumetric_fog_erase(rb); - } - } - - if (!env || !env->volumetric_fog_enabled) { - //no reason to enable or update, bye - return; - } - - RENDER_TIMESTAMP("> Volumetric Fog"); - RD::get_singleton()->draw_command_begin_label("Volumetric Fog"); - - if (env && env->volumetric_fog_enabled && !rb->volumetric_fog) { - //required volumetric fog but not existing, create - rb->volumetric_fog = memnew(VolumetricFog); - rb->volumetric_fog->width = target_width; - rb->volumetric_fog->height = target_height; - rb->volumetric_fog->depth = volumetric_fog_depth; - - RD::TextureFormat tf; - tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT; - tf.width = target_width; - tf.height = target_height; - tf.depth = volumetric_fog_depth; - tf.texture_type = RD::TEXTURE_TYPE_3D; - tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT; - - rb->volumetric_fog->light_density_map = RD::get_singleton()->texture_create(tf, RD::TextureView()); - RD::get_singleton()->set_resource_name(rb->volumetric_fog->light_density_map, "Fog light-density map"); - - tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT; - - rb->volumetric_fog->prev_light_density_map = RD::get_singleton()->texture_create(tf, RD::TextureView()); - RD::get_singleton()->set_resource_name(rb->volumetric_fog->prev_light_density_map, "Fog previous light-density map"); - RD::get_singleton()->texture_clear(rb->volumetric_fog->prev_light_density_map, Color(0, 0, 0, 0), 0, 1, 0, 1); - - tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT; - - rb->volumetric_fog->fog_map = RD::get_singleton()->texture_create(tf, RD::TextureView()); - RD::get_singleton()->set_resource_name(rb->volumetric_fog->fog_map, "Fog map"); - -#if defined(OSX_ENABLED) || defined(IPHONE_ENABLED) - Vector<uint8_t> dm; - dm.resize(target_width * target_height * volumetric_fog_depth * 4); - dm.fill(0); - - rb->volumetric_fog->density_map = RD::get_singleton()->storage_buffer_create(dm.size(), dm); - RD::get_singleton()->set_resource_name(rb->volumetric_fog->density_map, "Fog density map"); - rb->volumetric_fog->light_map = RD::get_singleton()->storage_buffer_create(dm.size(), dm); - RD::get_singleton()->set_resource_name(rb->volumetric_fog->light_map, "Fog light map"); - rb->volumetric_fog->emissive_map = RD::get_singleton()->storage_buffer_create(dm.size(), dm); - RD::get_singleton()->set_resource_name(rb->volumetric_fog->emissive_map, "Fog emissive map"); -#else - tf.format = RD::DATA_FORMAT_R32_UINT; - tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT; - rb->volumetric_fog->density_map = RD::get_singleton()->texture_create(tf, RD::TextureView()); - RD::get_singleton()->set_resource_name(rb->volumetric_fog->density_map, "Fog density map"); - RD::get_singleton()->texture_clear(rb->volumetric_fog->density_map, Color(0, 0, 0, 0), 0, 1, 0, 1); - rb->volumetric_fog->light_map = RD::get_singleton()->texture_create(tf, RD::TextureView()); - RD::get_singleton()->set_resource_name(rb->volumetric_fog->light_map, "Fog light map"); - RD::get_singleton()->texture_clear(rb->volumetric_fog->light_map, Color(0, 0, 0, 0), 0, 1, 0, 1); - rb->volumetric_fog->emissive_map = RD::get_singleton()->texture_create(tf, RD::TextureView()); - RD::get_singleton()->set_resource_name(rb->volumetric_fog->emissive_map, "Fog emissive map"); - RD::get_singleton()->texture_clear(rb->volumetric_fog->emissive_map, Color(0, 0, 0, 0), 0, 1, 0, 1); -#endif - - Vector<RD::Uniform> uniforms; - { - RD::Uniform u; - u.binding = 0; - u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; - u.append_id(rb->volumetric_fog->fog_map); - uniforms.push_back(u); - } - - rb->volumetric_fog->sky_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sky.sky_shader.default_shader_rd, RendererSceneSkyRD::SKY_SET_FOG); - } - - if (p_fog_volumes.size() > 0) { - RD::get_singleton()->draw_command_begin_label("Render Volumetric Fog Volumes"); - - RENDER_TIMESTAMP("Render FogVolumes"); - - VolumetricFogShader::VolumeUBO params; - - Vector2 frustum_near_size = p_cam_projection.get_viewport_half_extents(); - Vector2 frustum_far_size = p_cam_projection.get_far_plane_half_extents(); - float z_near = p_cam_projection.get_z_near(); - float z_far = p_cam_projection.get_z_far(); - float fog_end = env->volumetric_fog_length; - - Vector2 fog_far_size = frustum_near_size.lerp(frustum_far_size, (fog_end - z_near) / (z_far - z_near)); - Vector2 fog_near_size; - if (p_cam_projection.is_orthogonal()) { - fog_near_size = fog_far_size; - } else { - fog_near_size = Vector2(); - } - - params.fog_frustum_size_begin[0] = fog_near_size.x; - params.fog_frustum_size_begin[1] = fog_near_size.y; - - params.fog_frustum_size_end[0] = fog_far_size.x; - params.fog_frustum_size_end[1] = fog_far_size.y; - - params.fog_frustum_end = fog_end; - params.z_near = z_near; - params.z_far = z_far; - params.time = time; - - params.fog_volume_size[0] = rb->volumetric_fog->width; - params.fog_volume_size[1] = rb->volumetric_fog->height; - params.fog_volume_size[2] = rb->volumetric_fog->depth; - - params.use_temporal_reprojection = env->volumetric_fog_temporal_reprojection; - params.temporal_frame = RSG::rasterizer->get_frame_number() % VolumetricFog::MAX_TEMPORAL_FRAMES; - params.detail_spread = env->volumetric_fog_detail_spread; - params.temporal_blend = env->volumetric_fog_temporal_reprojection_amount; - - Transform3D to_prev_cam_view = p_prev_cam_inv_transform * p_cam_transform; - RendererRD::MaterialStorage::store_transform(to_prev_cam_view, params.to_prev_view); - RendererRD::MaterialStorage::store_transform(p_cam_transform, params.transform); - - RD::get_singleton()->buffer_update(volumetric_fog.volume_ubo, 0, sizeof(VolumetricFogShader::VolumeUBO), ¶ms, RD::BARRIER_MASK_COMPUTE); - - if (rb->volumetric_fog->fog_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->fog_uniform_set)) { - Vector<RD::Uniform> uniforms; - - { - RD::Uniform u; -#if defined(OSX_ENABLED) || defined(IPHONE_ENABLED) - u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; -#else - u.uniform_type = RD::UNIFORM_TYPE_IMAGE; -#endif - u.binding = 1; - u.append_id(rb->volumetric_fog->emissive_map); - uniforms.push_back(u); - } - - { - RD::Uniform u; - u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER; - u.binding = 2; - u.append_id(volumetric_fog.volume_ubo); - uniforms.push_back(u); - } - - { - RD::Uniform u; -#if defined(OSX_ENABLED) || defined(IPHONE_ENABLED) - u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; -#else - u.uniform_type = RD::UNIFORM_TYPE_IMAGE; -#endif - u.binding = 3; - u.append_id(rb->volumetric_fog->density_map); - uniforms.push_back(u); - } - - { - RD::Uniform u; -#if defined(OSX_ENABLED) || defined(IPHONE_ENABLED) - u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; -#else - u.uniform_type = RD::UNIFORM_TYPE_IMAGE; -#endif - u.binding = 4; - u.append_id(rb->volumetric_fog->light_map); - uniforms.push_back(u); - } - - rb->volumetric_fog->fog_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.default_shader_rd, VolumetricFogShader::FogSet::FOG_SET_UNIFORMS); - } - - RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(); - bool any_uses_time = false; - - for (int i = 0; i < (int)p_fog_volumes.size(); i++) { - FogVolumeInstance *fog_volume_instance = fog_volume_instance_owner.get_or_null(p_fog_volumes[i]); - ERR_FAIL_COND(!fog_volume_instance); - RID fog_volume = fog_volume_instance->volume; - - RID fog_material = RendererRD::Fog::get_singleton()->fog_volume_get_material(fog_volume); - - FogMaterialData *material = nullptr; - - if (fog_material.is_valid()) { - material = static_cast<FogMaterialData *>(material_storage->material_get_data(fog_material, RendererRD::SHADER_TYPE_FOG)); - if (!material || !material->shader_data->valid) { - material = nullptr; - } - } - - if (!material) { - fog_material = volumetric_fog.default_material; - material = static_cast<FogMaterialData *>(material_storage->material_get_data(fog_material, RendererRD::SHADER_TYPE_FOG)); - } - - ERR_FAIL_COND(!material); - - FogShaderData *shader_data = material->shader_data; - - ERR_FAIL_COND(!shader_data); - - any_uses_time |= shader_data->uses_time; - - Vector3i min = Vector3i(); - Vector3i max = Vector3i(); - Vector3i kernel_size = Vector3i(); - - Vector3 position = fog_volume_instance->transform.get_origin(); - RS::FogVolumeShape volume_type = RendererRD::Fog::get_singleton()->fog_volume_get_shape(fog_volume); - Vector3 extents = RendererRD::Fog::get_singleton()->fog_volume_get_extents(fog_volume); - - if (volume_type != RS::FOG_VOLUME_SHAPE_WORLD) { - // Local fog volume. - Vector3i points[8]; - points[0] = _point_get_position_in_froxel_volume(fog_volume_instance->transform.xform(Vector3(extents.x, extents.y, extents.z)), fog_end, fog_near_size, fog_far_size, env->volumetric_fog_detail_spread, Vector3(rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth), p_cam_transform); - points[1] = _point_get_position_in_froxel_volume(fog_volume_instance->transform.xform(Vector3(-extents.x, extents.y, extents.z)), fog_end, fog_near_size, fog_far_size, env->volumetric_fog_detail_spread, Vector3(rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth), p_cam_transform); - points[2] = _point_get_position_in_froxel_volume(fog_volume_instance->transform.xform(Vector3(extents.x, -extents.y, extents.z)), fog_end, fog_near_size, fog_far_size, env->volumetric_fog_detail_spread, Vector3(rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth), p_cam_transform); - points[3] = _point_get_position_in_froxel_volume(fog_volume_instance->transform.xform(Vector3(-extents.x, -extents.y, extents.z)), fog_end, fog_near_size, fog_far_size, env->volumetric_fog_detail_spread, Vector3(rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth), p_cam_transform); - points[4] = _point_get_position_in_froxel_volume(fog_volume_instance->transform.xform(Vector3(extents.x, extents.y, -extents.z)), fog_end, fog_near_size, fog_far_size, env->volumetric_fog_detail_spread, Vector3(rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth), p_cam_transform); - points[5] = _point_get_position_in_froxel_volume(fog_volume_instance->transform.xform(Vector3(-extents.x, extents.y, -extents.z)), fog_end, fog_near_size, fog_far_size, env->volumetric_fog_detail_spread, Vector3(rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth), p_cam_transform); - points[6] = _point_get_position_in_froxel_volume(fog_volume_instance->transform.xform(Vector3(extents.x, -extents.y, -extents.z)), fog_end, fog_near_size, fog_far_size, env->volumetric_fog_detail_spread, Vector3(rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth), p_cam_transform); - points[7] = _point_get_position_in_froxel_volume(fog_volume_instance->transform.xform(Vector3(-extents.x, -extents.y, -extents.z)), fog_end, fog_near_size, fog_far_size, env->volumetric_fog_detail_spread, Vector3(rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth), p_cam_transform); - - min = Vector3i(int32_t(rb->volumetric_fog->width) - 1, int32_t(rb->volumetric_fog->height) - 1, int32_t(rb->volumetric_fog->depth) - 1); - max = Vector3i(1, 1, 1); - - for (int j = 0; j < 8; j++) { - min = Vector3i(MIN(min.x, points[j].x), MIN(min.y, points[j].y), MIN(min.z, points[j].z)); - max = Vector3i(MAX(max.x, points[j].x), MAX(max.y, points[j].y), MAX(max.z, points[j].z)); - } - - kernel_size = max - min; - } else { - // Volume type global runs on all cells - extents = Vector3(rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth); - min = Vector3i(0, 0, 0); - kernel_size = Vector3i(int32_t(rb->volumetric_fog->width), int32_t(rb->volumetric_fog->height), int32_t(rb->volumetric_fog->depth)); - } - - if (kernel_size.x == 0 || kernel_size.y == 0 || kernel_size.z == 0) { - continue; - } - - volumetric_fog.push_constant.position[0] = position.x; - volumetric_fog.push_constant.position[1] = position.y; - volumetric_fog.push_constant.position[2] = position.z; - volumetric_fog.push_constant.extents[0] = extents.x; - volumetric_fog.push_constant.extents[1] = extents.y; - volumetric_fog.push_constant.extents[2] = extents.z; - volumetric_fog.push_constant.corner[0] = min.x; - volumetric_fog.push_constant.corner[1] = min.y; - volumetric_fog.push_constant.corner[2] = min.z; - volumetric_fog.push_constant.shape = uint32_t(RendererRD::Fog::get_singleton()->fog_volume_get_shape(fog_volume)); - RendererRD::MaterialStorage::store_transform(fog_volume_instance->transform.affine_inverse(), volumetric_fog.push_constant.transform); - - RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, shader_data->pipeline); - - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->volumetric_fog->fog_uniform_set, VolumetricFogShader::FogSet::FOG_SET_UNIFORMS); - RD::get_singleton()->compute_list_set_push_constant(compute_list, &volumetric_fog.push_constant, sizeof(VolumetricFogShader::FogPushConstant)); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, volumetric_fog.base_uniform_set, VolumetricFogShader::FogSet::FOG_SET_BASE); - if (material->uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(material->uniform_set)) { // Material may not have a uniform set. - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, material->uniform_set, VolumetricFogShader::FogSet::FOG_SET_MATERIAL); - } - - RD::get_singleton()->compute_list_dispatch_threads(compute_list, kernel_size.x, kernel_size.y, kernel_size.z); - } - if (any_uses_time || env->volumetric_fog_temporal_reprojection) { - RenderingServerDefault::redraw_request(); - } - - RD::get_singleton()->draw_command_end_label(); - - RD::get_singleton()->compute_list_end(); - } - - if (rb->volumetric_fog->process_uniform_set_density.is_null() || !RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->process_uniform_set_density)) { - //re create uniform set if needed - Vector<RD::Uniform> uniforms; - Vector<RD::Uniform> copy_uniforms; - - { - RD::Uniform u; - u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; - u.binding = 1; - ShadowAtlas *shadow_atlas = shadow_atlas_owner.get_or_null(p_shadow_atlas); - if (shadow_atlas == nullptr || shadow_atlas->depth.is_null()) { - u.append_id(texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_BLACK)); - } else { - u.append_id(shadow_atlas->depth); - } - - uniforms.push_back(u); - copy_uniforms.push_back(u); - } - - { - RD::Uniform u; - u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; - u.binding = 2; - if (directional_shadow.depth.is_valid()) { - u.append_id(directional_shadow.depth); - } else { - u.append_id(texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_BLACK)); - } - uniforms.push_back(u); - copy_uniforms.push_back(u); - } - - { - RD::Uniform u; - u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; - u.binding = 3; - u.append_id(get_omni_light_buffer()); - uniforms.push_back(u); - copy_uniforms.push_back(u); - } - { - RD::Uniform u; - u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; - u.binding = 4; - u.append_id(get_spot_light_buffer()); - uniforms.push_back(u); - copy_uniforms.push_back(u); - } - - { - RD::Uniform u; - u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER; - u.binding = 5; - u.append_id(get_directional_light_buffer()); - uniforms.push_back(u); - copy_uniforms.push_back(u); - } - - { - RD::Uniform u; - u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; - u.binding = 6; - u.append_id(rb->cluster_builder->get_cluster_buffer()); - uniforms.push_back(u); - copy_uniforms.push_back(u); - } - - { - RD::Uniform u; - u.uniform_type = RD::UNIFORM_TYPE_SAMPLER; - u.binding = 7; - u.append_id(material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED)); - uniforms.push_back(u); - copy_uniforms.push_back(u); - } - - { - RD::Uniform u; - u.uniform_type = RD::UNIFORM_TYPE_IMAGE; - u.binding = 8; - u.append_id(rb->volumetric_fog->light_density_map); - uniforms.push_back(u); - copy_uniforms.push_back(u); - } - - { - RD::Uniform u; - u.uniform_type = RD::UNIFORM_TYPE_IMAGE; - u.binding = 9; - u.append_id(rb->volumetric_fog->fog_map); - uniforms.push_back(u); - } - - { - RD::Uniform u; - u.uniform_type = RD::UNIFORM_TYPE_IMAGE; - u.binding = 9; - u.append_id(rb->volumetric_fog->prev_light_density_map); - copy_uniforms.push_back(u); - } - - { - RD::Uniform u; - u.uniform_type = RD::UNIFORM_TYPE_SAMPLER; - u.binding = 10; - u.append_id(shadow_sampler); - uniforms.push_back(u); - copy_uniforms.push_back(u); - } - - { - RD::Uniform u; - u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER; - u.binding = 11; - u.append_id(render_buffers_get_voxel_gi_buffer(p_render_buffers)); - uniforms.push_back(u); - copy_uniforms.push_back(u); - } - - { - RD::Uniform u; - u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; - u.binding = 12; - for (int i = 0; i < RendererRD::GI::MAX_VOXEL_GI_INSTANCES; i++) { - u.append_id(rb->rbgi.voxel_gi_textures[i]); - } - uniforms.push_back(u); - copy_uniforms.push_back(u); - } - { - RD::Uniform u; - u.uniform_type = RD::UNIFORM_TYPE_SAMPLER; - u.binding = 13; - u.append_id(material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED)); - uniforms.push_back(u); - copy_uniforms.push_back(u); - } - { - RD::Uniform u; - u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER; - u.binding = 14; - u.append_id(volumetric_fog.params_ubo); - uniforms.push_back(u); - copy_uniforms.push_back(u); - } - { - RD::Uniform u; - u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; - u.binding = 15; - u.append_id(rb->volumetric_fog->prev_light_density_map); - uniforms.push_back(u); - } - { - RD::Uniform u; -#if defined(OSX_ENABLED) || defined(IPHONE_ENABLED) - u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; -#else - u.uniform_type = RD::UNIFORM_TYPE_IMAGE; -#endif - u.binding = 16; - u.append_id(rb->volumetric_fog->density_map); - uniforms.push_back(u); - } - { - RD::Uniform u; -#if defined(OSX_ENABLED) || defined(IPHONE_ENABLED) - u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; -#else - u.uniform_type = RD::UNIFORM_TYPE_IMAGE; -#endif - u.binding = 17; - u.append_id(rb->volumetric_fog->light_map); - uniforms.push_back(u); - } - - { - RD::Uniform u; -#if defined(OSX_ENABLED) || defined(IPHONE_ENABLED) - u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; -#else - u.uniform_type = RD::UNIFORM_TYPE_IMAGE; -#endif - u.binding = 18; - u.append_id(rb->volumetric_fog->emissive_map); - uniforms.push_back(u); - } - - { - RD::Uniform u; - u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; - u.binding = 19; - RID radiance_texture = texture_storage->texture_rd_get_default(is_using_radiance_cubemap_array() ? RendererRD::DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK : RendererRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK); - RID sky_texture = env->sky.is_valid() ? sky.sky_get_radiance_texture_rd(env->sky) : RID(); - u.append_id(sky_texture.is_valid() ? sky_texture : radiance_texture); - uniforms.push_back(u); - } - - rb->volumetric_fog->copy_uniform_set = RD::get_singleton()->uniform_set_create(copy_uniforms, volumetric_fog.process_shader.version_get_shader(volumetric_fog.process_shader_version, VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_COPY), 0); - - rb->volumetric_fog->process_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.process_shader.version_get_shader(volumetric_fog.process_shader_version, VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_FOG), 0); - - RID aux7 = uniforms.write[7].get_id(0); - RID aux8 = uniforms.write[8].get_id(0); - - uniforms.write[7].set_id(0, aux8); - uniforms.write[8].set_id(0, aux7); - - rb->volumetric_fog->process_uniform_set2 = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.process_shader.version_get_shader(volumetric_fog.process_shader_version, VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_FOG), 0); - - uniforms.remove_at(8); - uniforms.write[7].set_id(0, aux7); - rb->volumetric_fog->process_uniform_set_density = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.process_shader.version_get_shader(volumetric_fog.process_shader_version, VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_DENSITY), 0); - } - - bool using_sdfgi = env->volumetric_fog_gi_inject > 0.0001 && env->sdfgi_enabled && (rb->sdfgi != nullptr); - - if (using_sdfgi) { - if (rb->volumetric_fog->sdfgi_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->sdfgi_uniform_set)) { - Vector<RD::Uniform> uniforms; - - { - RD::Uniform u; - u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER; - u.binding = 0; - u.append_id(gi.sdfgi_ubo); - uniforms.push_back(u); - } - - { - RD::Uniform u; - u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; - u.binding = 1; - u.append_id(rb->sdfgi->ambient_texture); - uniforms.push_back(u); - } - - { - RD::Uniform u; - u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; - u.binding = 2; - u.append_id(rb->sdfgi->occlusion_texture); - uniforms.push_back(u); - } - - rb->volumetric_fog->sdfgi_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.process_shader.version_get_shader(volumetric_fog.process_shader_version, VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_DENSITY_WITH_SDFGI), 1); - } - } - - rb->volumetric_fog->length = env->volumetric_fog_length; - rb->volumetric_fog->spread = env->volumetric_fog_detail_spread; - - VolumetricFogShader::ParamsUBO params; - - Vector2 frustum_near_size = p_cam_projection.get_viewport_half_extents(); - Vector2 frustum_far_size = p_cam_projection.get_far_plane_half_extents(); - float z_near = p_cam_projection.get_z_near(); - float z_far = p_cam_projection.get_z_far(); - float fog_end = env->volumetric_fog_length; - - Vector2 fog_far_size = frustum_near_size.lerp(frustum_far_size, (fog_end - z_near) / (z_far - z_near)); - Vector2 fog_near_size; - if (p_cam_projection.is_orthogonal()) { - fog_near_size = fog_far_size; - } else { - fog_near_size = Vector2(); - } - - params.fog_frustum_size_begin[0] = fog_near_size.x; - params.fog_frustum_size_begin[1] = fog_near_size.y; - - params.fog_frustum_size_end[0] = fog_far_size.x; - params.fog_frustum_size_end[1] = fog_far_size.y; - - params.ambient_inject = env->volumetric_fog_ambient_inject * env->ambient_light_energy; - params.z_far = z_far; - - params.fog_frustum_end = fog_end; - - Color ambient_color = env->ambient_light.srgb_to_linear(); - params.ambient_color[0] = ambient_color.r; - params.ambient_color[1] = ambient_color.g; - params.ambient_color[2] = ambient_color.b; - params.sky_contribution = env->ambient_sky_contribution; - - params.fog_volume_size[0] = rb->volumetric_fog->width; - params.fog_volume_size[1] = rb->volumetric_fog->height; - params.fog_volume_size[2] = rb->volumetric_fog->depth; - - params.directional_light_count = p_directional_light_count; - - Color emission = env->volumetric_fog_emission.srgb_to_linear(); - params.base_emission[0] = emission.r * env->volumetric_fog_emission_energy; - params.base_emission[1] = emission.g * env->volumetric_fog_emission_energy; - params.base_emission[2] = emission.b * env->volumetric_fog_emission_energy; - params.base_density = env->volumetric_fog_density; - - Color base_scattering = env->volumetric_fog_scattering.srgb_to_linear(); - params.base_scattering[0] = base_scattering.r; - params.base_scattering[1] = base_scattering.g; - params.base_scattering[2] = base_scattering.b; - params.phase_g = env->volumetric_fog_anisotropy; - - params.detail_spread = env->volumetric_fog_detail_spread; - params.gi_inject = env->volumetric_fog_gi_inject; - - params.cam_rotation[0] = p_cam_transform.basis[0][0]; - params.cam_rotation[1] = p_cam_transform.basis[1][0]; - params.cam_rotation[2] = p_cam_transform.basis[2][0]; - params.cam_rotation[3] = 0; - params.cam_rotation[4] = p_cam_transform.basis[0][1]; - params.cam_rotation[5] = p_cam_transform.basis[1][1]; - params.cam_rotation[6] = p_cam_transform.basis[2][1]; - params.cam_rotation[7] = 0; - params.cam_rotation[8] = p_cam_transform.basis[0][2]; - params.cam_rotation[9] = p_cam_transform.basis[1][2]; - params.cam_rotation[10] = p_cam_transform.basis[2][2]; - params.cam_rotation[11] = 0; - params.filter_axis = 0; - params.max_voxel_gi_instances = env->volumetric_fog_gi_inject > 0.001 ? p_voxel_gi_count : 0; - params.temporal_frame = RSG::rasterizer->get_frame_number() % VolumetricFog::MAX_TEMPORAL_FRAMES; - - Transform3D to_prev_cam_view = p_prev_cam_inv_transform * p_cam_transform; - RendererRD::MaterialStorage::store_transform(to_prev_cam_view, params.to_prev_view); - - params.use_temporal_reprojection = env->volumetric_fog_temporal_reprojection; - params.temporal_blend = env->volumetric_fog_temporal_reprojection_amount; - - { - uint32_t cluster_size = rb->cluster_builder->get_cluster_size(); - params.cluster_shift = get_shift_from_power_of_2(cluster_size); - - uint32_t cluster_screen_width = (rb->width - 1) / cluster_size + 1; - uint32_t cluster_screen_height = (rb->height - 1) / cluster_size + 1; - params.max_cluster_element_count_div_32 = max_cluster_elements / 32; - params.cluster_type_size = cluster_screen_width * cluster_screen_height * (params.max_cluster_element_count_div_32 + 32); - params.cluster_width = cluster_screen_width; - - params.screen_size[0] = rb->width; - params.screen_size[1] = rb->height; - } - - Basis sky_transform = env->sky_orientation; - sky_transform = sky_transform.inverse() * p_cam_transform.basis; - RendererRD::MaterialStorage::store_transform_3x3(sky_transform, params.radiance_inverse_xform); - - RD::get_singleton()->draw_command_begin_label("Render Volumetric Fog"); - - RENDER_TIMESTAMP("Render Fog"); - RD::get_singleton()->buffer_update(volumetric_fog.params_ubo, 0, sizeof(VolumetricFogShader::ParamsUBO), ¶ms, RD::BARRIER_MASK_COMPUTE); - - RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(); - - RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.process_pipelines[using_sdfgi ? VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_DENSITY_WITH_SDFGI : VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_DENSITY]); - - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->volumetric_fog->process_uniform_set_density, 0); - - if (using_sdfgi) { - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->volumetric_fog->sdfgi_uniform_set, 1); - } - RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth); - RD::get_singleton()->compute_list_add_barrier(compute_list); - - // Copy fog to history buffer - if (env->volumetric_fog_temporal_reprojection) { - RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.process_pipelines[VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_COPY]); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->volumetric_fog->copy_uniform_set, 0); - RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth); - RD::get_singleton()->compute_list_add_barrier(compute_list); - } - RD::get_singleton()->draw_command_end_label(); - - if (volumetric_fog_filter_active) { - RD::get_singleton()->draw_command_begin_label("Filter Fog"); - - RENDER_TIMESTAMP("Filter Fog"); - - RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.process_pipelines[VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_FILTER]); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->volumetric_fog->process_uniform_set, 0); - RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth); - - RD::get_singleton()->compute_list_end(); - //need restart for buffer update - - params.filter_axis = 1; - RD::get_singleton()->buffer_update(volumetric_fog.params_ubo, 0, sizeof(VolumetricFogShader::ParamsUBO), ¶ms); - - compute_list = RD::get_singleton()->compute_list_begin(); - RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.process_pipelines[VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_FILTER]); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->volumetric_fog->process_uniform_set2, 0); - RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth); - - RD::get_singleton()->compute_list_add_barrier(compute_list); - RD::get_singleton()->draw_command_end_label(); - } - - RENDER_TIMESTAMP("Integrate Fog"); - RD::get_singleton()->draw_command_begin_label("Integrate Fog"); - - RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.process_pipelines[VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_FOG]); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->volumetric_fog->process_uniform_set, 0); - RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->volumetric_fog->width, rb->volumetric_fog->height, 1); - - RD::get_singleton()->compute_list_end(RD::BARRIER_MASK_RASTER); - - RENDER_TIMESTAMP("< Volumetric Fog"); - RD::get_singleton()->draw_command_end_label(); - RD::get_singleton()->draw_command_end_label(); -} - bool RendererSceneRenderRD::_needs_post_prepass_render(RenderDataRD *p_render_data, bool p_use_gi) { if (p_render_data->render_buffers.is_valid()) { - RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_data->render_buffers); - if (rb->sdfgi != nullptr) { + if (p_render_data->render_buffers->has_custom_data(RB_SCOPE_SDFGI)) { return true; } } @@ -4922,17 +1044,13 @@ bool RendererSceneRenderRD::_needs_post_prepass_render(RenderDataRD *p_render_da } void RendererSceneRenderRD::_post_prepass_render(RenderDataRD *p_render_data, bool p_use_gi) { - if (p_render_data->render_buffers.is_valid()) { - if (p_use_gi) { - RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_data->render_buffers); - ERR_FAIL_COND(rb == nullptr); - if (rb->sdfgi == nullptr) { - return; - } - - RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_render_data->environment); - rb->sdfgi->update_probes(env, sky.sky_owner.get_or_null(env->sky)); + if (p_render_data->render_buffers.is_valid() && p_use_gi) { + if (!p_render_data->render_buffers->has_custom_data(RB_SCOPE_SDFGI)) { + return; } + + Ref<RendererRD::GI::SDFGI> sdfgi = p_render_data->render_buffers->get_custom_data(RB_SCOPE_SDFGI); + sdfgi->update_probes(p_render_data->environment, sky.sky_owner.get_or_null(environment_get_sky(p_render_data->environment))); } } @@ -4944,212 +1062,73 @@ void RendererSceneRenderRD::_pre_resolve_render(RenderDataRD *p_render_data, boo } } -void RendererSceneRenderRD::_pre_opaque_render(RenderDataRD *p_render_data, bool p_use_ssao, bool p_use_ssil, bool p_use_gi, const RID *p_normal_roughness_slices, RID p_voxel_gi_buffer, const RID *p_vrs_slices) { - // Render shadows while GI is rendering, due to how barriers are handled, this should happen at the same time +void RendererSceneRenderRD::render_scene(const Ref<RenderSceneBuffers> &p_render_buffers, const CameraData *p_camera_data, const CameraData *p_prev_camera_data, const PagedArray<RenderGeometryInstance *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_voxel_gi_instances, const PagedArray<RID> &p_decals, const PagedArray<RID> &p_lightmaps, const PagedArray<RID> &p_fog_volumes, RID p_environment, RID p_camera_attributes, RID p_shadow_atlas, RID p_occluder_debug_tex, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_mesh_lod_threshold, const RenderShadowData *p_render_shadows, int p_render_shadow_count, const RenderSDFGIData *p_render_sdfgi_regions, int p_render_sdfgi_region_count, const RenderSDFGIUpdateData *p_sdfgi_update_data, RenderingMethod::RenderInfo *r_render_info) { RendererRD::LightStorage *light_storage = RendererRD::LightStorage::get_singleton(); + RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton(); - if (p_render_data->render_buffers.is_valid() && p_use_gi) { - RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_data->render_buffers); - ERR_FAIL_COND(rb == nullptr); - if (rb->sdfgi != nullptr) { - rb->sdfgi->store_probes(); - } + // getting this here now so we can direct call a bunch of things more easily + Ref<RenderSceneBuffersRD> rb; + if (p_render_buffers.is_valid()) { + rb = p_render_buffers; // cast it... + ERR_FAIL_COND(rb.is_null()); } - render_state.cube_shadows.clear(); - render_state.shadows.clear(); - render_state.directional_shadows.clear(); - - Plane camera_plane(-p_render_data->cam_transform.basis.get_column(Vector3::AXIS_Z), p_render_data->cam_transform.origin); - float lod_distance_multiplier = p_render_data->cam_projection.get_lod_multiplier(); + // setup scene data + RenderSceneDataRD scene_data; { - for (int i = 0; i < render_state.render_shadow_count; i++) { - LightInstance *li = light_instance_owner.get_or_null(render_state.render_shadows[i].light); - - if (light_storage->light_get_type(li->light) == RS::LIGHT_DIRECTIONAL) { - render_state.directional_shadows.push_back(i); - } else if (light_storage->light_get_type(li->light) == RS::LIGHT_OMNI && light_storage->light_omni_get_shadow_mode(li->light) == RS::LIGHT_OMNI_SHADOW_CUBE) { - render_state.cube_shadows.push_back(i); - } else { - render_state.shadows.push_back(i); - } - } - - //cube shadows are rendered in their own way - for (uint32_t i = 0; i < render_state.cube_shadows.size(); i++) { - _render_shadow_pass(render_state.render_shadows[render_state.cube_shadows[i]].light, p_render_data->shadow_atlas, render_state.render_shadows[render_state.cube_shadows[i]].pass, render_state.render_shadows[render_state.cube_shadows[i]].instances, camera_plane, lod_distance_multiplier, p_render_data->screen_mesh_lod_threshold, true, true, true, p_render_data->render_info); - } - - if (render_state.directional_shadows.size()) { - //open the pass for directional shadows - _update_directional_shadow_atlas(); - RD::get_singleton()->draw_list_begin(directional_shadow.fb, RD::INITIAL_ACTION_DROP, RD::FINAL_ACTION_DISCARD, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_CONTINUE); - RD::get_singleton()->draw_list_end(); - } - } - - // Render GI - - bool render_shadows = render_state.directional_shadows.size() || render_state.shadows.size(); - bool render_gi = p_render_data->render_buffers.is_valid() && p_use_gi; - - if (render_shadows && render_gi) { - RENDER_TIMESTAMP("Render GI + Render Shadows (Parallel)"); - } else if (render_shadows) { - RENDER_TIMESTAMP("Render Shadows"); - } else if (render_gi) { - RENDER_TIMESTAMP("Render GI"); - } - - //prepare shadow rendering - if (render_shadows) { - _render_shadow_begin(); - - //render directional shadows - for (uint32_t i = 0; i < render_state.directional_shadows.size(); i++) { - _render_shadow_pass(render_state.render_shadows[render_state.directional_shadows[i]].light, p_render_data->shadow_atlas, render_state.render_shadows[render_state.directional_shadows[i]].pass, render_state.render_shadows[render_state.directional_shadows[i]].instances, camera_plane, lod_distance_multiplier, p_render_data->screen_mesh_lod_threshold, false, i == render_state.directional_shadows.size() - 1, false, p_render_data->render_info); - } - //render positional shadows - for (uint32_t i = 0; i < render_state.shadows.size(); i++) { - _render_shadow_pass(render_state.render_shadows[render_state.shadows[i]].light, p_render_data->shadow_atlas, render_state.render_shadows[render_state.shadows[i]].pass, render_state.render_shadows[render_state.shadows[i]].instances, camera_plane, lod_distance_multiplier, p_render_data->screen_mesh_lod_threshold, i == 0, i == render_state.shadows.size() - 1, true, p_render_data->render_info); - } - - _render_shadow_process(); - } - - //start GI - if (render_gi) { - gi.process_gi(p_render_data->render_buffers, p_normal_roughness_slices, p_voxel_gi_buffer, p_vrs_slices, p_render_data->environment, p_render_data->view_count, p_render_data->view_projection, p_render_data->view_eye_offset, p_render_data->cam_transform, *p_render_data->voxel_gi_instances, this); - } - - //Do shadow rendering (in parallel with GI) - if (render_shadows) { - _render_shadow_end(RD::BARRIER_MASK_NO_BARRIER); - } - - if (render_gi) { - RD::get_singleton()->compute_list_end(RD::BARRIER_MASK_NO_BARRIER); //use a later barrier - } - - if (p_render_data->render_buffers.is_valid()) { - if (p_use_ssao || p_use_ssil) { - RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_data->render_buffers); - ERR_FAIL_COND(!rb); - - bool invalidate_uniform_set = false; - if (rb->ss_effects.linear_depth.is_null()) { - RD::TextureFormat tf; - tf.format = RD::DATA_FORMAT_R16_SFLOAT; - tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY; - tf.width = (rb->width + 1) / 2; - tf.height = (rb->height + 1) / 2; - tf.mipmaps = 5; - tf.array_layers = 4; - tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT; - rb->ss_effects.linear_depth = RD::get_singleton()->texture_create(tf, RD::TextureView()); - RD::get_singleton()->set_resource_name(rb->ss_effects.linear_depth, "SS Effects Depth"); - for (uint32_t i = 0; i < tf.mipmaps; i++) { - RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->ss_effects.linear_depth, 0, i, 1, RD::TEXTURE_SLICE_2D_ARRAY); - rb->ss_effects.linear_depth_slices.push_back(slice); - RD::get_singleton()->set_resource_name(slice, "SS Effects Depth Mip " + itos(i) + " "); - } - invalidate_uniform_set = true; - } + // Our first camera is used by default + scene_data.cam_transform = p_camera_data->main_transform; + scene_data.cam_projection = p_camera_data->main_projection; + scene_data.cam_orthogonal = p_camera_data->is_orthogonal; + scene_data.taa_jitter = p_camera_data->taa_jitter; - RendererCompositorRD::singleton->get_effects()->downsample_depth(rb->depth_texture, rb->ss_effects.linear_depth_slices, ssao_quality, ssil_quality, invalidate_uniform_set, ssao_half_size, ssil_half_size, Size2i(rb->width, rb->height), p_render_data->cam_projection); + scene_data.view_count = p_camera_data->view_count; + for (uint32_t v = 0; v < p_camera_data->view_count; v++) { + scene_data.view_eye_offset[v] = p_camera_data->view_offset[v].origin; + scene_data.view_projection[v] = p_camera_data->view_projection[v]; } - if (p_use_ssao) { - // TODO make these proper stereo - _process_ssao(p_render_data->render_buffers, p_render_data->environment, p_normal_roughness_slices[0], p_render_data->cam_projection); - } + scene_data.prev_cam_transform = p_prev_camera_data->main_transform; + scene_data.prev_cam_projection = p_prev_camera_data->main_projection; + scene_data.prev_taa_jitter = p_prev_camera_data->taa_jitter; - if (p_use_ssil) { - // TODO make these proper stereo - _process_ssil(p_render_data->render_buffers, p_render_data->environment, p_normal_roughness_slices[0], p_render_data->cam_projection, p_render_data->cam_transform); + for (uint32_t v = 0; v < p_camera_data->view_count; v++) { + scene_data.prev_view_projection[v] = p_prev_camera_data->view_projection[v]; } - } - //full barrier here, we need raster, transfer and compute and it depends from the previous work - RD::get_singleton()->barrier(RD::BARRIER_MASK_ALL, RD::BARRIER_MASK_ALL); + scene_data.z_near = p_camera_data->main_projection.get_z_near(); + scene_data.z_far = p_camera_data->main_projection.get_z_far(); - if (current_cluster_builder) { - current_cluster_builder->begin(p_render_data->cam_transform, p_render_data->cam_projection, !p_render_data->reflection_probe.is_valid()); - } - - bool using_shadows = true; + // this should be the same for all cameras.. + scene_data.lod_distance_multiplier = p_camera_data->main_projection.get_lod_multiplier(); + scene_data.lod_camera_plane = Plane(-p_camera_data->main_transform.basis.get_column(Vector3::AXIS_Z), p_camera_data->main_transform.get_origin()); - if (p_render_data->reflection_probe.is_valid()) { - if (!RSG::light_storage->reflection_probe_renders_shadows(reflection_probe_instance_get_probe(p_render_data->reflection_probe))) { - using_shadows = false; + if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_DISABLE_LOD) { + scene_data.screen_mesh_lod_threshold = 0.0; + } else { + scene_data.screen_mesh_lod_threshold = p_screen_mesh_lod_threshold; } - } 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); - } - - 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_decals(*p_render_data->decals, p_render_data->cam_transform.affine_inverse()); - - p_render_data->directional_light_count = directional_light_count; - if (current_cluster_builder) { - current_cluster_builder->bake_cluster(); - } - - if (p_render_data->render_buffers.is_valid()) { - bool directional_shadows = false; - for (uint32_t i = 0; i < directional_light_count; i++) { - if (cluster.directional_lights[i].shadow_enabled) { - directional_shadows = true; - break; - } + if (p_shadow_atlas.is_valid()) { + int shadow_atlas_size = light_storage->shadow_atlas_get_size(p_shadow_atlas); + scene_data.shadow_atlas_pixel_size.x = 1.0 / shadow_atlas_size; + scene_data.shadow_atlas_pixel_size.y = 1.0 / shadow_atlas_size; } - if (is_volumetric_supported()) { - _update_volumetric_fog(p_render_data->render_buffers, p_render_data->environment, p_render_data->cam_projection, p_render_data->cam_transform, p_render_data->prev_cam_transform.affine_inverse(), p_render_data->shadow_atlas, directional_light_count, directional_shadows, positional_light_count, render_state.voxel_gi_count, *p_render_data->fog_volumes); + { + int directional_shadow_size = light_storage->directional_shadow_get_size(); + scene_data.directional_shadow_pixel_size.x = 1.0 / directional_shadow_size; + scene_data.directional_shadow_pixel_size.y = 1.0 / directional_shadow_size; } - } -} -void RendererSceneRenderRD::render_scene(RID p_render_buffers, const CameraData *p_camera_data, const CameraData *p_prev_camera_data, const PagedArray<GeometryInstance *> &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) { - RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton(); - - // getting this here now so we can direct call a bunch of things more easily - RenderBuffers *rb = nullptr; - if (p_render_buffers.is_valid()) { - rb = render_buffers_owner.get_or_null(p_render_buffers); - ERR_FAIL_COND(!rb); + scene_data.time = time; + scene_data.time_step = time_step; } //assign render data RenderDataRD render_data; { - render_data.render_buffers = p_render_buffers; - - // Our first camera is used by default - render_data.cam_transform = p_camera_data->main_transform; - render_data.cam_projection = p_camera_data->main_projection; - render_data.cam_orthogonal = p_camera_data->is_orthogonal; - render_data.taa_jitter = p_camera_data->taa_jitter; - - render_data.view_count = p_camera_data->view_count; - for (uint32_t v = 0; v < p_camera_data->view_count; v++) { - render_data.view_eye_offset[v] = p_camera_data->view_offset[v].origin; - render_data.view_projection[v] = p_camera_data->view_projection[v]; - } - - render_data.prev_cam_transform = p_prev_camera_data->main_transform; - render_data.prev_cam_projection = p_prev_camera_data->main_projection; - render_data.prev_taa_jitter = p_prev_camera_data->taa_jitter; - - for (uint32_t v = 0; v < p_camera_data->view_count; v++) { - render_data.prev_view_projection[v] = p_prev_camera_data->view_projection[v]; - } - - render_data.z_near = p_camera_data->main_projection.get_z_near(); - render_data.z_far = p_camera_data->main_projection.get_z_far(); + render_data.render_buffers = rb; + render_data.scene_data = &scene_data; render_data.instances = &p_instances; render_data.lights = &p_lights; @@ -5159,27 +1138,19 @@ 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.occluder_debug_tex = p_occluder_debug_tex; render_data.reflection_atlas = p_reflection_atlas; render_data.reflection_probe = p_reflection_probe; render_data.reflection_probe_pass = p_reflection_probe_pass; - // this should be the same for all cameras.. - render_data.lod_distance_multiplier = p_camera_data->main_projection.get_lod_multiplier(); - render_data.lod_camera_plane = Plane(-p_camera_data->main_transform.basis.get_column(Vector3::AXIS_Z), p_camera_data->main_transform.get_origin()); - - if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_DISABLE_LOD) { - render_data.screen_mesh_lod_threshold = 0.0; - } else { - render_data.screen_mesh_lod_threshold = p_screen_mesh_lod_threshold; - } + render_data.render_shadows = p_render_shadows; + render_data.render_shadow_count = p_render_shadow_count; + render_data.render_sdfgi_regions = p_render_sdfgi_regions; + render_data.render_sdfgi_region_count = p_render_sdfgi_region_count; + render_data.sdfgi_update_data = p_sdfgi_update_data; - render_state.render_shadows = p_render_shadows; - render_state.render_shadow_count = p_render_shadow_count; - render_state.render_sdfgi_regions = p_render_sdfgi_regions; - render_state.render_sdfgi_region_count = p_render_sdfgi_region_count; - render_state.sdfgi_update_data = p_sdfgi_update_data; render_data.render_info = r_render_info; } @@ -5191,305 +1162,27 @@ void RendererSceneRenderRD::render_scene(RID p_render_buffers, const CameraData render_data.voxel_gi_instances = ∅ } - //sdfgi first - if (rb != nullptr && rb->sdfgi != nullptr) { - 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); - } - 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); - } - } - Color clear_color; if (p_render_buffers.is_valid()) { - clear_color = texture_storage->render_target_get_clear_request_color(rb->render_target); + clear_color = texture_storage->render_target_get_clear_request_color(rb->get_render_target()); } else { clear_color = RSG::texture_storage->get_default_clear_color(); } - //assign render indices to voxel_gi_instances - if (is_dynamic_gi_supported()) { - for (uint32_t i = 0; i < (uint32_t)p_voxel_gi_instances.size(); i++) { - RendererRD::GI::VoxelGIInstance *voxel_gi_inst = gi.voxel_gi_instance_owner.get_or_null(p_voxel_gi_instances[i]); - if (voxel_gi_inst) { - voxel_gi_inst->render_index = i; - } - } - } - - if (render_buffers_owner.owns(render_data.render_buffers)) { - // render_data.render_buffers == p_render_buffers so we can use our already retrieved rb - current_cluster_builder = rb->cluster_builder; - } else if (reflection_probe_instance_owner.owns(render_data.reflection_probe)) { - ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(render_data.reflection_probe); - ReflectionAtlas *ra = reflection_atlas_owner.get_or_null(rpi->atlas); - if (!ra) { - ERR_PRINT("reflection probe has no reflection atlas! Bug?"); - current_cluster_builder = nullptr; - } else { - current_cluster_builder = ra->cluster_builder; - } - } else { - ERR_PRINT("No render buffer nor reflection atlas, bug"); //should never happen, will crash - current_cluster_builder = nullptr; - } - - render_state.voxel_gi_count = 0; - - if (rb != nullptr && is_dynamic_gi_supported()) { - if (rb->sdfgi) { - rb->sdfgi->update_cascades(); - rb->sdfgi->pre_process_gi(render_data.cam_transform, &render_data, this); - 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); - } - - render_state.depth_prepass_used = false; //calls _pre_opaque_render between depth pre-pass and opaque pass - if (current_cluster_builder != nullptr) { - render_data.cluster_buffer = current_cluster_builder->get_cluster_buffer(); - render_data.cluster_size = current_cluster_builder->get_cluster_size(); - render_data.cluster_max_elements = current_cluster_builder->get_max_cluster_elements(); - } - - if (rb != nullptr && rb->vrs_fb.is_valid()) { - // vrs_fb will only be valid if vrs is enabled - vrs->update_vrs_texture(rb->vrs_fb, rb->render_target); - } - _render_scene(&render_data, clear_color); - - if (p_render_buffers.is_valid()) { - /* - _debug_draw_cluster(p_render_buffers); - _render_buffers_post_process_and_tonemap(&render_data); - */ - - _render_buffers_debug_draw(p_render_buffers, p_shadow_atlas, p_occluder_debug_tex); - if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SDFGI && rb != nullptr && rb->sdfgi != nullptr) { - Vector<RID> view_rids; - - for (int v = 0; v < rb->views.size(); v++) { - view_rids.push_back(rb->views[v].view_texture); - } - - rb->sdfgi->debug_draw(render_data.view_count, render_data.view_projection, render_data.cam_transform, rb->width, rb->height, rb->render_target, rb->texture, view_rids); - } - } -} - -void RendererSceneRenderRD::_debug_draw_cluster(RID p_render_buffers) { - if (p_render_buffers.is_valid() && current_cluster_builder != nullptr) { - RS::ViewportDebugDraw dd = get_debug_draw_mode(); - - if (dd == RS::VIEWPORT_DEBUG_DRAW_CLUSTER_OMNI_LIGHTS || dd == RS::VIEWPORT_DEBUG_DRAW_CLUSTER_SPOT_LIGHTS || dd == RS::VIEWPORT_DEBUG_DRAW_CLUSTER_DECALS || dd == RS::VIEWPORT_DEBUG_DRAW_CLUSTER_REFLECTION_PROBES) { - ClusterBuilderRD::ElementType elem_type = ClusterBuilderRD::ELEMENT_TYPE_MAX; - switch (dd) { - case RS::VIEWPORT_DEBUG_DRAW_CLUSTER_OMNI_LIGHTS: - elem_type = ClusterBuilderRD::ELEMENT_TYPE_OMNI_LIGHT; - break; - case RS::VIEWPORT_DEBUG_DRAW_CLUSTER_SPOT_LIGHTS: - elem_type = ClusterBuilderRD::ELEMENT_TYPE_SPOT_LIGHT; - break; - case RS::VIEWPORT_DEBUG_DRAW_CLUSTER_DECALS: - elem_type = ClusterBuilderRD::ELEMENT_TYPE_DECAL; - break; - case RS::VIEWPORT_DEBUG_DRAW_CLUSTER_REFLECTION_PROBES: - elem_type = ClusterBuilderRD::ELEMENT_TYPE_REFLECTION_PROBE; - break; - default: { - } - } - current_cluster_builder->debug(elem_type); - } - } -} - -void RendererSceneRenderRD::_render_shadow_pass(RID p_light, RID p_shadow_atlas, int p_pass, const PagedArray<GeometryInstance *> &p_instances, const Plane &p_camera_plane, float p_lod_distance_multiplier, float p_screen_mesh_lod_threshold, bool p_open_pass, bool p_close_pass, bool p_clear_region, RendererScene::RenderInfo *p_render_info) { - LightInstance *light_instance = light_instance_owner.get_or_null(p_light); - ERR_FAIL_COND(!light_instance); - - Rect2i atlas_rect; - uint32_t atlas_size; - RID atlas_fb; - - bool using_dual_paraboloid = false; - bool using_dual_paraboloid_flip = false; - Vector2i dual_paraboloid_offset; - RID render_fb; - RID render_texture; - float zfar; - - bool use_pancake = false; - bool render_cubemap = false; - bool finalize_cubemap = false; - - bool flip_y = false; - - CameraMatrix light_projection; - Transform3D light_transform; - - if (RSG::light_storage->light_get_type(light_instance->light) == RS::LIGHT_DIRECTIONAL) { - //set pssm stuff - if (light_instance->last_scene_shadow_pass != scene_pass) { - light_instance->directional_rect = _get_directional_shadow_rect(directional_shadow.size, directional_shadow.light_count, directional_shadow.current_light); - directional_shadow.current_light++; - light_instance->last_scene_shadow_pass = scene_pass; - } - - use_pancake = RSG::light_storage->light_get_param(light_instance->light, RS::LIGHT_PARAM_SHADOW_PANCAKE_SIZE) > 0; - light_projection = light_instance->shadow_transform[p_pass].camera; - light_transform = light_instance->shadow_transform[p_pass].transform; - - atlas_rect = light_instance->directional_rect; - - if (RSG::light_storage->light_directional_get_shadow_mode(light_instance->light) == RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS) { - atlas_rect.size.width /= 2; - atlas_rect.size.height /= 2; - - if (p_pass == 1) { - atlas_rect.position.x += atlas_rect.size.width; - } else if (p_pass == 2) { - atlas_rect.position.y += atlas_rect.size.height; - } else if (p_pass == 3) { - atlas_rect.position += atlas_rect.size; - } - } else if (RSG::light_storage->light_directional_get_shadow_mode(light_instance->light) == RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS) { - atlas_rect.size.height /= 2; - - if (p_pass == 0) { - } else { - atlas_rect.position.y += atlas_rect.size.height; - } - } - - light_instance->shadow_transform[p_pass].atlas_rect = atlas_rect; - - light_instance->shadow_transform[p_pass].atlas_rect.position /= directional_shadow.size; - light_instance->shadow_transform[p_pass].atlas_rect.size /= directional_shadow.size; - - zfar = RSG::light_storage->light_get_param(light_instance->light, RS::LIGHT_PARAM_RANGE); - - render_fb = directional_shadow.fb; - render_texture = RID(); - flip_y = true; - - } else { - //set from shadow atlas - - ShadowAtlas *shadow_atlas = shadow_atlas_owner.get_or_null(p_shadow_atlas); - ERR_FAIL_COND(!shadow_atlas); - ERR_FAIL_COND(!shadow_atlas->shadow_owners.has(p_light)); - - _update_shadow_atlas(shadow_atlas); - - uint32_t key = shadow_atlas->shadow_owners[p_light]; - - uint32_t quadrant = (key >> ShadowAtlas::QUADRANT_SHIFT) & 0x3; - uint32_t shadow = key & ShadowAtlas::SHADOW_INDEX_MASK; - - ERR_FAIL_INDEX((int)shadow, shadow_atlas->quadrants[quadrant].shadows.size()); - - uint32_t quadrant_size = shadow_atlas->size >> 1; - - atlas_rect.position.x = (quadrant & 1) * quadrant_size; - atlas_rect.position.y = (quadrant >> 1) * quadrant_size; - - uint32_t shadow_size = (quadrant_size / shadow_atlas->quadrants[quadrant].subdivision); - atlas_rect.position.x += (shadow % shadow_atlas->quadrants[quadrant].subdivision) * shadow_size; - atlas_rect.position.y += (shadow / shadow_atlas->quadrants[quadrant].subdivision) * shadow_size; - - atlas_rect.size.width = shadow_size; - atlas_rect.size.height = shadow_size; - - zfar = RSG::light_storage->light_get_param(light_instance->light, RS::LIGHT_PARAM_RANGE); - - if (RSG::light_storage->light_get_type(light_instance->light) == RS::LIGHT_OMNI) { - bool wrap = (shadow + 1) % shadow_atlas->quadrants[quadrant].subdivision == 0; - dual_paraboloid_offset = wrap ? Vector2i(1 - shadow_atlas->quadrants[quadrant].subdivision, 1) : Vector2i(1, 0); - - if (RSG::light_storage->light_omni_get_shadow_mode(light_instance->light) == RS::LIGHT_OMNI_SHADOW_CUBE) { - ShadowCubemap *cubemap = _get_shadow_cubemap(shadow_size / 2); - - render_fb = cubemap->side_fb[p_pass]; - render_texture = cubemap->cubemap; - - light_projection = light_instance->shadow_transform[p_pass].camera; - light_transform = light_instance->shadow_transform[p_pass].transform; - render_cubemap = true; - finalize_cubemap = p_pass == 5; - atlas_fb = shadow_atlas->fb; - - atlas_size = shadow_atlas->size; - - if (p_pass == 0) { - _render_shadow_begin(); - } - - } else { - atlas_rect.position.x += 1; - atlas_rect.position.y += 1; - atlas_rect.size.x -= 2; - atlas_rect.size.y -= 2; - - atlas_rect.position += p_pass * atlas_rect.size * dual_paraboloid_offset; - - light_projection = light_instance->shadow_transform[0].camera; - light_transform = light_instance->shadow_transform[0].transform; - - using_dual_paraboloid = true; - using_dual_paraboloid_flip = p_pass == 1; - render_fb = shadow_atlas->fb; - flip_y = true; - } - - } else if (RSG::light_storage->light_get_type(light_instance->light) == RS::LIGHT_SPOT) { - light_projection = light_instance->shadow_transform[0].camera; - light_transform = light_instance->shadow_transform[0].transform; - - render_fb = shadow_atlas->fb; - - flip_y = true; - } - } - - if (render_cubemap) { - //rendering to cubemap - _render_shadow_append(render_fb, p_instances, light_projection, light_transform, zfar, 0, 0, false, false, use_pancake, p_camera_plane, p_lod_distance_multiplier, p_screen_mesh_lod_threshold, Rect2(), false, true, true, true, p_render_info); - if (finalize_cubemap) { - _render_shadow_process(); - _render_shadow_end(); - //reblit - Rect2 atlas_rect_norm = atlas_rect; - atlas_rect_norm.position /= float(atlas_size); - atlas_rect_norm.size /= float(atlas_size); - copy_effects->copy_cubemap_to_dp(render_texture, atlas_fb, atlas_rect_norm, atlas_rect.size, light_projection.get_z_near(), light_projection.get_z_far(), false); - atlas_rect_norm.position += Vector2(dual_paraboloid_offset) * atlas_rect_norm.size; - copy_effects->copy_cubemap_to_dp(render_texture, atlas_fb, atlas_rect_norm, atlas_rect.size, light_projection.get_z_near(), light_projection.get_z_far(), true); - - //restore transform so it can be properly used - light_instance_set_shadow_transform(p_light, CameraMatrix(), light_instance->transform, zfar, 0, 0, 0); - } - - } else { - //render shadow - _render_shadow_append(render_fb, p_instances, light_projection, light_transform, zfar, 0, 0, using_dual_paraboloid, using_dual_paraboloid_flip, use_pancake, p_camera_plane, p_lod_distance_multiplier, p_screen_mesh_lod_threshold, atlas_rect, flip_y, p_clear_region, p_open_pass, p_close_pass, p_render_info); - } } -void RendererSceneRenderRD::render_material(const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, const PagedArray<GeometryInstance *> &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); +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, 1.0); } -void RendererSceneRenderRD::render_particle_collider_heightfield(RID p_collider, const Transform3D &p_transform, const PagedArray<GeometryInstance *> &p_instances) { +void RendererSceneRenderRD::render_particle_collider_heightfield(RID p_collider, const Transform3D &p_transform, const PagedArray<RenderGeometryInstance *> &p_instances) { RendererRD::ParticlesStorage *particles_storage = RendererRD::ParticlesStorage::get_singleton(); ERR_FAIL_COND(!particles_storage->particles_collision_is_heightfield(p_collider)); Vector3 extents = particles_storage->particles_collision_get_extents(p_collider) * p_transform.basis.get_scale(); - CameraMatrix cm; + Projection cm; cm.set_orthogonal(-extents.x, extents.x, -extents.z, extents.z, 0, extents.y * 2.0); Vector3 cam_pos = p_transform.origin; @@ -5504,93 +1197,17 @@ void RendererSceneRenderRD::render_particle_collider_heightfield(RID p_collider, } bool RendererSceneRenderRD::free(RID p_rid) { - if (render_buffers_owner.owns(p_rid)) { - RenderBuffers *rb = render_buffers_owner.get_or_null(p_rid); - _free_render_buffer_data(rb); - memdelete(rb->data); - if (rb->sdfgi) { - rb->sdfgi->erase(); - memdelete(rb->sdfgi); - rb->sdfgi = nullptr; - } - if (rb->volumetric_fog) { - _volumetric_fog_erase(rb); - } - if (rb->cluster_builder) { - memdelete(rb->cluster_builder); - } - render_buffers_owner.free(p_rid); - } else if (environment_owner.owns(p_rid)) { - //not much to delete, just free it - environment_owner.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 (reflection_atlas_owner.owns(p_rid)) { - reflection_atlas_set_size(p_rid, 0, 0); - ReflectionAtlas *ra = reflection_atlas_owner.get_or_null(p_rid); - if (ra->cluster_builder) { - memdelete(ra->cluster_builder); - } - reflection_atlas_owner.free(p_rid); - } else if (reflection_probe_instance_owner.owns(p_rid)) { - ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_rid); - _free_forward_id(FORWARD_ID_TYPE_REFLECTION_PROBE, rpi->forward_id); - reflection_probe_release_atlas_index(p_rid); - reflection_probe_instance_owner.free(p_rid); - } else if (decal_instance_owner.owns(p_rid)) { - DecalInstance *di = decal_instance_owner.get_or_null(p_rid); - _free_forward_id(FORWARD_ID_TYPE_DECAL, di->forward_id); - decal_instance_owner.free(p_rid); - } else if (lightmap_instance_owner.owns(p_rid)) { - lightmap_instance_owner.free(p_rid); - } else if (gi.voxel_gi_instance_owner.owns(p_rid)) { - RendererRD::GI::VoxelGIInstance *voxel_gi = gi.voxel_gi_instance_owner.get_or_null(p_rid); - if (voxel_gi->texture.is_valid()) { - RD::get_singleton()->free(voxel_gi->texture); - RD::get_singleton()->free(voxel_gi->write_buffer); - } - - for (int i = 0; i < voxel_gi->dynamic_maps.size(); i++) { - RD::get_singleton()->free(voxel_gi->dynamic_maps[i].texture); - RD::get_singleton()->free(voxel_gi->dynamic_maps[i].depth); - } - - gi.voxel_gi_instance_owner.free(p_rid); + if (is_environment(p_rid)) { + environment_free(p_rid); + } else if (RSG::camera_attributes->owns_camera_attributes(p_rid)) { + RSG::camera_attributes->camera_attributes_free(p_rid); + } else if (gi.voxel_gi_instance_owns(p_rid)) { + gi.voxel_gi_instance_free(p_rid); } else if (sky.sky_owner.owns(p_rid)) { sky.update_dirty_skys(); sky.free_sky(p_rid); - } else if (light_instance_owner.owns(p_rid)) { - LightInstance *light_instance = light_instance_owner.get_or_null(p_rid); - - //remove from shadow atlases.. - for (const RID &E : light_instance->shadow_atlases) { - ShadowAtlas *shadow_atlas = shadow_atlas_owner.get_or_null(E); - ERR_CONTINUE(!shadow_atlas->shadow_owners.has(p_rid)); - uint32_t key = shadow_atlas->shadow_owners[p_rid]; - uint32_t q = (key >> ShadowAtlas::QUADRANT_SHIFT) & 0x3; - uint32_t s = key & ShadowAtlas::SHADOW_INDEX_MASK; - - shadow_atlas->quadrants[q].shadows.write[s].owner = RID(); - - if (key & ShadowAtlas::OMNI_LIGHT_FLAG) { - // Omni lights use two atlas spots, make sure to clear the other as well - shadow_atlas->quadrants[q].shadows.write[s + 1].owner = RID(); - } - - shadow_atlas->shadow_owners.erase(p_rid); - } - - if (light_instance->light_type != RS::LIGHT_DIRECTIONAL) { - _free_forward_id(light_instance->light_type == RS::LIGHT_OMNI ? FORWARD_ID_TYPE_OMNI_LIGHT : FORWARD_ID_TYPE_SPOT_LIGHT, light_instance->forward_id); - } - light_instance_owner.free(p_rid); - - } else if (shadow_atlas_owner.owns(p_rid)) { - shadow_atlas_set_size(p_rid, 0); - shadow_atlas_owner.free(p_rid); - } else if (fog_volume_instance_owner.owns(p_rid)) { - fog_volume_instance_owner.free(p_rid); + } else if (RendererRD::Fog::get_singleton()->owns_fog_volume_instance(p_rid)) { + RendererRD::Fog::get_singleton()->fog_instance_free(p_rid); } else { return false; } @@ -5629,7 +1246,7 @@ float RendererSceneRenderRD::screen_space_roughness_limiter_get_limit() const { return screen_space_roughness_limiter_limit; } -TypedArray<Image> RendererSceneRenderRD::bake_render_uv2(RID p_base, const Vector<RID> &p_material_overrides, const Size2i &p_image_size) { +TypedArray<Image> RendererSceneRenderRD::bake_render_uv2(RID p_base, const TypedArray<RID> &p_material_overrides, const Size2i &p_image_size) { RD::TextureFormat tf; tf.format = RD::DATA_FORMAT_R8G8B8A8_UNORM; tf.width = p_image_size.width; // Always 64x64 @@ -5662,7 +1279,8 @@ TypedArray<Image> RendererSceneRenderRD::bake_render_uv2(RID p_base, const Vecto //RID sampled_light; - GeometryInstance *gi = geometry_instance_create(p_base); + RenderGeometryInstance *gi_inst = geometry_instance_create(p_base); + ERR_FAIL_NULL_V(gi_inst, TypedArray<Image>()); uint32_t sc = RSG::mesh_storage->mesh_get_surface_count(p_base); Vector<RID> materials; @@ -5674,15 +1292,15 @@ TypedArray<Image> RendererSceneRenderRD::bake_render_uv2(RID p_base, const Vecto } } - geometry_instance_set_surface_materials(gi, materials); + gi_inst->set_surface_materials(materials); if (cull_argument.size() == 0) { cull_argument.push_back(nullptr); } - cull_argument[0] = gi; + cull_argument[0] = gi_inst; _render_uv2(cull_argument, fb, Rect2i(0, 0, p_image_size.width, p_image_size.height)); - geometry_instance_free(gi); + geometry_instance_free(gi_inst); TypedArray<Image> ret; @@ -5735,27 +1353,6 @@ void RendererSceneRenderRD::sdfgi_set_debug_probe_select(const Vector3 &p_positi RendererSceneRenderRD *RendererSceneRenderRD::singleton = nullptr; -RID RendererSceneRenderRD::get_reflection_probe_buffer() { - return cluster.reflection_buffer; -} -RID RendererSceneRenderRD::get_omni_light_buffer() { - return cluster.omni_light_buffer; -} - -RID RendererSceneRenderRD::get_spot_light_buffer() { - return cluster.spot_light_buffer; -} - -RID RendererSceneRenderRD::get_directional_light_buffer() { - return cluster.directional_light_buffer; -} -RID RendererSceneRenderRD::get_decal_buffer() { - return cluster.decal_buffer; -} -int RendererSceneRenderRD::get_max_directional_lights() const { - return cluster.max_directional_lights; -} - bool RendererSceneRenderRD::is_vrs_supported() const { return RD::get_singleton()->has_feature(RD::SUPPORTS_ATTACHMENT_VRS); } @@ -5765,11 +1362,6 @@ bool RendererSceneRenderRD::is_dynamic_gi_supported() const { return true; } -bool RendererSceneRenderRD::is_clustered_enabled() const { - // used by default. - return true; -} - bool RendererSceneRenderRD::is_volumetric_supported() const { // usable by default (unless low end = true) return true; @@ -5784,12 +1376,11 @@ RendererSceneRenderRD::RendererSceneRenderRD() { } void RendererSceneRenderRD::init() { - RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton(); - max_cluster_elements = get_max_elements(); + RendererRD::LightStorage::get_singleton()->set_max_cluster_elements(max_cluster_elements); - directional_shadow.size = GLOBAL_GET("rendering/shadows/directional_shadow/size"); - directional_shadow.use_16_bits = GLOBAL_GET("rendering/shadows/directional_shadow/16_bits"); + /* Forward ID */ + forward_id_storage = create_forward_id_storage(); /* SKY SHADER */ @@ -5802,190 +1393,32 @@ void RendererSceneRenderRD::init() { } { //decals - cluster.max_decals = max_cluster_elements; - uint32_t decal_buffer_size = cluster.max_decals * sizeof(Cluster::DecalData); - cluster.decals = memnew_arr(Cluster::DecalData, cluster.max_decals); - cluster.decal_sort = memnew_arr(Cluster::InstanceSort<DecalInstance>, cluster.max_decals); - cluster.decal_buffer = RD::get_singleton()->storage_buffer_create(decal_buffer_size); - } - - { //reflections - - cluster.max_reflections = max_cluster_elements; - cluster.reflections = memnew_arr(Cluster::ReflectionData, cluster.max_reflections); - cluster.reflection_sort = memnew_arr(Cluster::InstanceSort<ReflectionProbeInstance>, cluster.max_reflections); - cluster.reflection_buffer = RD::get_singleton()->storage_buffer_create(sizeof(Cluster::ReflectionData) * cluster.max_reflections); + RendererRD::TextureStorage::get_singleton()->set_max_decals(max_cluster_elements); } { //lights - cluster.max_lights = max_cluster_elements; - - uint32_t light_buffer_size = cluster.max_lights * sizeof(Cluster::LightData); - cluster.omni_lights = memnew_arr(Cluster::LightData, cluster.max_lights); - cluster.omni_light_buffer = RD::get_singleton()->storage_buffer_create(light_buffer_size); - cluster.omni_light_sort = memnew_arr(Cluster::InstanceSort<LightInstance>, cluster.max_lights); - cluster.spot_lights = memnew_arr(Cluster::LightData, cluster.max_lights); - cluster.spot_light_buffer = RD::get_singleton()->storage_buffer_create(light_buffer_size); - cluster.spot_light_sort = memnew_arr(Cluster::InstanceSort<LightInstance>, cluster.max_lights); - //defines += "\n#define MAX_LIGHT_DATA_STRUCTS " + itos(cluster.max_lights) + "\n"; - - cluster.max_directional_lights = MAX_DIRECTIONAL_LIGHTS; - uint32_t directional_light_buffer_size = cluster.max_directional_lights * sizeof(Cluster::DirectionalLightData); - cluster.directional_lights = memnew_arr(Cluster::DirectionalLightData, cluster.max_directional_lights); - cluster.directional_light_buffer = RD::get_singleton()->uniform_buffer_create(directional_light_buffer_size); } if (is_volumetric_supported()) { - { - // Initialize local fog shader - Vector<String> volumetric_fog_modes; - volumetric_fog_modes.push_back(""); - volumetric_fog.shader.initialize(volumetric_fog_modes); - - material_storage->shader_set_data_request_function(RendererRD::SHADER_TYPE_FOG, _create_fog_shader_funcs); - material_storage->material_set_data_request_function(RendererRD::SHADER_TYPE_FOG, _create_fog_material_funcs); - volumetric_fog.volume_ubo = RD::get_singleton()->uniform_buffer_create(sizeof(VolumetricFogShader::VolumeUBO)); - } - - { - ShaderCompiler::DefaultIdentifierActions actions; - - actions.renames["TIME"] = "scene_params.time"; - actions.renames["PI"] = _MKSTR(Math_PI); - actions.renames["TAU"] = _MKSTR(Math_TAU); - actions.renames["E"] = _MKSTR(Math_E); - actions.renames["WORLD_POSITION"] = "world.xyz"; - actions.renames["OBJECT_POSITION"] = "params.position"; - actions.renames["UVW"] = "uvw"; - actions.renames["EXTENTS"] = "params.extents"; - actions.renames["ALBEDO"] = "albedo"; - actions.renames["DENSITY"] = "density"; - actions.renames["EMISSION"] = "emission"; - actions.renames["SDF"] = "sdf"; - - actions.usage_defines["SDF"] = "#define SDF_USED\n"; - actions.usage_defines["DENSITY"] = "#define DENSITY_USED\n"; - actions.usage_defines["ALBEDO"] = "#define ALBEDO_USED\n"; - actions.usage_defines["EMISSION"] = "#define EMISSION_USED\n"; - - actions.sampler_array_name = "material_samplers"; - actions.base_texture_binding_index = 1; - actions.texture_layout_set = VolumetricFogShader::FogSet::FOG_SET_MATERIAL; - actions.base_uniform_string = "material."; - - actions.default_filter = ShaderLanguage::FILTER_LINEAR_MIPMAP; - actions.default_repeat = ShaderLanguage::REPEAT_DISABLE; - actions.global_buffer_array_variable = "global_variables.data"; - - volumetric_fog.compiler.initialize(actions); - } - - { - // default material and shader for fog shader - volumetric_fog.default_shader = material_storage->shader_allocate(); - material_storage->shader_initialize(volumetric_fog.default_shader); - material_storage->shader_set_code(volumetric_fog.default_shader, R"( -// Default fog shader. - -shader_type fog; - -void fog() { - DENSITY = 1.0; - ALBEDO = vec3(1.0); -} -)"); - volumetric_fog.default_material = material_storage->material_allocate(); - material_storage->material_initialize(volumetric_fog.default_material); - material_storage->material_set_shader(volumetric_fog.default_material, volumetric_fog.default_shader); - - FogMaterialData *md = static_cast<FogMaterialData *>(material_storage->material_get_data(volumetric_fog.default_material, RendererRD::SHADER_TYPE_FOG)); - volumetric_fog.default_shader_rd = volumetric_fog.shader.version_get_shader(md->shader_data->version, 0); - - Vector<RD::Uniform> uniforms; - - { - Vector<RID> ids; - ids.resize(12); - RID *ids_ptr = ids.ptrw(); - ids_ptr[0] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); - ids_ptr[1] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); - ids_ptr[2] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); - ids_ptr[3] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); - ids_ptr[4] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); - ids_ptr[5] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); - ids_ptr[6] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED); - ids_ptr[7] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED); - ids_ptr[8] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED); - ids_ptr[9] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED); - ids_ptr[10] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED); - ids_ptr[11] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED); - - RD::Uniform u(RD::UNIFORM_TYPE_SAMPLER, 1, ids); - uniforms.push_back(u); - } - - { - RD::Uniform u; - u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; - u.binding = 2; - u.append_id(RendererRD::MaterialStorage::get_singleton()->global_variables_get_storage_buffer()); - uniforms.push_back(u); - } - - volumetric_fog.base_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.default_shader_rd, VolumetricFogShader::FogSet::FOG_SET_BASE); - } - { - String defines = "\n#define MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS " + itos(cluster.max_directional_lights) + "\n"; - defines += "\n#define MAX_SKY_LOD " + itos(get_roughness_layers() - 1) + ".0\n"; - if (is_using_radiance_cubemap_array()) { - defines += "\n#define USE_RADIANCE_CUBEMAP_ARRAY \n"; - } - Vector<String> volumetric_fog_modes; - volumetric_fog_modes.push_back("\n#define MODE_DENSITY\n"); - volumetric_fog_modes.push_back("\n#define MODE_DENSITY\n#define ENABLE_SDFGI\n"); - volumetric_fog_modes.push_back("\n#define MODE_FILTER\n"); - volumetric_fog_modes.push_back("\n#define MODE_FOG\n"); - volumetric_fog_modes.push_back("\n#define MODE_COPY\n"); - - volumetric_fog.process_shader.initialize(volumetric_fog_modes, defines); - volumetric_fog.process_shader_version = volumetric_fog.process_shader.version_create(); - for (int i = 0; i < VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_MAX; i++) { - volumetric_fog.process_pipelines[i] = RD::get_singleton()->compute_pipeline_create(volumetric_fog.process_shader.version_get_shader(volumetric_fog.process_shader_version, i)); - } - volumetric_fog.params_ubo = RD::get_singleton()->uniform_buffer_create(sizeof(VolumetricFogShader::ParamsUBO)); - } + RendererRD::Fog::get_singleton()->init_fog_shader(RendererRD::LightStorage::get_singleton()->get_max_directional_lights(), get_roughness_layers(), is_using_radiance_cubemap_array()); } - { - RD::SamplerState sampler; - sampler.mag_filter = RD::SAMPLER_FILTER_NEAREST; - sampler.min_filter = RD::SAMPLER_FILTER_NEAREST; - sampler.enable_compare = true; - sampler.compare_op = RD::COMPARE_OP_LESS; - shadow_sampler = RD::get_singleton()->sampler_create(sampler); - } + 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"); - 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")); - 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"); screen_space_roughness_limiter_limit = GLOBAL_GET("rendering/anti_aliasing/screen_space_roughness_limiter/limit"); glow_bicubic_upscale = int(GLOBAL_GET("rendering/environment/glow/upscale_mode")) > 0; glow_high_quality = GLOBAL_GET("rendering/environment/glow/use_high_quality"); - ssr_roughness_quality = RS::EnvironmentSSRRoughnessQuality(int(GLOBAL_GET("rendering/environment/screen_space_reflection/roughness_quality"))); - sss_quality = RS::SubSurfaceScatteringQuality(int(GLOBAL_GET("rendering/environment/subsurface_scattering/subsurface_scattering_quality"))); - sss_scale = GLOBAL_GET("rendering/environment/subsurface_scattering/subsurface_scattering_scale"); - sss_depth_scale = GLOBAL_GET("rendering/environment/subsurface_scattering/subsurface_scattering_depth_scale"); - - environment_set_ssil_quality(RS::EnvironmentSSILQuality(int(GLOBAL_GET("rendering/environment/ssil/quality"))), GLOBAL_GET("rendering/environment/ssil/half_size"), GLOBAL_GET("rendering/environment/ssil/adaptive_target"), GLOBAL_GET("rendering/environment/ssil/blur_passes"), GLOBAL_GET("rendering/environment/ssil/fadeout_from"), GLOBAL_GET("rendering/environment/ssil/fadeout_to")); directional_penumbra_shadow_kernel = memnew_arr(float, 128); 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")); @@ -6000,10 +1433,15 @@ void fog() { copy_effects = memnew(RendererRD::CopyEffects(!can_use_storage)); tone_mapper = memnew(RendererRD::ToneMapper); vrs = memnew(RendererRD::VRS); + if (can_use_storage) { + fsr = memnew(RendererRD::FSR); + } } RendererSceneRenderRD::~RendererSceneRenderRD() { - RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton(); + if (forward_id_storage) { + memdelete(forward_id_storage); + } if (bokeh_dof) { memdelete(bokeh_dof); @@ -6017,9 +1455,8 @@ RendererSceneRenderRD::~RendererSceneRenderRD() { if (vrs) { memdelete(vrs); } - - for (const KeyValue<int, ShadowCubemap> &E : shadow_cubemaps) { - RD::get_singleton()->free(E.value.cubemap); + if (fsr) { + memdelete(fsr); } if (sky.sky_scene_state.uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(sky.sky_scene_state.uniform_set)) { @@ -6031,11 +1468,7 @@ RendererSceneRenderRD::~RendererSceneRenderRD() { } if (is_volumetric_supported()) { - volumetric_fog.process_shader.version_free(volumetric_fog.process_shader_version); - RD::get_singleton()->free(volumetric_fog.volume_ubo); - RD::get_singleton()->free(volumetric_fog.params_ubo); - material_storage->shader_free(volumetric_fog.default_shader); - material_storage->material_free(volumetric_fog.default_material); + RendererRD::Fog::get_singleton()->free_fog_shader(); } memdelete_arr(directional_penumbra_shadow_kernel); @@ -6043,25 +1476,6 @@ RendererSceneRenderRD::~RendererSceneRenderRD() { memdelete_arr(penumbra_shadow_kernel); memdelete_arr(soft_shadow_kernel); - { - RD::get_singleton()->free(cluster.directional_light_buffer); - RD::get_singleton()->free(cluster.omni_light_buffer); - RD::get_singleton()->free(cluster.spot_light_buffer); - RD::get_singleton()->free(cluster.reflection_buffer); - RD::get_singleton()->free(cluster.decal_buffer); - memdelete_arr(cluster.directional_lights); - memdelete_arr(cluster.omni_lights); - memdelete_arr(cluster.spot_lights); - memdelete_arr(cluster.omni_light_sort); - memdelete_arr(cluster.spot_light_sort); - memdelete_arr(cluster.reflections); - memdelete_arr(cluster.reflection_sort); - memdelete_arr(cluster.decals); - memdelete_arr(cluster.decal_sort); - } - - RD::get_singleton()->free(shadow_sampler); - - directional_shadow_atlas_set_size(0); + RSG::light_storage->directional_shadow_atlas_set_size(0); cull_argument.reset(); //avoid exit error } diff --git a/servers/rendering/renderer_rd/renderer_scene_render_rd.h b/servers/rendering/renderer_rd/renderer_scene_render_rd.h index d11bbd183e..2312603829 100644 --- a/servers/rendering/renderer_rd/renderer_scene_render_rd.h +++ b/servers/rendering/renderer_rd/renderer_scene_render_rd.h @@ -28,8 +28,8 @@ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ -#ifndef RENDERING_SERVER_SCENE_RENDER_RD_H -#define RENDERING_SERVER_SCENE_RENDER_RD_H +#ifndef RENDERER_SCENE_RENDER_RD_H +#define RENDERER_SCENE_RENDER_RD_H #include "core/templates/local_vector.h" #include "core/templates/rid_owner.h" @@ -37,39 +37,27 @@ #include "servers/rendering/renderer_rd/cluster_builder_rd.h" #include "servers/rendering/renderer_rd/effects/bokeh_dof.h" #include "servers/rendering/renderer_rd/effects/copy_effects.h" +#include "servers/rendering/renderer_rd/effects/fsr.h" #include "servers/rendering/renderer_rd/effects/tone_mapper.h" #include "servers/rendering/renderer_rd/effects/vrs.h" +#include "servers/rendering/renderer_rd/environment/fog.h" #include "servers/rendering/renderer_rd/environment/gi.h" -#include "servers/rendering/renderer_rd/renderer_scene_environment_rd.h" -#include "servers/rendering/renderer_rd/renderer_scene_sky_rd.h" -#include "servers/rendering/renderer_rd/shaders/volumetric_fog.glsl.gen.h" -#include "servers/rendering/renderer_rd/shaders/volumetric_fog_process.glsl.gen.h" -#include "servers/rendering/renderer_scene.h" +#include "servers/rendering/renderer_rd/environment/sky.h" +#include "servers/rendering/renderer_rd/framebuffer_cache_rd.h" +#include "servers/rendering/renderer_rd/storage_rd/light_storage.h" +#include "servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.h" +#include "servers/rendering/renderer_rd/storage_rd/render_scene_data_rd.h" #include "servers/rendering/renderer_scene_render.h" #include "servers/rendering/rendering_device.h" +#include "servers/rendering/rendering_method.h" -struct RenderDataRD { - RID render_buffers; - - Transform3D cam_transform; - CameraMatrix cam_projection; - Vector2 taa_jitter; - bool cam_orthogonal = false; - - // For stereo rendering - uint32_t view_count = 1; - Vector3 view_eye_offset[RendererSceneRender::MAX_RENDER_VIEWS]; - CameraMatrix view_projection[RendererSceneRender::MAX_RENDER_VIEWS]; - - Transform3D prev_cam_transform; - CameraMatrix prev_cam_projection; - Vector2 prev_taa_jitter; - CameraMatrix prev_view_projection[RendererSceneRender::MAX_RENDER_VIEWS]; +// For RenderDataRD, possibly inherited from RefCounted and add proper getters for our implementation classes - float z_near = 0.0; - float z_far = 0.0; +struct RenderDataRD { + Ref<RenderSceneBuffersRD> render_buffers; + RenderSceneDataRD *scene_data; - const PagedArray<RendererSceneRender::GeometryInstance *> *instances = nullptr; + const PagedArray<RenderGeometryInstance *> *instances = nullptr; const PagedArray<RID> *lights = nullptr; const PagedArray<RID> *reflection_probes = nullptr; const PagedArray<RID> *voxel_gi_instances = nullptr; @@ -77,16 +65,13 @@ 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 occluder_debug_tex; RID reflection_atlas; RID reflection_probe; int reflection_probe_pass = 0; - float lod_distance_multiplier = 0.0; - Plane lod_camera_plane; - float screen_mesh_lod_threshold = 0.0; - RID cluster_buffer; uint32_t cluster_size = 0; uint32_t cluster_max_elements = 0; @@ -94,65 +79,70 @@ struct RenderDataRD { uint32_t directional_light_count = 0; bool directional_light_soft_shadows = false; - RendererScene::RenderInfo *render_info = nullptr; + RenderingMethod::RenderInfo *render_info = nullptr; + + /* Shadow data */ + const RendererSceneRender::RenderShadowData *render_shadows = nullptr; + int render_shadow_count = 0; + + LocalVector<int> cube_shadows; + LocalVector<int> shadows; + LocalVector<int> directional_shadows; + + /* GI info */ + const RendererSceneRender::RenderSDFGIData *render_sdfgi_regions = nullptr; + int render_sdfgi_region_count = 0; + const RendererSceneRender::RenderSDFGIUpdateData *sdfgi_update_data = nullptr; + + uint32_t voxel_gi_count = 0; }; class RendererSceneRenderRD : public RendererSceneRender { - friend RendererSceneSkyRD; + friend RendererRD::SkyRD; friend RendererRD::GI; protected: + RendererRD::ForwardIDStorage *forward_id_storage = nullptr; RendererRD::BokehDOF *bokeh_dof = nullptr; RendererRD::CopyEffects *copy_effects = nullptr; RendererRD::ToneMapper *tone_mapper = nullptr; + RendererRD::FSR *fsr = nullptr; RendererRD::VRS *vrs = nullptr; double time = 0.0; double time_step = 0.0; - struct RenderBufferData { - virtual void configure(RID p_color_buffer, RID p_depth_buffer, RID p_target_buffer, int p_width, int p_height, RS::ViewportMSAA p_msaa, bool p_use_taa, uint32_t p_view_count, RID p_vrs_texture) = 0; - virtual ~RenderBufferData() {} - }; - virtual RenderBufferData *_create_render_buffer_data() = 0; + /* ENVIRONMENT */ + + bool glow_bicubic_upscale = false; + bool glow_high_quality = false; - 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_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); + bool use_physical_light_units = false; - virtual void _render_scene(RenderDataRD *p_render_data, const Color &p_default_color) = 0; + //////////////////////////////// - virtual void _render_shadow_begin() = 0; - virtual void _render_shadow_append(RID p_framebuffer, const PagedArray<GeometryInstance *> &p_instances, const CameraMatrix &p_projection, const Transform3D &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip, bool p_use_pancake, const Plane &p_camera_plane = Plane(), float p_lod_distance_multiplier = 0.0, float p_screen_mesh_lod_threshold = 0.0, const Rect2i &p_rect = Rect2i(), bool p_flip_y = false, bool p_clear_region = true, bool p_begin = true, bool p_end = true, RendererScene::RenderInfo *p_render_info = nullptr) = 0; - virtual void _render_shadow_process() = 0; - virtual void _render_shadow_end(uint32_t p_barrier = RD::BARRIER_MASK_ALL) = 0; + virtual RendererRD::ForwardIDStorage *create_forward_id_storage() { return memnew(RendererRD::ForwardIDStorage); }; - virtual void _render_material(const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) = 0; - virtual void _render_uv2(const PagedArray<GeometryInstance *> &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<GeometryInstance *> &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_particle_collider_heightfield(RID p_fb, const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, const PagedArray<GeometryInstance *> &p_instances) = 0; + void _update_vrs(Ref<RenderSceneBuffersRD> p_render_buffers); - void _debug_sdfgi_probes(RID p_render_buffers, RID p_framebuffer, uint32_t p_view_count, const CameraMatrix *p_camera_with_transforms, bool p_will_continue_color, bool p_will_continue_depth); - void _debug_draw_cluster(RID p_render_buffers); + virtual void setup_render_buffer_data(Ref<RenderSceneBuffersRD> p_render_buffers) = 0; - RenderBufferData *render_buffers_get_data(RID p_render_buffers); + virtual void _render_scene(RenderDataRD *p_render_data, const Color &p_default_color) = 0; + virtual void _render_buffers_debug_draw(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_shadow_atlas, RID p_occlusion_buffer); - virtual void _base_uniforms_changed() = 0; - virtual RID _render_buffers_get_normal_texture(RID p_render_buffers) = 0; - virtual RID _render_buffers_get_velocity_texture(RID p_render_buffers) = 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(Ref<RenderSceneBuffersRD> 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 _process_ssao(RID p_render_buffers, RID p_environment, RID p_normal_buffer, const CameraMatrix &p_projection); - void _process_ssr(RID p_render_buffers, RID p_dest_framebuffer, RID p_normal_buffer, RID p_specular_buffer, RID p_metallic, const Color &p_metallic_mask, RID p_environment, const CameraMatrix &p_projection, bool p_use_additive); - void _process_sss(RID p_render_buffers, const CameraMatrix &p_camera); - void _process_ssil(RID p_render_buffers, RID p_environment, RID p_normal_buffer, const CameraMatrix &p_projection, const Transform3D &p_transform); - void _copy_framebuffer_to_ssil(RID p_render_buffers); - void _process_taa(RID p_render_buffers, RID p_velocity_buffer, float p_z_near, float p_z_far); + void _debug_sdfgi_probes(Ref<RenderSceneBuffersRD> 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); + + virtual RID _render_buffers_get_normal_texture(Ref<RenderSceneBuffersRD> p_render_buffers) = 0; + virtual RID _render_buffers_get_velocity_texture(Ref<RenderSceneBuffersRD> p_render_buffers) = 0; bool _needs_post_prepass_render(RenderDataRD *p_render_data, bool p_use_gi); void _post_prepass_render(RenderDataRD *p_render_data, bool p_use_gi); void _pre_resolve_render(RenderDataRD *p_render_data, bool p_use_gi); - void _pre_opaque_render(RenderDataRD *p_render_data, bool p_use_ssao, bool p_use_ssil, bool p_use_gi, const RID *p_normal_roughness_slices, RID p_voxel_gi_buffer, const RID *p_vrs_slices); - void _render_buffers_copy_screen_texture(const RenderDataRD *p_render_data); void _render_buffers_copy_depth_texture(const RenderDataRD *p_render_data); void _render_buffers_post_process_and_tonemap(const RenderDataRD *p_render_data); @@ -160,36 +150,11 @@ protected: void _disable_clear_request(const RenderDataRD *p_render_data); // needed for a single argument calls (material and uv2) - PagedArrayPool<GeometryInstance *> cull_argument_pool; - PagedArray<GeometryInstance *> cull_argument; //need this to exist + PagedArrayPool<RenderGeometryInstance *> cull_argument_pool; + PagedArray<RenderGeometryInstance *> cull_argument; //need this to exist + RendererRD::SkyRD sky; RendererRD::GI gi; - RendererSceneSkyRD sky; - - RendererSceneEnvironmentRD *get_environment(RID p_environment) { - if (p_environment.is_valid()) { - return environment_owner.get_or_null(p_environment); - } else { - return nullptr; - } - }; - - //used for mobile renderer mostly - - typedef int32_t ForwardID; - - enum ForwardIDType { - FORWARD_ID_TYPE_OMNI_LIGHT, - FORWARD_ID_TYPE_SPOT_LIGHT, - FORWARD_ID_TYPE_REFLECTION_PROBE, - FORWARD_ID_TYPE_DECAL, - FORWARD_ID_MAX, - }; - - virtual ForwardID _allocate_forward_id(ForwardIDType p_type) { return -1; } - virtual void _free_forward_id(ForwardIDType p_type, ForwardID p_id) {} - virtual void _map_forward_id(ForwardIDType p_type, ForwardID p_id, uint32_t p_index) {} - virtual bool _uses_forward_ids() const { return false; } virtual void _update_shader_quality_settings() {} @@ -197,125 +162,7 @@ private: RS::ViewportDebugDraw debug_draw = RS::VIEWPORT_DEBUG_DRAW_DISABLED; static RendererSceneRenderRD *singleton; - /* REFLECTION ATLAS */ - - struct ReflectionAtlas { - int count = 0; - int size = 0; - - RID reflection; - RID depth_buffer; - RID depth_fb; - - struct Reflection { - RID owner; - RendererSceneSkyRD::ReflectionData data; - RID fbs[6]; - }; - - Vector<Reflection> reflections; - - ClusterBuilderRD *cluster_builder = nullptr; - }; - - mutable RID_Owner<ReflectionAtlas> reflection_atlas_owner; - - /* REFLECTION PROBE INSTANCE */ - - struct ReflectionProbeInstance { - RID probe; - int atlas_index = -1; - RID atlas; - - bool dirty = true; - bool rendering = false; - int processing_layer = 1; - int processing_side = 0; - - uint32_t render_step = 0; - uint64_t last_pass = 0; - uint32_t cull_mask = 0; - - ForwardID forward_id = -1; - - Transform3D transform; - }; - - mutable RID_Owner<ReflectionProbeInstance> reflection_probe_instance_owner; - - /* DECAL INSTANCE */ - - struct DecalInstance { - RID decal; - Transform3D transform; - uint32_t cull_mask = 0; - ForwardID forward_id = -1; - }; - - mutable RID_Owner<DecalInstance> decal_instance_owner; - - /* LIGHTMAP INSTANCE */ - - struct LightmapInstance { - RID lightmap; - Transform3D transform; - }; - - mutable RID_Owner<LightmapInstance> lightmap_instance_owner; - - /* SHADOW ATLAS */ - - struct ShadowShrinkStage { - RID texture; - RID filter_texture; - uint32_t size = 0; - }; - - struct ShadowAtlas { - enum { - QUADRANT_SHIFT = 27, - OMNI_LIGHT_FLAG = 1 << 26, - SHADOW_INDEX_MASK = OMNI_LIGHT_FLAG - 1, - SHADOW_INVALID = 0xFFFFFFFF - }; - - struct Quadrant { - uint32_t subdivision = 0; - - struct Shadow { - RID owner; - uint64_t version = 0; - uint64_t fog_version = 0; // used for fog - uint64_t alloc_tick = 0; - - Shadow() {} - }; - - Vector<Shadow> shadows; - - Quadrant() {} - } quadrants[4]; - - int size_order[4] = { 0, 1, 2, 3 }; - uint32_t smallest_subdiv = 0; - - int size = 0; - bool use_16_bits = true; - - RID depth; - RID fb; //for copying - - HashMap<RID, uint32_t> shadow_owners; - }; - - RID_Owner<ShadowAtlas> shadow_atlas_owner; - - void _update_shadow_atlas(ShadowAtlas *shadow_atlas); - - void _shadow_atlas_invalidate_shadow(RendererSceneRenderRD::ShadowAtlas::Quadrant::Shadow *p_shadow, RID p_atlas, RendererSceneRenderRD::ShadowAtlas *p_shadow_atlas, uint32_t p_quadrant, uint32_t p_shadow_idx); - bool _shadow_atlas_find_shadow(ShadowAtlas *shadow_atlas, int *p_in_quadrants, int p_quadrant_count, int p_current_subdiv, uint64_t p_tick, int &r_quadrant, int &r_shadow); - bool _shadow_atlas_find_omni_shadows(ShadowAtlas *shadow_atlas, int *p_in_quadrants, int p_quadrant_count, int p_current_subdiv, uint64_t p_tick, int &r_quadrant, int &r_shadow); - + /* Shadow atlas */ RS::ShadowQuality shadows_quality = RS::SHADOW_QUALITY_MAX; //So it always updates when first set RS::ShadowQuality directional_shadow_quality = RS::SHADOW_QUALITY_MAX; float shadows_quality_radius = 1.0; @@ -332,717 +179,51 @@ private: RS::DecalFilter decals_filter = RS::DECAL_FILTER_LINEAR_MIPMAPS; RS::LightProjectorFilter light_projectors_filter = RS::LIGHT_PROJECTOR_FILTER_LINEAR_MIPMAPS; - /* DIRECTIONAL SHADOW */ - - struct DirectionalShadow { - RID depth; - RID fb; //when renderign direct - - int light_count = 0; - int size = 0; - bool use_16_bits = true; - int current_light = 0; - } directional_shadow; - - void _update_directional_shadow_atlas(); - - /* SHADOW CUBEMAPS */ - - struct ShadowCubemap { - RID cubemap; - RID side_fb[6]; - }; - - HashMap<int, ShadowCubemap> shadow_cubemaps; - ShadowCubemap *_get_shadow_cubemap(int p_size); - - void _create_shadow_cubemaps(); - - /* LIGHT INSTANCE */ - - struct LightInstance { - struct ShadowTransform { - CameraMatrix camera; - Transform3D transform; - float farplane; - float split; - float bias_scale; - float shadow_texel_size; - float range_begin; - Rect2 atlas_rect; - Vector2 uv_scale; - }; - - RS::LightType light_type = RS::LIGHT_DIRECTIONAL; - - ShadowTransform shadow_transform[6]; - - AABB aabb; - RID self; - RID light; - Transform3D transform; - - Vector3 light_vector; - Vector3 spot_vector; - float linear_att = 0.0; - - uint64_t shadow_pass = 0; - uint64_t last_scene_pass = 0; - uint64_t last_scene_shadow_pass = 0; - uint64_t last_pass = 0; - uint32_t cull_mask = 0; - uint32_t light_directional_index = 0; - - Rect2 directional_rect; - - HashSet<RID> shadow_atlases; //shadow atlases where this light is registered - - ForwardID forward_id = -1; - - LightInstance() {} - }; - - mutable RID_Owner<LightInstance> light_instance_owner; - - /* FOG VOLUMES */ - - struct FogVolumeInstance { - RID volume; - Transform3D transform; - bool active = false; - }; - - mutable RID_Owner<FogVolumeInstance> fog_volume_instance_owner; - - /* ENVIRONMENT */ - - RS::EnvironmentSSAOQuality ssao_quality = RS::ENV_SSAO_QUALITY_MEDIUM; - bool ssao_half_size = false; - bool ssao_using_half_size = false; - float ssao_adaptive_target = 0.5; - int ssao_blur_passes = 2; - float ssao_fadeout_from = 50.0; - float ssao_fadeout_to = 300.0; - - RS::EnvironmentSSILQuality ssil_quality = RS::ENV_SSIL_QUALITY_MEDIUM; - bool ssil_half_size = false; - bool ssil_using_half_size = false; - float ssil_adaptive_target = 0.5; - int ssil_blur_passes = 4; - float ssil_fadeout_from = 50.0; - float ssil_fadeout_to = 300.0; - - bool glow_bicubic_upscale = false; - bool glow_high_quality = false; - RS::EnvironmentSSRRoughnessQuality ssr_roughness_quality = RS::ENV_SSR_ROUGHNESS_QUALITY_LOW; - - mutable RID_Owner<RendererSceneEnvironmentRD, true> environment_owner; - - /* 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; - /* RENDER BUFFERS */ - ClusterBuilderSharedDataRD cluster_builder_shared; - ClusterBuilderRD *current_cluster_builder = nullptr; - - struct VolumetricFog; - - struct RenderBuffers { - RenderBufferData *data = nullptr; - int internal_width = 0; - int internal_height = 0; - int width = 0; - int height = 0; - float fsr_sharpness = 0.2f; - RS::ViewportMSAA msaa = RS::VIEWPORT_MSAA_DISABLED; - RS::ViewportScreenSpaceAA screen_space_aa = RS::VIEWPORT_SCREEN_SPACE_AA_DISABLED; - bool use_taa = false; - bool use_debanding = false; - uint32_t view_count = 1; - - RID render_target; - - uint64_t auto_exposure_version = 1; - - RID sss_texture; //texture for sss. This needs to be a different resolution than blur[0] - RID internal_texture; //main texture for rendering to, must be filled after done rendering - RID texture; //upscaled version of main texture (This uses the same resource as internal_texture if there is no upscaling) - RID depth_texture; //main depth texture - RID texture_fb; // framebuffer for the main texture, ONLY USED FOR MOBILE RENDERER POST EFFECTS, DO NOT USE FOR RENDERING 3D!!! - RID upscale_texture; //used when upscaling internal_texture (This uses the same resource as internal_texture if there is no upscaling) - RID vrs_texture; // texture for vrs. - RID vrs_fb; // framebuffer to write to our vrs texture - - // Access to the layers for each of our views (specifically needed for applying post effects on stereoscopic images) - struct View { - RID view_texture; // texture slice for this view/layer - RID view_depth; // depth slice for this view/layer - RID view_fb; // framebuffer for this view/layer, ONLY USED FOR MOBILE RENDERER POST EFFECTS, DO NOT USE FOR RENDERING 3D!!! - }; - Vector<View> views; - - RendererRD::GI::SDFGI *sdfgi = nullptr; - VolumetricFog *volumetric_fog = nullptr; - RendererRD::GI::RenderBuffersGI rbgi; - - ClusterBuilderRD *cluster_builder = nullptr; - - //built-in textures used for ping pong image processing and blurring - struct Blur { - RID texture; - - struct Mipmap { - RID texture; - int width; - int height; - - // only used on mobile renderer - RID fb; - RID half_texture; - RID half_fb; - }; - - struct Layer { - Vector<Mipmap> mipmaps; - }; - - Vector<Layer> layers; - }; - - Blur blur[2]; //the second one starts from the first mipmap - - struct WeightBuffers { - RID weight; - RID fb; // FB with both texture and weight writing into one level lower - }; - - // 2 full size, 2 half size - WeightBuffers weight_buffers[4]; // Only used in raster - - RID depth_back_texture; - RID depth_back_fb; // only used on mobile - - struct Luminance { - Vector<RID> reduce; - RID current; - - // used only on mobile renderer - Vector<RID> fb; - RID current_fb; - } luminance; - - struct SSEffects { - RID linear_depth; - Vector<RID> linear_depth_slices; - - RID downsample_uniform_set; - - RID last_frame; - Vector<RID> last_frame_slices; - - CameraMatrix last_frame_projection; - Transform3D last_frame_transform; - - struct SSAO { - RID ao_deinterleaved; - Vector<RID> ao_deinterleaved_slices; - RID ao_pong; - Vector<RID> ao_pong_slices; - RID ao_final; - RID importance_map[2]; - RID depth_texture_view; - - RID gather_uniform_set; - RID importance_map_uniform_set; - } ssao; - - struct SSIL { - RID ssil_final; - RID deinterleaved; - Vector<RID> deinterleaved_slices; - RID pong; - Vector<RID> pong_slices; - RID edges; - Vector<RID> edges_slices; - RID importance_map[2]; - RID depth_texture_view; - - RID gather_uniform_set; - RID importance_map_uniform_set; - RID projection_uniform_set; - } ssil; - } ss_effects; - - struct SSR { - RID normal_scaled; - RID depth_scaled; - RID blur_radius[2]; - } ssr; - - struct TAA { - RID history; - RID temp; - RID prev_velocity; // Last frame velocity buffer - } taa; - }; + // TODO move into effects/luminance.h/cpp + void _allocate_luminance_textures(Ref<RenderSceneBuffersRD> rb); /* GI */ bool screen_space_roughness_limiter = false; float screen_space_roughness_limiter_amount = 0.25; float screen_space_roughness_limiter_limit = 0.18; - mutable RID_Owner<RenderBuffers> render_buffers_owner; - - void _free_render_buffer_data(RenderBuffers *rb); - void _allocate_blur_textures(RenderBuffers *rb); - void _allocate_depth_backbuffer_textures(RenderBuffers *rb); - void _allocate_luminance_textures(RenderBuffers *rb); - - void _render_buffers_debug_draw(RID p_render_buffers, RID p_shadow_atlas, RID p_occlusion_buffer); - - /* Cluster */ - - struct Cluster { - /* Scene State UBO */ - - // !BAS! Most data here is not just used by our clustering logic but also by other lighting implementations. Maybe rename this struct to something more appropriate - - enum { - REFLECTION_AMBIENT_DISABLED = 0, - REFLECTION_AMBIENT_ENVIRONMENT = 1, - REFLECTION_AMBIENT_COLOR = 2, - }; - - struct ReflectionData { - float box_extents[3]; - float index; - float box_offset[3]; - uint32_t mask; - float ambient[3]; // ambient color, - float intensity; - uint32_t exterior; - uint32_t box_project; - uint32_t ambient_mode; - uint32_t pad; - float local_matrix[16]; // up to here for spot and omni, rest is for directional - }; - - struct LightData { - float position[3]; - float inv_radius; - float direction[3]; // in omni, x and y are used for dual paraboloid offset - float size; - - float color[3]; - float attenuation; - - float inv_spot_attenuation; - float cos_spot_angle; - float specular_amount; - uint32_t shadow_enabled; - - float atlas_rect[4]; // in omni, used for atlas uv, in spot, used for projector uv - float shadow_matrix[16]; - float shadow_bias; - float shadow_normal_bias; - float transmittance_bias; - float soft_shadow_size; - float soft_shadow_scale; - uint32_t mask; - float shadow_volumetric_fog_fade; - uint32_t bake_mode; - float projector_rect[4]; - }; - - struct DirectionalLightData { - float direction[3]; - float energy; - float color[3]; - float size; - float specular; - uint32_t mask; - float softshadow_angle; - float soft_shadow_scale; - uint32_t blend_splits; - uint32_t shadow_enabled; - float fade_from; - float fade_to; - uint32_t pad[2]; - uint32_t bake_mode; - float shadow_volumetric_fog_fade; - float shadow_bias[4]; - float shadow_normal_bias[4]; - float shadow_transmittance_bias[4]; - float shadow_z_range[4]; - float shadow_range_begin[4]; - float shadow_split_offsets[4]; - float shadow_matrices[4][16]; - float uv_scale1[2]; - float uv_scale2[2]; - float uv_scale3[2]; - float uv_scale4[2]; - }; - - struct DecalData { - float xform[16]; - float inv_extents[3]; - float albedo_mix; - float albedo_rect[4]; - float normal_rect[4]; - float orm_rect[4]; - float emission_rect[4]; - float modulate[4]; - float emission_energy; - uint32_t mask; - float upper_fade; - float lower_fade; - float normal_xform[12]; - float normal[3]; - float normal_fade; - }; - - template <class T> - struct InstanceSort { - float depth; - T *instance = nullptr; - bool operator<(const InstanceSort &p_sort) const { - return depth < p_sort.depth; - } - }; - - ReflectionData *reflections = nullptr; - InstanceSort<ReflectionProbeInstance> *reflection_sort; - uint32_t max_reflections; - RID reflection_buffer; - uint32_t max_reflection_probes_per_instance; - uint32_t reflection_count = 0; - - DecalData *decals = nullptr; - InstanceSort<DecalInstance> *decal_sort; - uint32_t max_decals; - RID decal_buffer; - uint32_t decal_count; - - LightData *omni_lights = nullptr; - LightData *spot_lights = nullptr; - - InstanceSort<LightInstance> *omni_light_sort; - InstanceSort<LightInstance> *spot_light_sort; - uint32_t max_lights; - RID omni_light_buffer; - RID spot_light_buffer; - uint32_t omni_light_count = 0; - uint32_t spot_light_count = 0; - - DirectionalLightData *directional_lights = nullptr; - uint32_t max_directional_lights; - RID directional_light_buffer; - - } cluster; - - struct RenderState { - const RendererSceneRender::RenderShadowData *render_shadows = nullptr; - int render_shadow_count = 0; - const RendererSceneRender::RenderSDFGIData *render_sdfgi_regions = nullptr; - int render_sdfgi_region_count = 0; - const RendererSceneRender::RenderSDFGIUpdateData *sdfgi_update_data = nullptr; - - uint32_t voxel_gi_count = 0; - - LocalVector<int> cube_shadows; - LocalVector<int> shadows; - LocalVector<int> directional_shadows; - - bool depth_prepass_used; // this does not seem used anywhere... - } render_state; - - struct VolumetricFog { - enum { - MAX_TEMPORAL_FRAMES = 16 - }; - - uint32_t width = 0; - uint32_t height = 0; - uint32_t depth = 0; - - float length; - float spread; - - RID light_density_map; - RID prev_light_density_map; - RID fog_map; - RID density_map; - RID light_map; - RID emissive_map; - - RID fog_uniform_set; - RID copy_uniform_set; - RID process_uniform_set_density; - RID process_uniform_set; - RID process_uniform_set2; - RID sdfgi_uniform_set; - RID sky_uniform_set; - - int last_shadow_filter = -1; - }; - - struct VolumetricFogShader { - enum FogSet { - FOG_SET_BASE, - FOG_SET_UNIFORMS, - FOG_SET_MATERIAL, - FOG_SET_MAX, - }; - - struct FogPushConstant { - float position[3]; - float pad; - - float extents[3]; - float pad2; - - int32_t corner[3]; - uint32_t shape; - - float transform[16]; - }; - - struct VolumeUBO { - float fog_frustum_size_begin[2]; - float fog_frustum_size_end[2]; - - float fog_frustum_end; - float z_near; - float z_far; - float time; - - int32_t fog_volume_size[3]; - uint32_t directional_light_count; - - uint32_t use_temporal_reprojection; - uint32_t temporal_frame; - float detail_spread; - float temporal_blend; - - float to_prev_view[16]; - float transform[16]; - }; - - ShaderCompiler compiler; - VolumetricFogShaderRD shader; - FogPushConstant push_constant; - RID volume_ubo; - - RID default_shader; - RID default_material; - RID default_shader_rd; - - RID base_uniform_set; - - RID params_ubo; - - enum { - VOLUMETRIC_FOG_PROCESS_SHADER_DENSITY, - VOLUMETRIC_FOG_PROCESS_SHADER_DENSITY_WITH_SDFGI, - VOLUMETRIC_FOG_PROCESS_SHADER_FILTER, - VOLUMETRIC_FOG_PROCESS_SHADER_FOG, - VOLUMETRIC_FOG_PROCESS_SHADER_COPY, - VOLUMETRIC_FOG_PROCESS_SHADER_MAX, - }; - - struct ParamsUBO { - float fog_frustum_size_begin[2]; - float fog_frustum_size_end[2]; - - float fog_frustum_end; - float ambient_inject; - float z_far; - uint32_t filter_axis; - - float ambient_color[3]; - float sky_contribution; - - int32_t fog_volume_size[3]; - uint32_t directional_light_count; + /* Light data */ - float base_emission[3]; - float base_density; - - float base_scattering[3]; - float phase_g; - - float detail_spread; - float gi_inject; - uint32_t max_voxel_gi_instances; - uint32_t cluster_type_size; - - float screen_size[2]; - uint32_t cluster_shift; - uint32_t cluster_width; - - uint32_t max_cluster_element_count_div_32; - uint32_t use_temporal_reprojection; - uint32_t temporal_frame; - float temporal_blend; - - float cam_rotation[12]; - float to_prev_view[16]; - float radiance_inverse_xform[12]; - }; - - VolumetricFogProcessShaderRD process_shader; + uint64_t scene_pass = 0; - RID process_shader_version; - RID process_pipelines[VOLUMETRIC_FOG_PROCESS_SHADER_MAX]; + uint32_t max_cluster_elements = 512; - } volumetric_fog; + /* Volumetric Fog */ - uint32_t volumetric_fog_depth = 128; uint32_t volumetric_fog_size = 128; + uint32_t volumetric_fog_depth = 128; bool volumetric_fog_filter_active = true; - Vector3i _point_get_position_in_froxel_volume(const Vector3 &p_point, float fog_end, const Vector2 &fog_near_size, const Vector2 &fog_far_size, float volumetric_fog_detail_spread, const Vector3 &fog_size, const Transform3D &p_cam_transform); - void _volumetric_fog_erase(RenderBuffers *rb); - void _update_volumetric_fog(RID p_render_buffers, RID p_environment, const CameraMatrix &p_cam_projection, const Transform3D &p_cam_transform, const Transform3D &p_prev_cam_inv_transform, RID p_shadow_atlas, int p_directional_light_count, bool p_use_directional_shadows, int p_positional_light_count, int p_voxel_gi_count, const PagedArray<RID> &p_fog_volumes); - - struct FogShaderData : public RendererRD::ShaderData { - bool valid = false; - RID version; - - RID pipeline; - HashMap<StringName, ShaderLanguage::ShaderNode::Uniform> uniforms; - Vector<ShaderCompiler::GeneratedCode::Texture> texture_uniforms; - - Vector<uint32_t> ubo_offsets; - uint32_t ubo_size = 0; - - String path; - String code; - HashMap<StringName, HashMap<int, RID>> default_texture_params; - - bool uses_time = false; - - virtual void set_code(const String &p_Code); - virtual void set_default_texture_param(const StringName &p_name, RID p_texture, int p_index); - virtual void get_param_list(List<PropertyInfo> *p_param_list) const; - virtual void get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const; - virtual bool is_param_texture(const StringName &p_param) const; - virtual bool is_animated() const; - virtual bool casts_shadows() const; - virtual Variant get_default_parameter(const StringName &p_parameter) const; - virtual RS::ShaderNativeSourceCode get_native_source_code() const; - - FogShaderData() {} - virtual ~FogShaderData(); - }; - - struct FogMaterialData : public RendererRD::MaterialData { - FogShaderData *shader_data = nullptr; - RID uniform_set; - bool uniform_set_updated; - - virtual void set_render_priority(int p_priority) {} - virtual void set_next_pass(RID p_pass) {} - virtual bool update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty); - virtual ~FogMaterialData(); - }; - - RendererRD::ShaderData *_create_fog_shader_func(); - static RendererRD::ShaderData *_create_fog_shader_funcs(); - - RendererRD::MaterialData *_create_fog_material_func(FogShaderData *p_shader); - static RendererRD::MaterialData *_create_fog_material_funcs(RendererRD::ShaderData *p_shader); - - RID shadow_sampler; - - uint64_t scene_pass = 0; - uint64_t shadow_atlas_realloc_tolerance_msec = 500; - - /* !BAS! is this used anywhere? - struct SDFGICosineNeighbour { - uint32_t neighbour; - float weight; - }; - */ - - uint32_t max_cluster_elements = 512; +public: + static RendererSceneRenderRD *get_singleton() { return singleton; } - void _render_shadow_pass(RID p_light, RID p_shadow_atlas, int p_pass, const PagedArray<GeometryInstance *> &p_instances, const Plane &p_camera_plane = Plane(), float p_lod_distance_multiplier = 0, float p_screen_mesh_lod_threshold = 0.0, bool p_open_pass = true, bool p_close_pass = true, bool p_clear_region = true, RendererScene::RenderInfo *p_render_info = nullptr); + /* LIGHTING */ -public: - virtual Transform3D geometry_instance_get_transform(GeometryInstance *p_instance) = 0; - virtual AABB geometry_instance_get_aabb(GeometryInstance *p_instance) = 0; + virtual void setup_added_reflection_probe(const Transform3D &p_transform, const Vector3 &p_half_extents){}; + virtual void setup_added_light(const RS::LightType p_type, const Transform3D &p_transform, float p_radius, float p_spot_aperture){}; + virtual void setup_added_decal(const Transform3D &p_transform, const Vector3 &p_half_extents){}; /* GI */ RendererRD::GI *get_gi() { return &gi; } - /* SHADOW ATLAS API */ - - virtual RID shadow_atlas_create() override; - virtual void shadow_atlas_set_size(RID p_atlas, int p_size, bool p_16_bits = true) override; - virtual void shadow_atlas_set_quadrant_subdivision(RID p_atlas, int p_quadrant, int p_subdivision) override; - virtual bool shadow_atlas_update_light(RID p_atlas, RID p_light_instance, float p_coverage, uint64_t p_light_version) override; - _FORCE_INLINE_ bool shadow_atlas_owns_light_instance(RID p_atlas, RID p_light_intance) { - ShadowAtlas *atlas = shadow_atlas_owner.get_or_null(p_atlas); - ERR_FAIL_COND_V(!atlas, false); - return atlas->shadow_owners.has(p_light_intance); - } - - _FORCE_INLINE_ RID shadow_atlas_get_texture(RID p_atlas) { - ShadowAtlas *atlas = shadow_atlas_owner.get_or_null(p_atlas); - ERR_FAIL_COND_V(!atlas, RID()); - return atlas->depth; - } - - _FORCE_INLINE_ Size2i shadow_atlas_get_size(RID p_atlas) { - ShadowAtlas *atlas = shadow_atlas_owner.get_or_null(p_atlas); - ERR_FAIL_COND_V(!atlas, Size2i()); - return Size2(atlas->size, atlas->size); - } - - virtual void directional_shadow_atlas_set_size(int p_size, bool p_16_bits = true) override; - virtual int get_directional_light_shadow_size(RID p_light_intance) override; - virtual void set_directional_shadow_count(int p_count) override; + /* SKY */ - _FORCE_INLINE_ RID directional_shadow_get_texture() { - return directional_shadow.depth; - } - - _FORCE_INLINE_ Size2i directional_shadow_get_size() { - return Size2i(directional_shadow.size, directional_shadow.size); - } + RendererRD::SkyRD *get_sky() { return &sky; } /* SDFGI UPDATE */ - virtual void sdfgi_update(RID p_render_buffers, RID p_environment, const Vector3 &p_world_position) override; - virtual int sdfgi_get_pending_region_count(RID p_render_buffers) const override; - virtual AABB sdfgi_get_pending_region_bounds(RID p_render_buffers, int p_region) const override; - virtual uint32_t sdfgi_get_pending_region_cascade(RID p_render_buffers, int p_region) const override; + virtual void sdfgi_update(const Ref<RenderSceneBuffers> &p_render_buffers, RID p_environment, const Vector3 &p_world_position) override; + virtual int sdfgi_get_pending_region_count(const Ref<RenderSceneBuffers> &p_render_buffers) const override; + virtual AABB sdfgi_get_pending_region_bounds(const Ref<RenderSceneBuffers> &p_render_buffers, int p_region) const override; + virtual uint32_t sdfgi_get_pending_region_cascade(const Ref<RenderSceneBuffers> &p_render_buffers, int p_region) const override; RID sdfgi_get_ubo() const { return gi.sdfgi_ubo; } /* SKY API */ @@ -1057,343 +238,44 @@ public: /* ENVIRONMENT API */ - virtual RID environment_allocate() override; - virtual void environment_initialize(RID p_rid) override; - - virtual void environment_set_background(RID p_env, RS::EnvironmentBG p_bg) override; - virtual void environment_set_sky(RID p_env, RID p_sky) override; - virtual void environment_set_sky_custom_fov(RID p_env, float p_scale) override; - virtual void environment_set_sky_orientation(RID p_env, const Basis &p_orientation) override; - virtual void environment_set_bg_color(RID p_env, const Color &p_color) override; - virtual void environment_set_bg_energy(RID p_env, float p_energy) override; - virtual void environment_set_canvas_max_layer(RID p_env, int p_max_layer) override; - virtual void environment_set_ambient_light(RID p_env, const Color &p_color, RS::EnvironmentAmbientSource p_ambient = RS::ENV_AMBIENT_SOURCE_BG, float p_energy = 1.0, float p_sky_contribution = 0.0, RS::EnvironmentReflectionSource p_reflection_source = RS::ENV_REFLECTION_SOURCE_BG) override; - - virtual RS::EnvironmentBG environment_get_background(RID p_env) const override; - RID environment_get_sky(RID p_env) const; - float environment_get_sky_custom_fov(RID p_env) const; - Basis environment_get_sky_orientation(RID p_env) const; - Color environment_get_bg_color(RID p_env) const; - float environment_get_bg_energy(RID p_env) const; - virtual int environment_get_canvas_max_layer(RID p_env) const override; - Color environment_get_ambient_light_color(RID p_env) const; - RS::EnvironmentAmbientSource environment_get_ambient_source(RID p_env) const; - float environment_get_ambient_light_energy(RID p_env) const; - float environment_get_ambient_sky_contribution(RID p_env) const; - RS::EnvironmentReflectionSource environment_get_reflection_source(RID p_env) const; - - virtual bool is_environment(RID p_env) const override; - - virtual void environment_set_glow(RID p_env, bool p_enable, Vector<float> p_levels, float p_intensity, float p_strength, float p_mix, float p_bloom_threshold, RS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, float p_hdr_luminance_cap, float p_glow_map_strength, RID p_glow_map) override; virtual void environment_glow_set_use_bicubic_upscale(bool p_enable) override; virtual void environment_glow_set_use_high_quality(bool p_enable) override; - virtual void environment_set_fog(RID p_env, bool p_enable, const Color &p_light_color, float p_light_energy, float p_sun_scatter, float p_density, float p_height, float p_height_density, float p_aerial_perspective) override; - bool environment_is_fog_enabled(RID p_env) const; - Color environment_get_fog_light_color(RID p_env) const; - float environment_get_fog_light_energy(RID p_env) const; - float environment_get_fog_sun_scatter(RID p_env) const; - float environment_get_fog_density(RID p_env) const; - float environment_get_fog_height(RID p_env) const; - float environment_get_fog_height_density(RID p_env) const; - float environment_get_fog_aerial_perspective(RID p_env) const; - - virtual void environment_set_volumetric_fog(RID p_env, bool p_enable, float p_density, const Color &p_albedo, const Color &p_emission, float p_emission_energy, float p_anisotropy, float p_length, float p_detail_spread, float p_gi_inject, bool p_temporal_reprojection, float p_temporal_reprojection_amount, float p_ambient_inject) override; - virtual void environment_set_volumetric_fog_volume_size(int p_size, int p_depth) override; virtual void environment_set_volumetric_fog_filter_active(bool p_enable) override; - virtual void environment_set_ssr(RID p_env, bool p_enable, int p_max_steps, float p_fade_int, float p_fade_out, float p_depth_tolerance) override; - virtual void environment_set_ssao(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_power, float p_detail, float p_horizon, float p_sharpness, float p_light_affect, float p_ao_channel_affect) override; - virtual void environment_set_ssao_quality(RS::EnvironmentSSAOQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to) override; - virtual void environment_set_ssil(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_sharpness, float p_normal_rejection) override; - virtual void environment_set_ssil_quality(RS::EnvironmentSSILQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to) override; - bool environment_is_ssao_enabled(RID p_env) const; - float environment_get_ssao_ao_affect(RID p_env) const; - float environment_get_ssao_light_affect(RID p_env) const; - bool environment_is_ssil_enabled(RID p_env) const; - bool environment_is_ssr_enabled(RID p_env) const; - bool environment_is_sdfgi_enabled(RID p_env) const; - - virtual void environment_set_sdfgi(RID p_env, bool p_enable, int p_cascades, float p_min_cell_size, RS::EnvironmentSDFGIYScale p_y_scale, bool p_use_occlusion, float p_bounce_feedback, bool p_read_sky, float p_energy, float p_normal_bias, float p_probe_bias) override; virtual void environment_set_sdfgi_ray_count(RS::EnvironmentSDFGIRayCount p_ray_count) override; virtual void environment_set_sdfgi_frames_to_converge(RS::EnvironmentSDFGIFramesToConverge p_frames) override; virtual void environment_set_sdfgi_frames_to_update_light(RS::EnvironmentSDFGIFramesToUpdateLight p_update) override; - virtual void environment_set_ssr_roughness_quality(RS::EnvironmentSSRRoughnessQuality p_quality) override; - RS::EnvironmentSSRRoughnessQuality environment_get_ssr_roughness_quality() const; - - virtual void environment_set_tonemap(RID p_env, RS::EnvironmentToneMapper p_tone_mapper, float p_exposure, float p_white, bool p_auto_exposure, float p_min_luminance, float p_max_luminance, float p_auto_exp_speed, float p_auto_exp_scale) override; - virtual void environment_set_adjustment(RID p_env, bool p_enable, float p_brightness, float p_contrast, float p_saturation, bool p_use_1d_color_correction, RID p_color_correction) override; - 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; - } - - /* LIGHT INSTANCE API */ - - virtual RID light_instance_create(RID p_light) override; - virtual void light_instance_set_transform(RID p_light_instance, const Transform3D &p_transform) override; - virtual void light_instance_set_aabb(RID p_light_instance, const AABB &p_aabb) override; - virtual void light_instance_set_shadow_transform(RID p_light_instance, const CameraMatrix &p_projection, const Transform3D &p_transform, float p_far, float p_split, int p_pass, float p_shadow_texel_size, float p_bias_scale = 1.0, float p_range_begin = 0, const Vector2 &p_uv_scale = Vector2()) override; - virtual void light_instance_mark_visible(RID p_light_instance) override; - - _FORCE_INLINE_ RID light_instance_get_base_light(RID p_light_instance) { - LightInstance *li = light_instance_owner.get_or_null(p_light_instance); - return li->light; - } - - _FORCE_INLINE_ Transform3D light_instance_get_base_transform(RID p_light_instance) { - LightInstance *li = light_instance_owner.get_or_null(p_light_instance); - return li->transform; - } - - _FORCE_INLINE_ Rect2 light_instance_get_shadow_atlas_rect(RID p_light_instance, RID p_shadow_atlas, Vector2i &r_omni_offset) { - ShadowAtlas *shadow_atlas = shadow_atlas_owner.get_or_null(p_shadow_atlas); - LightInstance *li = light_instance_owner.get_or_null(p_light_instance); - uint32_t key = shadow_atlas->shadow_owners[li->self]; - - uint32_t quadrant = (key >> ShadowAtlas::QUADRANT_SHIFT) & 0x3; - uint32_t shadow = key & ShadowAtlas::SHADOW_INDEX_MASK; - - ERR_FAIL_COND_V(shadow >= (uint32_t)shadow_atlas->quadrants[quadrant].shadows.size(), Rect2()); - - uint32_t atlas_size = shadow_atlas->size; - uint32_t quadrant_size = atlas_size >> 1; - - uint32_t x = (quadrant & 1) * quadrant_size; - uint32_t y = (quadrant >> 1) * quadrant_size; - - uint32_t shadow_size = (quadrant_size / shadow_atlas->quadrants[quadrant].subdivision); - x += (shadow % shadow_atlas->quadrants[quadrant].subdivision) * shadow_size; - y += (shadow / shadow_atlas->quadrants[quadrant].subdivision) * shadow_size; - - if (key & ShadowAtlas::OMNI_LIGHT_FLAG) { - if (((shadow + 1) % shadow_atlas->quadrants[quadrant].subdivision) == 0) { - r_omni_offset.x = 1 - int(shadow_atlas->quadrants[quadrant].subdivision); - r_omni_offset.y = 1; - } else { - r_omni_offset.x = 1; - r_omni_offset.y = 0; - } - } - - uint32_t width = shadow_size; - uint32_t height = shadow_size; - - return Rect2(x / float(shadow_atlas->size), y / float(shadow_atlas->size), width / float(shadow_atlas->size), height / float(shadow_atlas->size)); - } - - _FORCE_INLINE_ CameraMatrix light_instance_get_shadow_camera(RID p_light_instance, int p_index) { - LightInstance *li = light_instance_owner.get_or_null(p_light_instance); - return li->shadow_transform[p_index].camera; - } - - _FORCE_INLINE_ float light_instance_get_shadow_texel_size(RID p_light_instance, RID p_shadow_atlas) { -#ifdef DEBUG_ENABLED - LightInstance *li = light_instance_owner.get_or_null(p_light_instance); - ERR_FAIL_COND_V(!li->shadow_atlases.has(p_shadow_atlas), 0); -#endif - ShadowAtlas *shadow_atlas = shadow_atlas_owner.get_or_null(p_shadow_atlas); - ERR_FAIL_COND_V(!shadow_atlas, 0); -#ifdef DEBUG_ENABLED - ERR_FAIL_COND_V(!shadow_atlas->shadow_owners.has(p_light_instance), 0); -#endif - uint32_t key = shadow_atlas->shadow_owners[p_light_instance]; - - uint32_t quadrant = (key >> ShadowAtlas::QUADRANT_SHIFT) & 0x3; - - uint32_t quadrant_size = shadow_atlas->size >> 1; - - uint32_t shadow_size = (quadrant_size / shadow_atlas->quadrants[quadrant].subdivision); - - return float(1.0) / shadow_size; - } - - _FORCE_INLINE_ Transform3D - light_instance_get_shadow_transform(RID p_light_instance, int p_index) { - LightInstance *li = light_instance_owner.get_or_null(p_light_instance); - return li->shadow_transform[p_index].transform; - } - _FORCE_INLINE_ float light_instance_get_shadow_bias_scale(RID p_light_instance, int p_index) { - LightInstance *li = light_instance_owner.get_or_null(p_light_instance); - return li->shadow_transform[p_index].bias_scale; - } - _FORCE_INLINE_ float light_instance_get_shadow_range(RID p_light_instance, int p_index) { - LightInstance *li = light_instance_owner.get_or_null(p_light_instance); - return li->shadow_transform[p_index].farplane; - } - _FORCE_INLINE_ float light_instance_get_shadow_range_begin(RID p_light_instance, int p_index) { - LightInstance *li = light_instance_owner.get_or_null(p_light_instance); - return li->shadow_transform[p_index].range_begin; - } - - _FORCE_INLINE_ Vector2 light_instance_get_shadow_uv_scale(RID p_light_instance, int p_index) { - LightInstance *li = light_instance_owner.get_or_null(p_light_instance); - return li->shadow_transform[p_index].uv_scale; - } - - _FORCE_INLINE_ Rect2 light_instance_get_directional_shadow_atlas_rect(RID p_light_instance, int p_index) { - LightInstance *li = light_instance_owner.get_or_null(p_light_instance); - return li->shadow_transform[p_index].atlas_rect; - } - - _FORCE_INLINE_ float light_instance_get_directional_shadow_split(RID p_light_instance, int p_index) { - LightInstance *li = light_instance_owner.get_or_null(p_light_instance); - return li->shadow_transform[p_index].split; + _FORCE_INLINE_ bool is_using_physical_light_units() { + return use_physical_light_units; } - _FORCE_INLINE_ float light_instance_get_directional_shadow_texel_size(RID p_light_instance, int p_index) { - LightInstance *li = light_instance_owner.get_or_null(p_light_instance); - return li->shadow_transform[p_index].shadow_texel_size; - } - - _FORCE_INLINE_ void light_instance_set_render_pass(RID p_light_instance, uint64_t p_pass) { - LightInstance *li = light_instance_owner.get_or_null(p_light_instance); - li->last_pass = p_pass; - } - - _FORCE_INLINE_ uint64_t light_instance_get_render_pass(RID p_light_instance) { - LightInstance *li = light_instance_owner.get_or_null(p_light_instance); - return li->last_pass; - } - - _FORCE_INLINE_ ForwardID light_instance_get_forward_id(RID p_light_instance) { - LightInstance *li = light_instance_owner.get_or_null(p_light_instance); - return li->forward_id; - } + /* REFLECTION PROBE */ - _FORCE_INLINE_ RS::LightType light_instance_get_type(RID p_light_instance) { - LightInstance *li = light_instance_owner.get_or_null(p_light_instance); - return li->light_type; - } + virtual RID reflection_probe_create_framebuffer(RID p_color, RID p_depth); /* FOG VOLUMES */ + uint32_t get_volumetric_fog_size() const { return volumetric_fog_size; } + uint32_t get_volumetric_fog_depth() const { return volumetric_fog_depth; } + bool get_volumetric_fog_filter_active() const { return volumetric_fog_filter_active; } + virtual RID fog_volume_instance_create(RID p_fog_volume) override; virtual void fog_volume_instance_set_transform(RID p_fog_volume_instance, const Transform3D &p_transform) override; virtual void fog_volume_instance_set_active(RID p_fog_volume_instance, bool p_active) override; virtual RID fog_volume_instance_get_volume(RID p_fog_volume_instance) const override; virtual Vector3 fog_volume_instance_get_position(RID p_fog_volume_instance) const override; - virtual RID reflection_atlas_create() override; - virtual void reflection_atlas_set_size(RID p_ref_atlas, int p_reflection_size, int p_reflection_count) override; - virtual int reflection_atlas_get_size(RID p_ref_atlas) const override; - - _FORCE_INLINE_ RID reflection_atlas_get_texture(RID p_ref_atlas) { - ReflectionAtlas *atlas = reflection_atlas_owner.get_or_null(p_ref_atlas); - ERR_FAIL_COND_V(!atlas, RID()); - return atlas->reflection; - } - - virtual RID reflection_probe_instance_create(RID p_probe) override; - virtual void reflection_probe_instance_set_transform(RID p_instance, const Transform3D &p_transform) override; - virtual void reflection_probe_release_atlas_index(RID p_instance) override; - virtual bool reflection_probe_instance_needs_redraw(RID p_instance) override; - virtual bool reflection_probe_instance_has_reflection(RID p_instance) override; - virtual bool reflection_probe_instance_begin_render(RID p_instance, RID p_reflection_atlas) override; - virtual RID reflection_probe_create_framebuffer(RID p_color, RID p_depth); - virtual bool reflection_probe_instance_postprocess_step(RID p_instance) override; - - uint32_t reflection_probe_instance_get_resolution(RID p_instance); - RID reflection_probe_instance_get_framebuffer(RID p_instance, int p_index); - RID reflection_probe_instance_get_depth_framebuffer(RID p_instance, int p_index); - - _FORCE_INLINE_ RID reflection_probe_instance_get_probe(RID p_instance) { - ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance); - ERR_FAIL_COND_V(!rpi, RID()); - - return rpi->probe; - } - - _FORCE_INLINE_ ForwardID reflection_probe_instance_get_forward_id(RID p_instance) { - ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance); - ERR_FAIL_COND_V(!rpi, 0); - - return rpi->forward_id; - } - - _FORCE_INLINE_ void reflection_probe_instance_set_render_pass(RID p_instance, uint32_t p_render_pass) { - ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance); - ERR_FAIL_COND(!rpi); - rpi->last_pass = p_render_pass; - } - - _FORCE_INLINE_ uint32_t reflection_probe_instance_get_render_pass(RID p_instance) { - ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance); - ERR_FAIL_COND_V(!rpi, 0); - - return rpi->last_pass; - } - - _FORCE_INLINE_ Transform3D reflection_probe_instance_get_transform(RID p_instance) { - ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance); - ERR_FAIL_COND_V(!rpi, Transform3D()); - - return rpi->transform; - } - - _FORCE_INLINE_ int reflection_probe_instance_get_atlas_index(RID p_instance) { - ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance); - ERR_FAIL_COND_V(!rpi, -1); - - return rpi->atlas_index; - } - - virtual RID decal_instance_create(RID p_decal) override; - virtual void decal_instance_set_transform(RID p_decal, const Transform3D &p_transform) override; - - _FORCE_INLINE_ RID decal_instance_get_base(RID p_decal) const { - DecalInstance *decal = decal_instance_owner.get_or_null(p_decal); - return decal->decal; - } - - _FORCE_INLINE_ ForwardID decal_instance_get_forward_id(RID p_decal) const { - DecalInstance *decal = decal_instance_owner.get_or_null(p_decal); - return decal->forward_id; - } - - _FORCE_INLINE_ Transform3D decal_instance_get_transform(RID p_decal) const { - DecalInstance *decal = decal_instance_owner.get_or_null(p_decal); - return decal->transform; - } - - virtual RID lightmap_instance_create(RID p_lightmap) override; - virtual void lightmap_instance_set_transform(RID p_lightmap, const Transform3D &p_transform) override; - _FORCE_INLINE_ bool lightmap_instance_is_valid(RID p_lightmap_instance) { - return lightmap_instance_owner.get_or_null(p_lightmap_instance) != nullptr; - } - - _FORCE_INLINE_ RID lightmap_instance_get_lightmap(RID p_lightmap_instance) { - LightmapInstance *li = lightmap_instance_owner.get_or_null(p_lightmap_instance); - return li->lightmap; - } - _FORCE_INLINE_ Transform3D lightmap_instance_get_transform(RID p_lightmap_instance) { - LightmapInstance *li = lightmap_instance_owner.get_or_null(p_lightmap_instance); - return li->transform; - } - /* gi light probes */ virtual RID voxel_gi_instance_create(RID p_base) override; virtual void voxel_gi_instance_set_transform_to_data(RID p_probe, const Transform3D &p_xform) override; virtual bool voxel_gi_needs_update(RID p_probe) const override; - virtual void voxel_gi_update(RID p_probe, bool p_update_light_instances, const Vector<RID> &p_light_instances, const PagedArray<RendererSceneRender::GeometryInstance *> &p_dynamic_objects) override; + virtual void voxel_gi_update(RID p_probe, bool p_update_light_instances, const Vector<RID> &p_light_instances, const PagedArray<RenderGeometryInstance *> &p_dynamic_objects) override; virtual void voxel_gi_set_quality(RS::VoxelGIQuality p_quality) override { gi.voxel_gi_quality = p_quality; } /* render buffers */ @@ -1401,46 +283,19 @@ public: virtual float _render_buffers_get_luminance_multiplier(); virtual RD::DataFormat _render_buffers_get_color_format(); virtual bool _render_buffers_can_be_storage(); - virtual RID render_buffers_create() override; - virtual void render_buffers_configure(RID p_render_buffers, RID p_render_target, int p_internal_width, int p_internal_height, int p_width, int p_height, float p_fsr_sharpness, float p_fsr_mipmap_bias, RS::ViewportMSAA p_msaa, RS::ViewportScreenSpaceAA p_screen_space_aa, bool p_use_taa, bool p_use_debanding, uint32_t p_view_count) override; + virtual Ref<RenderSceneBuffers> render_buffers_create() override; virtual void gi_set_use_half_resolution(bool p_enable) override; - RID render_buffers_get_depth_texture(RID p_render_buffers); - RID render_buffers_get_ao_texture(RID p_render_buffers); - RID render_buffers_get_ssil_texture(RID p_render_buffers); - RID render_buffers_get_back_buffer_texture(RID p_render_buffers); - RID render_buffers_get_back_depth_texture(RID p_render_buffers); - RID render_buffers_get_voxel_gi_buffer(RID p_render_buffers); RID render_buffers_get_default_voxel_gi_buffer(); - RID render_buffers_get_gi_ambient_texture(RID p_render_buffers); - RID render_buffers_get_gi_reflection_texture(RID p_render_buffers); - - uint32_t render_buffers_get_sdfgi_cascade_count(RID p_render_buffers) const; - bool render_buffers_is_sdfgi_enabled(RID p_render_buffers) const; - RID render_buffers_get_sdfgi_irradiance_probes(RID p_render_buffers) const; - Vector3 render_buffers_get_sdfgi_cascade_offset(RID p_render_buffers, uint32_t p_cascade) const; - Vector3i render_buffers_get_sdfgi_cascade_probe_offset(RID p_render_buffers, uint32_t p_cascade) const; - float render_buffers_get_sdfgi_cascade_probe_size(RID p_render_buffers, uint32_t p_cascade) const; - float render_buffers_get_sdfgi_normal_bias(RID p_render_buffers) const; - uint32_t render_buffers_get_sdfgi_cascade_probe_count(RID p_render_buffers) const; - uint32_t render_buffers_get_sdfgi_cascade_size(RID p_render_buffers) const; - bool render_buffers_is_sdfgi_using_occlusion(RID p_render_buffers) const; - float render_buffers_get_sdfgi_energy(RID p_render_buffers) const; - RID render_buffers_get_sdfgi_occlusion_texture(RID p_render_buffers) const; - - bool render_buffers_has_volumetric_fog(RID p_render_buffers) const; - RID render_buffers_get_volumetric_fog_texture(RID p_render_buffers); - RID render_buffers_get_volumetric_fog_sky_uniform_set(RID p_render_buffers); - float render_buffers_get_volumetric_fog_end(RID p_render_buffers); - float render_buffers_get_volumetric_fog_detail_spread(RID p_render_buffers); + virtual void base_uniforms_changed() = 0; 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<GeometryInstance *> &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(const Ref<RenderSceneBuffers> &p_render_buffers, const CameraData *p_camera_data, const CameraData *p_prev_camera_data, const PagedArray<RenderGeometryInstance *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_voxel_gi_instances, const PagedArray<RID> &p_decals, const PagedArray<RID> &p_lightmaps, const PagedArray<RID> &p_fog_volumes, RID p_environment, RID p_camera_attributes, RID p_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, RenderingMethod::RenderInfo *r_render_info = nullptr) override; - virtual void render_material(const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, const PagedArray<GeometryInstance *> &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) override; - virtual void render_particle_collider_heightfield(RID p_collider, const Transform3D &p_transform, const PagedArray<GeometryInstance *> &p_instances) override; + virtual void render_particle_collider_heightfield(RID p_collider, const Transform3D &p_transform, const PagedArray<RenderGeometryInstance *> &p_instances) override; virtual void set_scene_pass(uint64_t p_pass) override { scene_pass = p_pass; @@ -1454,38 +309,62 @@ public: virtual float screen_space_roughness_limiter_get_amount() const; virtual float screen_space_roughness_limiter_get_limit() const; - virtual void sub_surface_scattering_set_quality(RS::SubSurfaceScatteringQuality p_quality) override; - RS::SubSurfaceScatteringQuality sub_surface_scattering_get_quality() const; - virtual void sub_surface_scattering_set_scale(float p_scale, float p_depth_scale) override; - virtual void positional_soft_shadow_filter_set_quality(RS::ShadowQuality p_quality) override; virtual void directional_soft_shadow_filter_set_quality(RS::ShadowQuality p_quality) override; virtual void decals_set_filter(RS::DecalFilter p_filter) override; virtual void light_projectors_set_filter(RS::LightProjectorFilter p_filter) override; - _FORCE_INLINE_ RS::ShadowQuality shadows_quality_get() const { return shadows_quality; } - _FORCE_INLINE_ RS::ShadowQuality directional_shadow_quality_get() const { return directional_shadow_quality; } - _FORCE_INLINE_ float shadows_quality_radius_get() const { return shadows_quality_radius; } - _FORCE_INLINE_ float directional_shadow_quality_radius_get() const { return directional_shadow_quality_radius; } + _FORCE_INLINE_ RS::ShadowQuality shadows_quality_get() const { + return shadows_quality; + } + _FORCE_INLINE_ RS::ShadowQuality directional_shadow_quality_get() const { + return directional_shadow_quality; + } + _FORCE_INLINE_ float shadows_quality_radius_get() const { + return shadows_quality_radius; + } + _FORCE_INLINE_ float directional_shadow_quality_radius_get() const { + return directional_shadow_quality_radius; + } - _FORCE_INLINE_ float *directional_penumbra_shadow_kernel_get() { return directional_penumbra_shadow_kernel; } - _FORCE_INLINE_ float *directional_soft_shadow_kernel_get() { return directional_soft_shadow_kernel; } - _FORCE_INLINE_ float *penumbra_shadow_kernel_get() { return penumbra_shadow_kernel; } - _FORCE_INLINE_ float *soft_shadow_kernel_get() { return soft_shadow_kernel; } + _FORCE_INLINE_ float *directional_penumbra_shadow_kernel_get() { + return directional_penumbra_shadow_kernel; + } + _FORCE_INLINE_ float *directional_soft_shadow_kernel_get() { + return directional_soft_shadow_kernel; + } + _FORCE_INLINE_ float *penumbra_shadow_kernel_get() { + return penumbra_shadow_kernel; + } + _FORCE_INLINE_ float *soft_shadow_kernel_get() { + return soft_shadow_kernel; + } - _FORCE_INLINE_ int directional_penumbra_shadow_samples_get() const { return directional_penumbra_shadow_samples; } - _FORCE_INLINE_ int directional_soft_shadow_samples_get() const { return directional_soft_shadow_samples; } - _FORCE_INLINE_ int penumbra_shadow_samples_get() const { return penumbra_shadow_samples; } - _FORCE_INLINE_ int soft_shadow_samples_get() const { return soft_shadow_samples; } + _FORCE_INLINE_ int directional_penumbra_shadow_samples_get() const { + return directional_penumbra_shadow_samples; + } + _FORCE_INLINE_ int directional_soft_shadow_samples_get() const { + return directional_soft_shadow_samples; + } + _FORCE_INLINE_ int penumbra_shadow_samples_get() const { + return penumbra_shadow_samples; + } + _FORCE_INLINE_ int soft_shadow_samples_get() const { + return soft_shadow_samples; + } - _FORCE_INLINE_ RS::LightProjectorFilter light_projectors_get_filter() const { return light_projectors_filter; } - _FORCE_INLINE_ RS::DecalFilter decals_get_filter() const { return decals_filter; } + _FORCE_INLINE_ RS::LightProjectorFilter light_projectors_get_filter() const { + return light_projectors_filter; + } + _FORCE_INLINE_ RS::DecalFilter decals_get_filter() const { + return decals_filter; + } int get_roughness_layers() const; bool is_using_radiance_cubemap_array() const; - virtual TypedArray<Image> bake_render_uv2(RID p_base, const Vector<RID> &p_material_overrides, const Size2i &p_image_size) override; + virtual TypedArray<Image> bake_render_uv2(RID p_base, const TypedArray<RID> &p_material_overrides, const Size2i &p_image_size) override; virtual bool free(RID p_rid) override; @@ -1498,18 +377,10 @@ public: virtual void set_time(double p_time, double p_step) override; - RID get_reflection_probe_buffer(); - RID get_omni_light_buffer(); - RID get_spot_light_buffer(); - RID get_directional_light_buffer(); - RID get_decal_buffer(); - int get_max_directional_lights() const; - virtual void sdfgi_set_debug_probe_select(const Vector3 &p_position, const Vector3 &p_dir) override; virtual bool is_vrs_supported() const; virtual bool is_dynamic_gi_supported() const; - virtual bool is_clustered_enabled() const; virtual bool is_volumetric_supported() const; virtual uint32_t get_max_elements() const; @@ -1519,4 +390,4 @@ public: ~RendererSceneRenderRD(); }; -#endif // RASTERIZER_SCENE_RD_H +#endif // RENDERER_SCENE_RENDER_RD_H diff --git a/servers/rendering/renderer_rd/shader_rd.cpp b/servers/rendering/renderer_rd/shader_rd.cpp index 04e05380f1..5e9eadadd9 100644 --- a/servers/rendering/renderer_rd/shader_rd.cpp +++ b/servers/rendering/renderer_rd/shader_rd.cpp @@ -177,9 +177,10 @@ void ShaderRD::_build_variant_code(StringBuilder &builder, uint32_t p_variant, c for (const KeyValue<StringName, CharString> &E : p_version->code_sections) { builder.append(String("#define ") + String(E.key) + "_CODE_USED\n"); } -#if defined(OSX_ENABLED) || defined(IPHONE_ENABLED) +#if defined(MACOS_ENABLED) || defined(IOS_ENABLED) builder.append("#define MOLTENVK_USED\n"); #endif + builder.append(String("#define RENDER_DRIVER_") + OS::get_singleton()->get_current_rendering_driver_name().to_upper() + "\n"); } break; case StageTemplate::Chunk::TYPE_MATERIAL_UNIFORMS: { builder.append(p_version->uniforms.get_data()); //uniforms (same for vertex and fragment) @@ -380,7 +381,7 @@ static const uint32_t cache_file_version = 2; bool ShaderRD::_load_from_cache(Version *p_version) { String sha1 = _version_get_sha1(p_version); - String path = shader_cache_dir.plus_file(name).plus_file(base_sha256).plus_file(sha1) + ".cache"; + String path = shader_cache_dir.path_join(name).path_join(base_sha256).path_join(sha1) + ".cache"; Ref<FileAccess> f = FileAccess::open(path, FileAccess::READ); if (f.is_null()) { @@ -443,7 +444,7 @@ bool ShaderRD::_load_from_cache(Version *p_version) { void ShaderRD::_save_to_cache(Version *p_version) { String sha1 = _version_get_sha1(p_version); - String path = shader_cache_dir.plus_file(name).plus_file(base_sha256).plus_file(sha1) + ".cache"; + String path = shader_cache_dir.path_join(name).path_join(base_sha256).path_join(sha1) + ".cache"; Ref<FileAccess> f = FileAccess::open(path, FileAccess::WRITE); ERR_FAIL_COND(f.is_null()); @@ -476,7 +477,9 @@ void ShaderRD::_compile_version(Version *p_version) { #if 1 - RendererThreadPool::singleton->thread_work_pool.do_work(variant_defines.size(), this, &ShaderRD::_compile_variant, p_version); + WorkerThreadPool::GroupID group_task = WorkerThreadPool::get_singleton()->add_template_group_task(this, &ShaderRD::_compile_variant, p_version, variant_defines.size(), -1, true, SNAME("ShaderCompilation")); + WorkerThreadPool::get_singleton()->wait_for_group_task_completion(group_task); + #else for (int i = 0; i < variant_defines.size(); i++) { _compile_variant(i, p_version); diff --git a/servers/rendering/renderer_rd/shaders/SCsub b/servers/rendering/renderer_rd/shaders/SCsub index d352743908..5405985741 100644 --- a/servers/rendering/renderer_rd/shaders/SCsub +++ b/servers/rendering/renderer_rd/shaders/SCsub @@ -18,3 +18,5 @@ if "RD_GLSL" in env["BUILDERS"]: SConscript("effects/SCsub") SConscript("environment/SCsub") +SConscript("forward_clustered/SCsub") +SConscript("forward_mobile/SCsub") diff --git a/servers/rendering/renderer_rd/shaders/canvas.glsl b/servers/rendering/renderer_rd/shaders/canvas.glsl index f8e9020f9f..45dc63aa17 100644 --- a/servers/rendering/renderer_rd/shaders/canvas.glsl +++ b/servers/rendering/renderer_rd/shaders/canvas.glsl @@ -313,6 +313,14 @@ vec4 light_compute( vec2 uv, vec4 color, bool is_directional) { vec4 light = vec4(0.0); + vec3 light_direction = vec3(0.0); + + if (is_directional) { + light_direction = normalize(mix(vec3(light_position.xy, 0.0), vec3(0, 0, 1), light_position.z)); + light_position = vec3(0.0); + } else { + light_direction = normalize(light_position - light_vertex); + } #CODE : LIGHT @@ -509,7 +517,13 @@ void main() { float a = clamp(d * px_size + 0.5, 0.0, 1.0); color.a = a * color.a; } - + } else if (bool(draw_data.flags & FLAGS_USE_LCD)) { + vec4 lcd_sample = texture(sampler2D(color_texture, texture_sampler), uv); + if (lcd_sample.a == 1.0) { + color.rgb = lcd_sample.rgb * color.a; + } else { + color = vec4(0.0, 0.0, 0.0, 0.0); + } } else { #else { @@ -589,9 +603,11 @@ void main() { color = vec4(0.0); //invisible by default due to using light mask } + vec4 original_color = color; + #ifdef MODE_LIGHT_ONLY color = vec4(0.0); -#else +#elif !defined(MODE_UNSHADED) color *= canvas_data.canvas_modulation; #endif @@ -630,6 +646,8 @@ void main() { ); } + light_color.rgb *= original_color.rgb; + light_blend_compute(light_base, light_color, color.rgb); } @@ -676,7 +694,6 @@ void main() { vec3 light_pos = vec3(light_array.data[light_base].position, light_array.data[light_base].height); vec3 pos = light_vertex; vec3 light_vec = normalize(light_pos - pos); - float cNdotL = max(0.0, dot(normal, light_vec)); light_color.rgb = light_normal_compute(light_vec, normal, base_color, light_color.rgb, specular_shininess, specular_shininess_used); } @@ -726,6 +743,8 @@ void main() { ); } + light_color.rgb *= original_color.rgb; + light_blend_compute(light_base, light_color, color.rgb); } #endif diff --git a/servers/rendering/renderer_rd/shaders/canvas_uniforms_inc.glsl b/servers/rendering/renderer_rd/shaders/canvas_uniforms_inc.glsl index 12f57b0178..1b627a3e81 100644 --- a/servers/rendering/renderer_rd/shaders/canvas_uniforms_inc.glsl +++ b/servers/rendering/renderer_rd/shaders/canvas_uniforms_inc.glsl @@ -25,6 +25,7 @@ #define FLAGS_DEFAULT_SPECULAR_MAP_USED (1 << 27) #define FLAGS_USE_MSDF (1 << 28) +#define FLAGS_USE_LCD (1 << 29) #define SAMPLER_NEAREST_CLAMP 0 #define SAMPLER_LINEAR_CLAMP 1 @@ -138,10 +139,10 @@ layout(set = 0, binding = 7) uniform texture2D sdf_texture; layout(set = 0, binding = 8) uniform sampler material_samplers[12]; -layout(set = 0, binding = 9, std430) restrict readonly buffer GlobalVariableData { +layout(set = 0, binding = 9, std430) restrict readonly buffer GlobalShaderUniformData { vec4 data[]; } -global_variables; +global_shader_uniforms; /* SET1: Is reserved for the material */ diff --git a/servers/rendering/renderer_rd/shaders/effects/SCsub b/servers/rendering/renderer_rd/shaders/effects/SCsub index 741da8fe69..f06a2d86e2 100644 --- a/servers/rendering/renderer_rd/shaders/effects/SCsub +++ b/servers/rendering/renderer_rd/shaders/effects/SCsub @@ -4,7 +4,7 @@ Import("env") if "RD_GLSL" in env["BUILDERS"]: # find all include files - gl_include_files = [str(f) for f in Glob("*_inc.glsl")] + gl_include_files = [str(f) for f in Glob("*_inc.glsl")] + [str(f) for f in Glob("../*_inc.glsl")] # find all shader code(all glsl files excluding our include files) glsl_files = [str(f) for f in Glob("*.glsl") if str(f) not in gl_include_files] 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 0438671dd2..fe770ac065 100644 --- a/servers/rendering/renderer_rd/shaders/effects/bokeh_dof.glsl +++ b/servers/rendering/renderer_rd/shaders/effects/bokeh_dof.glsl @@ -30,7 +30,7 @@ layout(set = 1, binding = 0) uniform sampler2D source_bokeh; #ifdef MODE_GEN_BLUR_SIZE float get_depth_at_pos(vec2 uv) { - float depth = textureLod(source_depth, uv, 0.0).x; + float depth = textureLod(source_depth, uv, 0.0).x * 2.0 - 1.0; if (params.orthogonal) { depth = ((depth + (params.z_far + params.z_near) / (params.z_far - params.z_near)) * (params.z_far - params.z_near)) / 2.0; } else { @@ -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; @@ -172,6 +186,7 @@ void main() { uv += pixel_size * 0.5; //half pixel to read centers vec4 color = texture(color_texture, uv); + float initial_blur = color.a; float accum = 1.0; float radius = params.blur_scale; @@ -179,8 +194,8 @@ void main() { vec2 suv = uv + vec2(cos(ang), sin(ang)) * pixel_size * radius; vec4 sample_color = texture(color_texture, suv); float sample_size = abs(sample_color.a); - if (sample_color.a > color.a) { - sample_size = clamp(sample_size, 0.0, abs(color.a) * 2.0); + if (sample_color.a > initial_blur) { + sample_size = clamp(sample_size, 0.0, abs(initial_blur) * 2.0); } float m = smoothstep(radius - 0.5, radius + 0.5, sample_size); 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 a3b3938ee9..1b487835d2 100644 --- a/servers/rendering/renderer_rd/shaders/effects/bokeh_dof_raster.glsl +++ b/servers/rendering/renderer_rd/shaders/effects/bokeh_dof_raster.glsl @@ -52,7 +52,7 @@ layout(set = 2, binding = 0) uniform sampler2D original_weight; #ifdef MODE_GEN_BLUR_SIZE float get_depth_at_pos(vec2 uv) { - float depth = textureLod(source_depth, uv, 0.0).x; + float depth = textureLod(source_depth, uv, 0.0).x * 2.0 - 1.0; if (params.orthogonal) { depth = ((depth + (params.z_far + params.z_near) / (params.z_far - params.z_near)) * (params.z_far - params.z_near)) / 2.0; } else { @@ -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; @@ -207,12 +221,9 @@ void main() { vec4 sample_color = texture(source_color, uv_adj); sample_color.a = texture(source_weight, uv_adj).r; - float limit; - - if (sample_color.a < color.a) { - limit = abs(sample_color.a); - } else { - limit = abs(color.a); + float limit = abs(sample_color.a); + if (sample_color.a > color.a) { + limit = clamp(limit, 0.0, abs(color.a) * 2.0); } limit -= DEPTH_GAP; 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/fsr_upscale.glsl b/servers/rendering/renderer_rd/shaders/effects/fsr_upscale.glsl index c8eb78a2f0..c8eb78a2f0 100644 --- a/servers/rendering/renderer_rd/shaders/fsr_upscale.glsl +++ b/servers/rendering/renderer_rd/shaders/effects/fsr_upscale.glsl diff --git a/servers/rendering/renderer_rd/shaders/screen_space_reflection.glsl b/servers/rendering/renderer_rd/shaders/effects/screen_space_reflection.glsl index a416891ff2..9d8294a7da 100644 --- a/servers/rendering/renderer_rd/shaders/screen_space_reflection.glsl +++ b/servers/rendering/renderer_rd/shaders/effects/screen_space_reflection.glsl @@ -30,14 +30,14 @@ layout(push_constant, std430) uniform Params { bool orthogonal; float filter_mipmap_levels; bool use_half_res; - uint metallic_mask; - - mat4 projection; + uint view_index; } params; +#include "screen_space_reflection_inc.glsl" + vec2 view_to_screen(vec3 view_pos, out float w) { - vec4 projected = params.projection * vec4(view_pos, 1.0); + vec4 projected = scene_data.projection[params.view_index] * vec4(view_pos, 1.0); projected.xyz /= projected.w; projected.xy = projected.xy * 0.5 + 0.5; w = projected.w; @@ -46,24 +46,16 @@ vec2 view_to_screen(vec3 view_pos, out float w) { #define M_PI 3.14159265359 -vec3 reconstructCSPosition(vec2 S, float z) { - if (params.orthogonal) { - return vec3((S.xy * params.proj_info.xy + params.proj_info.zw), z); - } else { - return vec3((S.xy * params.proj_info.xy + params.proj_info.zw) * z, z); - } -} - void main() { // Pixel being shaded ivec2 ssC = ivec2(gl_GlobalInvocationID.xy); - if (any(greaterThanEqual(ssC, params.screen_size))) { //too large, do nothing + if (any(greaterThanEqual(ssC.xy, params.screen_size))) { //too large, do nothing return; } vec2 pixel_size = 1.0 / vec2(params.screen_size); - vec2 uv = vec2(ssC) * pixel_size; + vec2 uv = vec2(ssC.xy) * pixel_size; uv += pixel_size * 0.5; @@ -77,7 +69,12 @@ void main() { normal = normalize(normal); normal.y = -normal.y; //because this code reads flipped - vec3 view_dir = normalize(vertex); + vec3 view_dir; + if (sc_multiview) { + view_dir = normalize(vertex + scene_data.eye_offset[params.view_index].xyz); + } else { + view_dir = normalize(vertex); + } vec3 ray_dir = normalize(reflect(view_dir, normal)); if (dot(ray_dir, normal) < 0.001) { @@ -124,7 +121,7 @@ void main() { // clip z and w advance to line advance vec2 line_advance = normalize(line_dir); // down to pixel - float step_size = length(line_advance) / length(line_dir); + float step_size = 1.0 / length(line_dir); float z_advance = z_dir * step_size; // adapt z advance to line advance float w_advance = w_dir * step_size; // adapt w advance to line advance @@ -142,6 +139,14 @@ void main() { float depth; vec2 prev_pos = pos; + if (ivec2(pos + line_advance - 0.5) == ssC) { + // It is possible for rounding to cause our first pixel to check to be the pixel we're reflecting. + // Make sure we skip it + pos += line_advance; + z += z_advance; + w += w_advance; + } + bool found = false; float steps_taken = 0.0; @@ -152,20 +157,33 @@ void main() { w += w_advance; // convert to linear depth - - depth = imageLoad(source_depth, ivec2(pos - 0.5)).r; + ivec2 test_pos = ivec2(pos - 0.5); + depth = imageLoad(source_depth, test_pos).r; + if (sc_multiview) { + depth = depth * 2.0 - 1.0; + depth = 2.0 * params.camera_z_near * params.camera_z_far / (params.camera_z_far + params.camera_z_near - depth * (params.camera_z_far - params.camera_z_near)); + depth = -depth; + } z_from = z_to; z_to = z / w; if (depth > z_to) { - // if depth was surpassed - if (depth <= max(z_to, z_from) + params.depth_tolerance && -depth < params.camera_z_far) { - // check the depth tolerance and far clip - // check that normal is valid - found = true; + // Test if our ray is hitting the "right" side of the surface, if not we're likely self reflecting and should skip. + vec4 test_normal_roughness = imageLoad(source_normal_roughness, test_pos); + vec3 test_normal = test_normal_roughness.xyz * 2.0 - 1.0; + test_normal = normalize(test_normal); + test_normal.y = -test_normal.y; //because this code reads flipped + + if (dot(ray_dir, test_normal) < 0.001) { + // if depth was surpassed + if (depth <= max(z_to, z_from) + params.depth_tolerance && -depth < params.camera_z_far * 0.95) { + // check the depth tolerance and far clip + // check that normal is valid + found = true; + } + break; } - break; } steps_taken += 1.0; @@ -175,17 +193,18 @@ void main() { if (found) { float margin_blend = 1.0; - vec2 margin = vec2((params.screen_size.x + params.screen_size.y) * 0.5 * 0.05); // make a uniform margin - if (any(bvec4(lessThan(pos, -margin), greaterThan(pos, params.screen_size + margin)))) { - // clip outside screen + margin + vec2 margin = vec2((params.screen_size.x + params.screen_size.y) * 0.05); // make a uniform margin + if (any(bvec4(lessThan(pos, vec2(0.0, 0.0)), greaterThan(pos, params.screen_size)))) { + // clip at the screen edges imageStore(ssr_image, ssC, vec4(0.0)); return; } { - //blend fading out towards external margin - vec2 margin_grad = mix(pos - params.screen_size, -pos, lessThan(pos, vec2(0.0))); - margin_blend = 1.0 - smoothstep(0.0, margin.x, max(margin_grad.x, margin_grad.y)); + //blend fading out towards inner margin + // 0.5 = midpoint of reflection + vec2 margin_grad = mix(params.screen_size - pos, pos, lessThan(pos, params.screen_size * 0.5)); + margin_blend = smoothstep(0.0, margin.x * margin.y, margin_grad.x * margin_grad.y); //margin_blend = 1.0; } @@ -222,16 +241,21 @@ void main() { blur_radius = (a * (sqrt(a2 + fh2) - a)) / (4.0f * h); } } - final_color = imageLoad(source_diffuse, ivec2((final_pos - 0.5) * pixel_size)); imageStore(blur_radius_image, ssC, vec4(blur_radius / 255.0)); //stored in r8 -#endif +#endif // MODE_ROUGH final_color = vec4(imageLoad(source_diffuse, ivec2(final_pos - 0.5)).rgb, fade * margin_blend); - //change blend by metallic - vec4 metallic_mask = unpackUnorm4x8(params.metallic_mask); - final_color.a *= dot(metallic_mask, texelFetch(source_metallic, ssC << 1, 0)); + + // Schlick term. + float metallic = texelFetch(source_metallic, ssC << 1, 0).w; + float f0 = mix(0.04, 1.0, metallic); // Assume a "specular" amount of 0.5 + normal.y = -normal.y; + float m = clamp(1.0 - dot(normalize(normal), -view_dir), 0.0, 1.0); + float m2 = m * m; + m = m2 * m2 * m; // pow(m,5) + final_color.a *= f0 + (1.0 - f0) * m; // Fresnel Schlick term. imageStore(ssr_image, ssC, final_color); diff --git a/servers/rendering/renderer_rd/shaders/screen_space_reflection_filter.glsl b/servers/rendering/renderer_rd/shaders/effects/screen_space_reflection_filter.glsl index 20e1712496..a63d60e0b2 100644 --- a/servers/rendering/renderer_rd/shaders/screen_space_reflection_filter.glsl +++ b/servers/rendering/renderer_rd/shaders/effects/screen_space_reflection_filter.glsl @@ -22,7 +22,7 @@ layout(push_constant, std430) uniform Params { bool orthogonal; float edge_tolerance; int increment; - uint pad; + uint view_index; ivec2 screen_size; bool vertical; @@ -30,6 +30,8 @@ layout(push_constant, std430) uniform Params { } params; +#include "screen_space_reflection_inc.glsl" + #define GAUSS_TABLE_SIZE 15 const float gauss_table[GAUSS_TABLE_SIZE + 1] = float[]( @@ -64,14 +66,6 @@ float gauss_weight(float p_val) { #define M_PI 3.14159265359 -vec3 reconstructCSPosition(vec2 S, float z) { - if (params.orthogonal) { - return vec3((S.xy * params.proj_info.xy + params.proj_info.zw), z); - } else { - return vec3((S.xy * params.proj_info.xy + params.proj_info.zw) * z, z); - } -} - void do_filter(inout vec4 accum, inout float accum_radius, inout float divisor, ivec2 texcoord, ivec2 increment, vec3 p_pos, vec3 normal, float p_limit_radius) { for (int i = 1; i < params.steps; i++) { float d = float(i * params.increment); @@ -110,7 +104,7 @@ void main() { // Pixel being shaded ivec2 ssC = ivec2(gl_GlobalInvocationID.xy); - if (any(greaterThanEqual(ssC, params.screen_size))) { //too large, do nothing + if (any(greaterThanEqual(ssC.xy, params.screen_size))) { //too large, do nothing return; } @@ -130,13 +124,13 @@ void main() { ivec2 direction = ivec2(params.increment, 0); #endif float depth = imageLoad(source_depth, ssC).r; - vec3 pos = reconstructCSPosition(vec2(ssC) + 0.5, depth); + vec3 pos = reconstructCSPosition(vec2(ssC.xy) + 0.5, depth); vec3 normal = imageLoad(source_normal, ssC).xyz * 2.0 - 1.0; normal = normalize(normal); normal.y = -normal.y; - do_filter(accum, accum_radius, divisor, ssC, direction, pos, normal, radius); - do_filter(accum, accum_radius, divisor, ssC, -direction, pos, normal, radius); + do_filter(accum, accum_radius, divisor, ssC.xy, direction, pos, normal, radius); + do_filter(accum, accum_radius, divisor, ssC.xy, -direction, pos, normal, radius); if (divisor > 0.0) { accum /= divisor; diff --git a/servers/rendering/renderer_rd/shaders/effects/screen_space_reflection_inc.glsl b/servers/rendering/renderer_rd/shaders/effects/screen_space_reflection_inc.glsl new file mode 100644 index 0000000000..26405ab040 --- /dev/null +++ b/servers/rendering/renderer_rd/shaders/effects/screen_space_reflection_inc.glsl @@ -0,0 +1,28 @@ +layout(constant_id = 0) const bool sc_multiview = false; + +layout(set = 4, binding = 0, std140) uniform SceneData { + mat4x4 projection[2]; + mat4x4 inv_projection[2]; + vec4 eye_offset[2]; +} +scene_data; + +vec3 reconstructCSPosition(vec2 screen_pos, float z) { + if (sc_multiview) { + vec4 pos; + pos.xy = (2.0 * vec2(screen_pos) / vec2(params.screen_size)) - 1.0; + pos.z = z * 2.0 - 1.0; + pos.w = 1.0; + + pos = scene_data.inv_projection[params.view_index] * pos; + pos.xyz /= pos.w; + + return pos.xyz; + } else { + if (params.orthogonal) { + return vec3((screen_pos.xy * params.proj_info.xy + params.proj_info.zw), z); + } else { + return vec3((screen_pos.xy * params.proj_info.xy + params.proj_info.zw) * z, z); + } + } +} diff --git a/servers/rendering/renderer_rd/shaders/screen_space_reflection_scale.glsl b/servers/rendering/renderer_rd/shaders/effects/screen_space_reflection_scale.glsl index 3f537e273a..a7da0812df 100644 --- a/servers/rendering/renderer_rd/shaders/screen_space_reflection_scale.glsl +++ b/servers/rendering/renderer_rd/shaders/effects/screen_space_reflection_scale.glsl @@ -6,6 +6,11 @@ layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in; +/* Specialization Constants (Toggles) */ + +layout(constant_id = 0) const bool sc_multiview = false; + +/* inputs */ layout(set = 0, binding = 0) uniform sampler2D source_ssr; layout(set = 1, binding = 0) uniform sampler2D source_depth; layout(set = 1, binding = 1) uniform sampler2D source_normal; @@ -28,7 +33,7 @@ void main() { // Pixel being shaded ivec2 ssC = ivec2(gl_GlobalInvocationID.xy); - if (any(greaterThanEqual(ssC, params.screen_size))) { //too large, do nothing + if (any(greaterThanEqual(ssC.xy, params.screen_size))) { //too large, do nothing return; } //do not filter, SSR will generate arctifacts if this is done @@ -57,13 +62,19 @@ void main() { normal.xyz += nr.xyz * 2.0 - 1.0; normal.w += nr.w; - d = d * 2.0 - 1.0; - if (params.orthogonal) { - d = ((d + (params.camera_z_far + params.camera_z_near) / (params.camera_z_far - params.camera_z_near)) * (params.camera_z_far - params.camera_z_near)) / 2.0; + if (sc_multiview) { + // we're doing a full unproject so we need the value as is. + depth += d; } else { - d = 2.0 * params.camera_z_near * params.camera_z_far / (params.camera_z_far + params.camera_z_near - d * (params.camera_z_far - params.camera_z_near)); + // unproject our Z value so we can use it directly. + d = d * 2.0 - 1.0; + if (params.orthogonal) { + d = ((d + (params.camera_z_far + params.camera_z_near) / (params.camera_z_far - params.camera_z_near)) * (params.camera_z_far - params.camera_z_near)) / 2.0; + } else { + d = 2.0 * params.camera_z_near * params.camera_z_far / (params.camera_z_far + params.camera_z_near - d * (params.camera_z_far - params.camera_z_near)); + } + depth += -d; } - depth += -d; } color /= 4.0; @@ -71,17 +82,22 @@ void main() { normal.xyz = normalize(normal.xyz / 4.0) * 0.5 + 0.5; normal.w /= 4.0; } else { - color = texelFetch(source_ssr, ssC << 1, 0); - depth = texelFetch(source_depth, ssC << 1, 0).r; - normal = texelFetch(source_normal, ssC << 1, 0); - - depth = depth * 2.0 - 1.0; - if (params.orthogonal) { - depth = ((depth + (params.camera_z_far + params.camera_z_near) / (params.camera_z_far - params.camera_z_near)) * (params.camera_z_far - params.camera_z_near)) / 2.0; - } else { - depth = 2.0 * params.camera_z_near * params.camera_z_far / (params.camera_z_far + params.camera_z_near - depth * (params.camera_z_far - params.camera_z_near)); + ivec2 ofs = ssC << 1; + + color = texelFetch(source_ssr, ofs, 0); + depth = texelFetch(source_depth, ofs, 0).r; + normal = texelFetch(source_normal, ofs, 0); + + if (!sc_multiview) { + // unproject our Z value so we can use it directly. + depth = depth * 2.0 - 1.0; + if (params.orthogonal) { + depth = ((depth + (params.camera_z_far + params.camera_z_near) / (params.camera_z_far - params.camera_z_near)) * (params.camera_z_far - params.camera_z_near)) / 2.0; + } else { + depth = 2.0 * params.camera_z_near * params.camera_z_far / (params.camera_z_far + params.camera_z_near - depth * (params.camera_z_far - params.camera_z_near)); + } + depth = -depth; } - depth = -depth; } imageStore(dest_ssr, ssC, color); diff --git a/servers/rendering/renderer_rd/shaders/effects/specular_merge.glsl b/servers/rendering/renderer_rd/shaders/effects/specular_merge.glsl new file mode 100644 index 0000000000..c62144fdaf --- /dev/null +++ b/servers/rendering/renderer_rd/shaders/effects/specular_merge.glsl @@ -0,0 +1,112 @@ +#[vertex] + +#version 450 + +#VERSION_DEFINES + +#if defined(USE_MULTIVIEW) && defined(has_VK_KHR_multiview) +#extension GL_EXT_multiview : enable +#endif + +#ifdef USE_MULTIVIEW +#ifdef has_VK_KHR_multiview +#define ViewIndex gl_ViewIndex +#else // has_VK_KHR_multiview +// !BAS! This needs to become an input once we implement our fallback! +#define ViewIndex 0 +#endif // has_VK_KHR_multiview +#else // USE_MULTIVIEW +// Set to zero, not supported in non stereo +#define ViewIndex 0 +#endif //USE_MULTIVIEW + +#ifdef USE_MULTIVIEW +layout(location = 0) out vec3 uv_interp; +#else // USE_MULTIVIEW +layout(location = 0) out vec2 uv_interp; +#endif //USE_MULTIVIEW + +void main() { + vec2 base_arr[4] = vec2[](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(1.0, 0.0)); + +#ifdef USE_MULTIVIEW + uv_interp = vec3(base_arr[gl_VertexIndex], ViewIndex); + + gl_Position = vec4(uv_interp.xy * 2.0 - 1.0, 0.0, 1.0); +#else + uv_interp = base_arr[gl_VertexIndex]; + + gl_Position = vec4(uv_interp * 2.0 - 1.0, 0.0, 1.0); +#endif +} + +#[fragment] + +#version 450 + +#VERSION_DEFINES + +#if defined(USE_MULTIVIEW) && defined(has_VK_KHR_multiview) +#extension GL_EXT_multiview : enable +#endif + +#ifdef USE_MULTIVIEW +#ifdef has_VK_KHR_multiview +#define ViewIndex gl_ViewIndex +#else // has_VK_KHR_multiview +// !BAS! This needs to become an input once we implement our fallback! +#define ViewIndex 0 +#endif // has_VK_KHR_multiview +#else // USE_MULTIVIEW +// Set to zero, not supported in non stereo +#define ViewIndex 0 +#endif //USE_MULTIVIEW + +#ifdef USE_MULTIVIEW +layout(location = 0) in vec3 uv_interp; +#else // USE_MULTIVIEW +layout(location = 0) in vec2 uv_interp; +#endif //USE_MULTIVIEW + +#ifdef USE_MULTIVIEW +layout(set = 0, binding = 0) uniform sampler2DArray specular; +#else // USE_MULTIVIEW +layout(set = 0, binding = 0) uniform sampler2D specular; +#endif //USE_MULTIVIEW + +#ifdef MODE_SSR + +#ifdef USE_MULTIVIEW +layout(set = 1, binding = 0) uniform sampler2DArray ssr; +#else // USE_MULTIVIEW +layout(set = 1, binding = 0) uniform sampler2D ssr; +#endif //USE_MULTIVIEW + +#endif + +#ifdef MODE_MERGE + +#ifdef USE_MULTIVIEW +layout(set = 2, binding = 0) uniform sampler2DArray diffuse; +#else // USE_MULTIVIEW +layout(set = 2, binding = 0) uniform sampler2D diffuse; +#endif //USE_MULTIVIEW + +#endif + +layout(location = 0) out vec4 frag_color; + +void main() { + frag_color.rgb = texture(specular, uv_interp).rgb; + frag_color.a = 0.0; +#ifdef MODE_SSR + + vec4 ssr_color = texture(ssr, uv_interp); + frag_color.rgb = mix(frag_color.rgb, ssr_color.rgb, ssr_color.a); +#endif + +#ifdef MODE_MERGE + frag_color += texture(diffuse, uv_interp); +#endif + //added using additive blend +} diff --git a/servers/rendering/renderer_rd/shaders/ss_effects_downsample.glsl b/servers/rendering/renderer_rd/shaders/effects/ss_effects_downsample.glsl index 134aae5ce7..134aae5ce7 100644 --- a/servers/rendering/renderer_rd/shaders/ss_effects_downsample.glsl +++ b/servers/rendering/renderer_rd/shaders/effects/ss_effects_downsample.glsl diff --git a/servers/rendering/renderer_rd/shaders/ssao.glsl b/servers/rendering/renderer_rd/shaders/effects/ssao.glsl index 2a87e273bc..2a87e273bc 100644 --- a/servers/rendering/renderer_rd/shaders/ssao.glsl +++ b/servers/rendering/renderer_rd/shaders/effects/ssao.glsl diff --git a/servers/rendering/renderer_rd/shaders/ssao_blur.glsl b/servers/rendering/renderer_rd/shaders/effects/ssao_blur.glsl index f42734c46d..f42734c46d 100644 --- a/servers/rendering/renderer_rd/shaders/ssao_blur.glsl +++ b/servers/rendering/renderer_rd/shaders/effects/ssao_blur.glsl diff --git a/servers/rendering/renderer_rd/shaders/ssao_importance_map.glsl b/servers/rendering/renderer_rd/shaders/effects/ssao_importance_map.glsl index 04f98964e8..04f98964e8 100644 --- a/servers/rendering/renderer_rd/shaders/ssao_importance_map.glsl +++ b/servers/rendering/renderer_rd/shaders/effects/ssao_importance_map.glsl diff --git a/servers/rendering/renderer_rd/shaders/ssao_interleave.glsl b/servers/rendering/renderer_rd/shaders/effects/ssao_interleave.glsl index f6a9a92fac..f6a9a92fac 100644 --- a/servers/rendering/renderer_rd/shaders/ssao_interleave.glsl +++ b/servers/rendering/renderer_rd/shaders/effects/ssao_interleave.glsl diff --git a/servers/rendering/renderer_rd/shaders/ssil.glsl b/servers/rendering/renderer_rd/shaders/effects/ssil.glsl index 513791dfbf..513791dfbf 100644 --- a/servers/rendering/renderer_rd/shaders/ssil.glsl +++ b/servers/rendering/renderer_rd/shaders/effects/ssil.glsl diff --git a/servers/rendering/renderer_rd/shaders/ssil_blur.glsl b/servers/rendering/renderer_rd/shaders/effects/ssil_blur.glsl index 47c56571f6..47c56571f6 100644 --- a/servers/rendering/renderer_rd/shaders/ssil_blur.glsl +++ b/servers/rendering/renderer_rd/shaders/effects/ssil_blur.glsl diff --git a/servers/rendering/renderer_rd/shaders/ssil_importance_map.glsl b/servers/rendering/renderer_rd/shaders/effects/ssil_importance_map.glsl index 6b6b02739d..6b6b02739d 100644 --- a/servers/rendering/renderer_rd/shaders/ssil_importance_map.glsl +++ b/servers/rendering/renderer_rd/shaders/effects/ssil_importance_map.glsl diff --git a/servers/rendering/renderer_rd/shaders/ssil_interleave.glsl b/servers/rendering/renderer_rd/shaders/effects/ssil_interleave.glsl index 9e86ac0cf0..9e86ac0cf0 100644 --- a/servers/rendering/renderer_rd/shaders/ssil_interleave.glsl +++ b/servers/rendering/renderer_rd/shaders/effects/ssil_interleave.glsl diff --git a/servers/rendering/renderer_rd/shaders/subsurface_scattering.glsl b/servers/rendering/renderer_rd/shaders/effects/subsurface_scattering.glsl index fb35d3cde6..fb35d3cde6 100644 --- a/servers/rendering/renderer_rd/shaders/subsurface_scattering.glsl +++ b/servers/rendering/renderer_rd/shaders/effects/subsurface_scattering.glsl diff --git a/servers/rendering/renderer_rd/shaders/taa_resolve.glsl b/servers/rendering/renderer_rd/shaders/effects/taa_resolve.glsl index ddd984ad83..b0a0839836 100644 --- a/servers/rendering/renderer_rd/shaders/taa_resolve.glsl +++ b/servers/rendering/renderer_rd/shaders/effects/taa_resolve.glsl @@ -189,7 +189,7 @@ vec3 sample_catmull_rom_9(sampler2D stex, vec2 uv, vec2 resolution) { // Source: https://gist.github.com/TheRealMJP/c83b8c0f46b63f3a88a5986f4fa982b1 // License: https://gist.github.com/TheRealMJP/bc503b0b87b643d3505d41eab8b332ae - // We're going to sample a a 4x4 grid of texels surrounding the target UV coordinate. We'll do this by rounding + // We're going to sample a 4x4 grid of texels surrounding the target UV coordinate. We'll do this by rounding // down the sample location to get the exact center of our "starting" texel. The starting texel will be at // location [1, 1] in the grid, where [0, 0] is the top left corner. vec2 sample_pos = uv * resolution; diff --git a/servers/rendering/renderer_rd/shaders/effects/tonemap.glsl b/servers/rendering/renderer_rd/shaders/effects/tonemap.glsl index 62a7b0e7d7..52aee8b648 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; @@ -360,15 +360,15 @@ vec3 do_fxaa(vec3 color, float exposure, vec2 uv_interp) { const float FXAA_SPAN_MAX = 8.0; #ifdef MULTIVIEW - vec3 rgbNW = textureLod(source_color, vec3(uv_interp + vec2(-1.0, -1.0) * params.pixel_size, ViewIndex), 0.0).xyz * exposure * params.luminance_multiplier; - vec3 rgbNE = textureLod(source_color, vec3(uv_interp + vec2(1.0, -1.0) * params.pixel_size, ViewIndex), 0.0).xyz * exposure * params.luminance_multiplier; - vec3 rgbSW = textureLod(source_color, vec3(uv_interp + vec2(-1.0, 1.0) * params.pixel_size, ViewIndex), 0.0).xyz * exposure * params.luminance_multiplier; - vec3 rgbSE = textureLod(source_color, vec3(uv_interp + vec2(1.0, 1.0) * params.pixel_size, ViewIndex), 0.0).xyz * exposure * params.luminance_multiplier; + vec3 rgbNW = textureLod(source_color, vec3(uv_interp + vec2(-0.5, -0.5) * params.pixel_size, ViewIndex), 0.0).xyz * exposure * params.luminance_multiplier; + vec3 rgbNE = textureLod(source_color, vec3(uv_interp + vec2(0.5, -0.5) * params.pixel_size, ViewIndex), 0.0).xyz * exposure * params.luminance_multiplier; + vec3 rgbSW = textureLod(source_color, vec3(uv_interp + vec2(-0.5, 0.5) * params.pixel_size, ViewIndex), 0.0).xyz * exposure * params.luminance_multiplier; + vec3 rgbSE = textureLod(source_color, vec3(uv_interp + vec2(0.5, 0.5) * params.pixel_size, ViewIndex), 0.0).xyz * exposure * params.luminance_multiplier; #else - vec3 rgbNW = textureLod(source_color, uv_interp + vec2(-1.0, -1.0) * params.pixel_size, 0.0).xyz * exposure * params.luminance_multiplier; - vec3 rgbNE = textureLod(source_color, uv_interp + vec2(1.0, -1.0) * params.pixel_size, 0.0).xyz * exposure * params.luminance_multiplier; - vec3 rgbSW = textureLod(source_color, uv_interp + vec2(-1.0, 1.0) * params.pixel_size, 0.0).xyz * exposure * params.luminance_multiplier; - vec3 rgbSE = textureLod(source_color, uv_interp + vec2(1.0, 1.0) * params.pixel_size, 0.0).xyz * exposure * params.luminance_multiplier; + vec3 rgbNW = textureLod(source_color, uv_interp + vec2(-0.5, -0.5) * params.pixel_size, 0.0).xyz * exposure * params.luminance_multiplier; + vec3 rgbNE = textureLod(source_color, uv_interp + vec2(0.5, -0.5) * params.pixel_size, 0.0).xyz * exposure * params.luminance_multiplier; + vec3 rgbSW = textureLod(source_color, uv_interp + vec2(-0.5, 0.5) * params.pixel_size, 0.0).xyz * exposure * params.luminance_multiplier; + vec3 rgbSE = textureLod(source_color, uv_interp + vec2(0.5, 0.5) * params.pixel_size, 0.0).xyz * exposure * params.luminance_multiplier; #endif vec3 rgbM = color; vec3 luma = vec3(0.299, 0.587, 0.114); @@ -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 @@ -462,12 +462,6 @@ void main() { } #endif - if (params.use_debanding) { - // For best results, debanding should be done before tonemapping. - // Otherwise, we're adding noise to an already-quantized image. - color.rgb += screen_space_dither(gl_FragCoord.xy); - } - color.rgb = apply_tonemapping(color.rgb, params.white); color.rgb = linear_to_srgb(color.rgb); // regular linear -> SRGB conversion @@ -498,5 +492,11 @@ void main() { color.rgb = apply_color_correction(color.rgb); } + if (params.use_debanding) { + // Debanding should be done at the end of tonemapping, but before writing to the LDR buffer. + // Otherwise, we're adding noise to an already-quantized image. + color.rgb += screen_space_dither(gl_FragCoord.xy); + } + frag_color = color; } diff --git a/servers/rendering/renderer_rd/shaders/environment/SCsub b/servers/rendering/renderer_rd/shaders/environment/SCsub index 741da8fe69..f06a2d86e2 100644 --- a/servers/rendering/renderer_rd/shaders/environment/SCsub +++ b/servers/rendering/renderer_rd/shaders/environment/SCsub @@ -4,7 +4,7 @@ Import("env") if "RD_GLSL" in env["BUILDERS"]: # find all include files - gl_include_files = [str(f) for f in Glob("*_inc.glsl")] + gl_include_files = [str(f) for f in Glob("*_inc.glsl")] + [str(f) for f in Glob("../*_inc.glsl")] # find all shader code(all glsl files excluding our include files) glsl_files = [str(f) for f in Glob("*.glsl") if str(f) not in gl_include_files] diff --git a/servers/rendering/renderer_rd/shaders/environment/gi.glsl b/servers/rendering/renderer_rd/shaders/environment/gi.glsl index 5f34e7112d..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; } @@ -659,7 +664,7 @@ void main() { if (sc_use_vrs) { ivec2 vrs_pos; - // Currenty we use a 16x16 texel, possibly some day make this configurable. + // Currently we use a 16x16 texel, possibly some day make this configurable. if (sc_half_res) { vrs_pos = pos >> 3; } else { diff --git a/servers/rendering/renderer_rd/shaders/environment/sdfgi_debug.glsl b/servers/rendering/renderer_rd/shaders/environment/sdfgi_debug.glsl index af5f7d0a58..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 { @@ -37,16 +38,14 @@ layout(push_constant, std430) uniform Params { uint max_cascades; ivec2 screen_size; - bool use_occlusion; float y_mult; - int probe_axis_size; float z_near; - float reserved1; - float reserved2; - mat4 cam_transform; - mat4 inv_projection; + mat3x4 inv_projection; + // We pack these more tightly than mat3 and vec3, which will require some reconstruction trickery. + float cam_basis[3][3]; + float cam_origin[3]; } params; @@ -82,13 +81,21 @@ void main() { vec3 ray_pos; vec3 ray_dir; { - ray_pos = params.cam_transform[3].xyz; + ray_pos = vec3(params.cam_origin[0], params.cam_origin[1], params.cam_origin[2]); ray_dir.xy = ((vec2(screen_pos) / vec2(params.screen_size)) * 2.0 - 1.0); ray_dir.z = params.z_near; - ray_dir = (params.inv_projection * vec4(ray_dir, 1.0)).xyz; - ray_dir = normalize(mat3(params.cam_transform) * ray_dir); + ray_dir = (vec4(ray_dir, 1.0) * mat4(params.inv_projection)).xyz; + + mat3 cam_basis; + { + vec3 c0 = vec3(params.cam_basis[0][0], params.cam_basis[0][1], params.cam_basis[0][2]); + vec3 c1 = vec3(params.cam_basis[1][0], params.cam_basis[1][1], params.cam_basis[1][2]); + vec3 c2 = vec3(params.cam_basis[2][0], params.cam_basis[2][1], params.cam_basis[2][2]); + cam_basis = mat3(c0, c1, c2); + } + ray_dir = normalize(cam_basis * ray_dir); } ray_pos.y *= params.y_mult; 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/sky.glsl b/servers/rendering/renderer_rd/shaders/environment/sky.glsl index 5b4594da99..d523461600 100644 --- a/servers/rendering/renderer_rd/shaders/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; @@ -77,26 +77,29 @@ params; layout(set = 0, binding = 0) uniform sampler material_samplers[12]; -layout(set = 0, binding = 1, std430) restrict readonly buffer GlobalVariableData { +layout(set = 0, binding = 1, std430) restrict readonly buffer GlobalShaderUniformData { vec4 data[]; } -global_variables; +global_shader_uniforms; layout(set = 0, binding = 2, std140) uniform SceneData { - bool volumetric_fog_enabled; - float volumetric_fog_inv_length; - float volumetric_fog_detail_spread; - - float fog_aerial_perspective; - - vec3 fog_light_color; - float fog_sun_scatter; - - bool fog_enabled; - float fog_density; - - float z_far; - uint directional_light_count; + bool volumetric_fog_enabled; // 4 - 4 + float volumetric_fog_inv_length; // 4 - 8 + float volumetric_fog_detail_spread; // 4 - 12 + float volumetric_fog_sky_affect; // 4 - 16 + + bool fog_enabled; // 4 - 20 + float fog_sky_affect; // 4 - 24 + float fog_density; // 4 - 28 + float fog_sun_scatter; // 4 - 32 + + vec3 fog_light_color; // 12 - 44 + float fog_aerial_perspective; // 4 - 48 + + float z_far; // 4 - 52 + uint directional_light_count; // 4 - 56 + uint pad1; // 4 - 60 + uint pad2; // 4 - 64 } scene_data; @@ -150,6 +153,15 @@ layout(set = 3, binding = 0) uniform texture3D volumetric_fog_texture; layout(location = 0) out vec4 frag_color; +#ifdef USE_DEBANDING +// https://www.iryoku.com/next-generation-post-processing-in-call-of-duty-advanced-warfare +vec3 interleaved_gradient_noise(vec2 pos) { + const vec3 magic = vec3(0.06711056f, 0.00583715f, 52.9829189f); + float res = fract(magic.z * fract(dot(pos, magic.xy))) * 2.0 - 1.0; + return vec3(res, -res, res) / 255.0; +} +#endif + vec4 volumetric_fog_process(vec2 screen_uv) { vec3 fog_pos = vec3(screen_uv, 1.0); @@ -169,9 +181,7 @@ vec4 fog_process(vec3 view, vec3 sky_color) { } } - float fog_amount = clamp(1.0 - exp(-scene_data.z_far * scene_data.fog_density), 0.0, 1.0); - - return vec4(fog_color, fog_amount); + return vec4(fog_color, 1.0); } void main() { @@ -200,17 +210,17 @@ 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 +230,7 @@ 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) @@ -228,12 +238,12 @@ void main() { // Draw "fixed" fog before volumetric fog to ensure volumetric fog can appear in front of the sky. if (scene_data.fog_enabled) { vec4 fog = fog_process(cube_normal, frag_color.rgb); - frag_color.rgb = mix(frag_color.rgb, fog.rgb, fog.a); + frag_color.rgb = mix(frag_color.rgb, fog.rgb, fog.a * scene_data.fog_sky_affect); } if (scene_data.volumetric_fog_enabled) { vec4 fog = volumetric_fog_process(uv); - frag_color.rgb = mix(frag_color.rgb, fog.rgb, fog.a); + frag_color.rgb = mix(frag_color.rgb, fog.rgb, fog.a * scene_data.volumetric_fog_sky_affect); } if (custom_fog.a > 0.0) { @@ -242,12 +252,17 @@ 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; + +#ifdef USE_DEBANDING + frag_color.rgb += interleaved_gradient_noise(gl_FragCoord.xy); +#endif } diff --git a/servers/rendering/renderer_rd/shaders/volumetric_fog.glsl b/servers/rendering/renderer_rd/shaders/environment/volumetric_fog.glsl index eee609fb48..4658afd02d 100644 --- a/servers/rendering/renderer_rd/shaders/volumetric_fog.glsl +++ b/servers/rendering/renderer_rd/shaders/environment/volumetric_fog.glsl @@ -21,17 +21,17 @@ layout(local_size_x = 4, local_size_y = 4, local_size_z = 4) in; #define DENSITY_SCALE 1024.0 -#include "cluster_data_inc.glsl" -#include "light_data_inc.glsl" +#include "../cluster_data_inc.glsl" +#include "../light_data_inc.glsl" #define M_PI 3.14159265359 layout(set = 0, binding = 1) uniform sampler material_samplers[12]; -layout(set = 0, binding = 2, std430) restrict readonly buffer GlobalVariableData { +layout(set = 0, binding = 2, std430) restrict readonly buffer GlobalShaderUniformData { vec4 data[]; } -global_variables; +global_shader_uniforms; layout(push_constant, std430) uniform Params { vec3 position; diff --git a/servers/rendering/renderer_rd/shaders/volumetric_fog_process.glsl b/servers/rendering/renderer_rd/shaders/environment/volumetric_fog_process.glsl index fdbd7d3e35..eed9038502 100644 --- a/servers/rendering/renderer_rd/shaders/volumetric_fog_process.glsl +++ b/servers/rendering/renderer_rd/shaders/environment/volumetric_fog_process.glsl @@ -19,8 +19,8 @@ layout(local_size_x = 4, local_size_y = 4, local_size_z = 4) in; layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in; #endif -#include "cluster_data_inc.glsl" -#include "light_data_inc.glsl" +#include "../cluster_data_inc.glsl" +#include "../light_data_inc.glsl" #define M_PI 3.14159265359 @@ -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_enabled) { - 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 @@ -481,12 +491,12 @@ 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; - if (omni_lights.data[light_index].shadow_enabled) { + if (omni_lights.data[light_index].shadow_opacity > 0.001) { //has shadow vec4 uv_rect = omni_lights.data[light_index].atlas_rect; vec2 flip_offset = omni_lights.data[light_index].direction.xy; @@ -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; @@ -572,7 +582,7 @@ void main() { vec3 light = spot_lights.data[light_index].color; - if (spot_lights.data[light_index].shadow_enabled) { + if (spot_lights.data[light_index].shadow_opacity > 0.001) { //has shadow vec4 uv_rect = spot_lights.data[light_index].atlas_rect; vec2 flip_offset = spot_lights.data[light_index].direction.xy; @@ -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/forward_clustered/SCsub b/servers/rendering/renderer_rd/shaders/forward_clustered/SCsub new file mode 100644 index 0000000000..f06a2d86e2 --- /dev/null +++ b/servers/rendering/renderer_rd/shaders/forward_clustered/SCsub @@ -0,0 +1,17 @@ +#!/usr/bin/env python + +Import("env") + +if "RD_GLSL" in env["BUILDERS"]: + # find all include files + gl_include_files = [str(f) for f in Glob("*_inc.glsl")] + [str(f) for f in Glob("../*_inc.glsl")] + + # find all shader code(all glsl files excluding our include files) + glsl_files = [str(f) for f in Glob("*.glsl") if str(f) not in gl_include_files] + + # make sure we recompile shaders if include files change + env.Depends([f + ".gen.h" for f in glsl_files], gl_include_files + ["#glsl_builders.py"]) + + # compile shaders + for glsl_file in glsl_files: + env.RD_GLSL(glsl_file) diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl b/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl index 5947fc5351..1a8a1f3aa3 100644 --- a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl +++ b/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl @@ -15,11 +15,11 @@ layout(location = 0) in vec3 vertex_attrib; //only for pure render depth when normal is not used #ifdef NORMAL_USED -layout(location = 1) in vec3 normal_attrib; +layout(location = 1) in vec2 normal_attrib; #endif #if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED) -layout(location = 2) in vec4 tangent_attrib; +layout(location = 2) in vec2 tangent_attrib; #endif #if defined(COLOR_USED) @@ -58,6 +58,13 @@ layout(location = 10) in uvec4 bone_attrib; layout(location = 11) in vec4 weight_attrib; #endif +vec3 oct_to_vec3(vec2 e) { + vec3 v = vec3(e.xy, 1.0 - abs(e.x) - abs(e.y)); + float t = max(-v.z, 0.0); + v.xy += t * -sign(v.xy); + return v; +} + /* Varyings */ layout(location = 0) out vec3 vertex_interp; @@ -122,12 +129,52 @@ invariant gl_Position; #GLOBALS -void vertex_shader(in uint instance_index, in bool is_multimesh, in SceneData scene_data, in mat4 model_matrix, out vec4 screen_pos) { +#ifdef USE_DOUBLE_PRECISION +// Helper functions for emulating double precision when adding floats. +vec3 quick_two_sum(vec3 a, vec3 b, out vec3 out_p) { + vec3 s = a + b; + out_p = b - (s - a); + return s; +} + +vec3 two_sum(vec3 a, vec3 b, out vec3 out_p) { + vec3 s = a + b; + vec3 v = s - a; + out_p = (a - (s - v)) + (b - v); + return s; +} + +vec3 double_add_vec3(vec3 base_a, vec3 prec_a, vec3 base_b, vec3 prec_b, out vec3 out_precision) { + vec3 s, t, se, te; + s = two_sum(base_a, base_b, se); + t = two_sum(prec_a, prec_b, te); + se += t; + s = quick_two_sum(s, se, se); + se += te; + s = quick_two_sum(s, se, out_precision); + return s; +} +#endif + +void vertex_shader(in uint instance_index, in bool is_multimesh, in uint multimesh_offset, in SceneData scene_data, in mat4 model_matrix, out vec4 screen_pos) { vec4 instance_custom = vec4(0.0); #if defined(COLOR_USED) color_interp = color_attrib; #endif + mat4 inv_view_matrix = scene_data.inv_view_matrix; + +#ifdef USE_DOUBLE_PRECISION + vec3 model_precision = vec3(model_matrix[0][3], model_matrix[1][3], model_matrix[2][3]); + model_matrix[0][3] = 0.0; + model_matrix[1][3] = 0.0; + model_matrix[2][3] = 0.0; + vec3 view_precision = vec3(inv_view_matrix[0][3], inv_view_matrix[1][3], inv_view_matrix[2][3]); + inv_view_matrix[0][3] = 0.0; + inv_view_matrix[1][3] = 0.0; + inv_view_matrix[2][3] = 0.0; +#endif + mat3 model_normal_matrix; if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_NON_UNIFORM_SCALE)) { model_normal_matrix = transpose(inverse(mat3(model_matrix))); @@ -135,11 +182,12 @@ void vertex_shader(in uint instance_index, in bool is_multimesh, in SceneData sc model_normal_matrix = mat3(model_matrix); } + mat4 matrix; + mat4 read_model_matrix = model_matrix; + if (is_multimesh) { //multimesh, instances are for it - mat4 matrix; - #ifdef USE_PARTICLE_TRAILS uint trail_size = (instances.data[instance_index].flags >> INSTANCE_FLAGS_PARTICLE_TRAIL_SHIFT) & INSTANCE_FLAGS_PARTICLE_TRAIL_MASK; uint stride = 3 + 1 + 1; //particles always uses this format @@ -201,7 +249,7 @@ void vertex_shader(in uint instance_index, in bool is_multimesh, in SceneData sc } } - uint offset = stride * gl_InstanceIndex; + uint offset = stride * (gl_InstanceIndex + multimesh_offset); if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_MULTIMESH_FORMAT_2D)) { matrix = mat4(transforms.data[offset + 0], transforms.data[offset + 1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0)); @@ -225,18 +273,26 @@ void vertex_shader(in uint instance_index, in bool is_multimesh, in SceneData sc #endif //transpose matrix = transpose(matrix); - model_matrix = model_matrix * matrix; +#if !defined(USE_DOUBLE_PRECISION) || defined(SKIP_TRANSFORM_USED) || defined(VERTEX_WORLD_COORDS_USED) || defined(MODEL_MATRIX_USED) + // Normally we can bake the multimesh transform into the model matrix, but when using double precision + // we avoid baking it in so we can emulate high precision. + read_model_matrix = model_matrix * matrix; +#if !defined(USE_DOUBLE_PRECISION) || defined(SKIP_TRANSFORM_USED) || defined(VERTEX_WORLD_COORDS_USED) + model_matrix = read_model_matrix; +#endif // !defined(USE_DOUBLE_PRECISION) || defined(SKIP_TRANSFORM_USED) || defined(VERTEX_WORLD_COORDS_USED) +#endif // !defined(USE_DOUBLE_PRECISION) || defined(SKIP_TRANSFORM_USED) || defined(VERTEX_WORLD_COORDS_USED) || defined(MODEL_MATRIX_USED) model_normal_matrix = model_normal_matrix * mat3(matrix); } vec3 vertex = vertex_attrib; #ifdef NORMAL_USED - vec3 normal = normal_attrib * 2.0 - 1.0; + vec3 normal = oct_to_vec3(normal_attrib * 2.0 - 1.0); #endif #if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED) - vec3 tangent = tangent_attrib.xyz * 2.0 - 1.0; - float binormalf = tangent_attrib.a * 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); #endif @@ -289,7 +345,22 @@ void vertex_shader(in uint instance_index, in bool is_multimesh, in SceneData sc // using local coordinates (default) #if !defined(SKIP_TRANSFORM_USED) && !defined(VERTEX_WORLD_COORDS_USED) +#ifdef USE_DOUBLE_PRECISION + // We separate the basis from the origin because the basis is fine with single point precision. + // Then we combine the translations from the model matrix and the view matrix using emulated doubles. + // We add the result to the vertex and ignore the final lost precision. + vec3 model_origin = model_matrix[3].xyz; + if (is_multimesh) { + vertex = mat3(matrix) * vertex; + model_origin = double_add_vec3(model_origin, model_precision, matrix[3].xyz, vec3(0.0), model_precision); + } + vertex = mat3(model_matrix) * vertex; + vec3 temp_precision; // Will be ignored. + vertex += double_add_vec3(model_origin, model_precision, scene_data.inv_view_matrix[3].xyz, view_precision, temp_precision); + vertex = mat3(scene_data.view_matrix) * vertex; +#else vertex = (modelview * vec4(vertex, 1.0)).xyz; +#endif #ifdef NORMAL_USED normal = modelview_normal * normal; #endif @@ -318,10 +389,6 @@ void vertex_shader(in uint instance_index, in bool is_multimesh, in SceneData sc vertex_interp = vertex; -#ifdef MOTION_VECTORS - screen_pos = projection_matrix * vec4(vertex_interp, 1.0); -#endif - #ifdef NORMAL_USED normal_interp = normal; #endif @@ -359,6 +426,10 @@ void vertex_shader(in uint instance_index, in bool is_multimesh, in SceneData sc gl_Position = projection_matrix * vec4(vertex_interp, 1.0); #endif +#ifdef MOTION_VECTORS + screen_pos = gl_Position; +#endif + #ifdef MODE_RENDER_DEPTH if (scene_data.pancake_shadows) { if (gl_Position.z <= 0.00001) { @@ -389,13 +460,13 @@ void main() { mat4 model_matrix = instances.data[instance_index].transform; #if defined(MOTION_VECTORS) global_time = scene_data_block.prev_data.time; - vertex_shader(instance_index, is_multimesh, scene_data_block.prev_data, instances.data[instance_index].prev_transform, prev_screen_position); + vertex_shader(instance_index, is_multimesh, draw_call.multimesh_motion_vectors_previous_offset, scene_data_block.prev_data, instances.data[instance_index].prev_transform, prev_screen_position); global_time = scene_data_block.data.time; - vertex_shader(instance_index, is_multimesh, scene_data_block.data, model_matrix, screen_position); + vertex_shader(instance_index, is_multimesh, draw_call.multimesh_motion_vectors_current_offset, scene_data_block.data, model_matrix, screen_position); #else global_time = scene_data_block.data.time; vec4 screen_position; - vertex_shader(instance_index, is_multimesh, scene_data_block.data, model_matrix, screen_position); + vertex_shader(instance_index, is_multimesh, draw_call.multimesh_motion_vectors_current_offset, scene_data_block.data, model_matrix, screen_position); #endif } @@ -482,7 +553,6 @@ layout(location = 10) in flat uint instance_index_interp; //defines to keep compatibility with vertex -#define model_matrix instances.data[draw_call.instance_index].transform #ifdef USE_MULTIVIEW #define projection_matrix scene_data.projection_matrix_view[ViewIndex] #define inv_projection_matrix scene_data.inv_projection_matrix_view[ViewIndex] @@ -545,7 +615,7 @@ layout(location = 0) out vec4 frag_color; layout(location = 2) out vec2 motion_vector; #endif -#include "scene_forward_aa_inc.glsl" +#include "../scene_forward_aa_inc.glsl" #if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED) @@ -554,20 +624,20 @@ layout(location = 2) out vec2 motion_vector; #define SPECULAR_SCHLICK_GGX #endif -#include "scene_forward_lights_inc.glsl" +#include "../scene_forward_lights_inc.glsl" -#include "scene_forward_gi_inc.glsl" +#include "../scene_forward_gi_inc.glsl" #endif //!defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED) #ifndef MODE_RENDER_DEPTH vec4 volumetric_fog_process(vec2 screen_uv, float z) { - vec3 fog_pos = vec3(screen_uv, z * scene_data_block.data.volumetric_fog_inv_length); + vec3 fog_pos = vec3(screen_uv, z * implementation_data.volumetric_fog_inv_length); if (fog_pos.z < 0.0) { return vec4(0.0); } else if (fog_pos.z < 1.0) { - fog_pos.z = pow(fog_pos.z, scene_data_block.data.volumetric_fog_detail_spread); + fog_pos.z = pow(fog_pos.z, implementation_data.volumetric_fog_detail_spread); } return texture(sampler3D(volumetric_fog_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), fog_pos); @@ -729,6 +799,17 @@ void fragment_shader(in SceneData scene_data) { vec2 alpha_texture_coordinate = vec2(0.0, 0.0); #endif // ALPHA_ANTIALIASING_EDGE_USED + mat4 inv_view_matrix = scene_data.inv_view_matrix; + mat4 read_model_matrix = instances.data[instance_index].transform; +#ifdef USE_DOUBLE_PRECISION + read_model_matrix[0][3] = 0.0; + read_model_matrix[1][3] = 0.0; + read_model_matrix[2][3] = 0.0; + inv_view_matrix[0][3] = 0.0; + inv_view_matrix[1][3] = 0.0; + inv_view_matrix[2][3] = 0.0; +#endif + { #CODE : FRAGMENT } @@ -813,7 +894,7 @@ void fragment_shader(in SceneData scene_data) { fog = fog_process(vertex); } - if (scene_data.volumetric_fog_enabled) { + if (implementation_data.volumetric_fog_enabled) { vec4 volumetric_fog = volumetric_fog_process(screen_uv, -vertex.z); if (scene_data.fog_enabled) { //must use the full blending equation here to blend fogs @@ -841,8 +922,8 @@ void fragment_shader(in SceneData scene_data) { #ifndef MODE_RENDER_DEPTH - uvec2 cluster_pos = uvec2(gl_FragCoord.xy) >> scene_data.cluster_shift; - uint cluster_offset = (scene_data.cluster_width * cluster_pos.y + cluster_pos.x) * (scene_data.max_cluster_element_count_div_32 + 32); + uvec2 cluster_pos = uvec2(gl_FragCoord.xy) >> implementation_data.cluster_shift; + uint cluster_offset = (implementation_data.cluster_width * cluster_pos.y + cluster_pos.x) * (implementation_data.max_cluster_element_count_div_32 + 32); uint cluster_z = uint(clamp((-vertex.z / scene_data.z_far) * 32.0, 0.0, 31.0)); @@ -852,14 +933,14 @@ void fragment_shader(in SceneData scene_data) { { // process decals - uint cluster_decal_offset = cluster_offset + scene_data.cluster_type_size * 2; + uint cluster_decal_offset = cluster_offset + implementation_data.cluster_type_size * 2; uint item_min; uint item_max; uint item_from; uint item_to; - cluster_get_item_range(cluster_decal_offset + scene_data.max_cluster_element_count_div_32 + cluster_z, item_min, item_max, item_from, item_to); + cluster_get_item_range(cluster_decal_offset + implementation_data.max_cluster_element_count_div_32 + cluster_z, item_min, item_max, item_from, item_to); #ifdef USE_SUBGROUPS item_from = subgroupBroadcastFirst(subgroupMin(item_from)); @@ -947,9 +1028,9 @@ void fragment_shader(in SceneData scene_data) { if (decals.data[decal_index].emission_rect != vec4(0.0)) { //emission is additive, so its independent from albedo if (sc_decal_use_mipmaps) { - emission += textureGrad(sampler2D(decal_atlas_srgb, decal_sampler), uv_local.xz * decals.data[decal_index].emission_rect.zw + decals.data[decal_index].emission_rect.xy, ddx * decals.data[decal_index].emission_rect.zw, ddy * decals.data[decal_index].emission_rect.zw).xyz * decals.data[decal_index].emission_energy * fade; + emission += textureGrad(sampler2D(decal_atlas_srgb, decal_sampler), uv_local.xz * decals.data[decal_index].emission_rect.zw + decals.data[decal_index].emission_rect.xy, ddx * decals.data[decal_index].emission_rect.zw, ddy * decals.data[decal_index].emission_rect.zw).xyz * decals.data[decal_index].modulate.rgb * decals.data[decal_index].emission_energy * fade; } else { - emission += textureLod(sampler2D(decal_atlas_srgb, decal_sampler), uv_local.xz * decals.data[decal_index].emission_rect.zw + decals.data[decal_index].emission_rect.xy, 0.0).xyz * decals.data[decal_index].emission_energy * fade; + emission += textureLod(sampler2D(decal_atlas_srgb, decal_sampler), uv_local.xz * decals.data[decal_index].emission_rect.zw + decals.data[decal_index].emission_rect.xy, 0.0).xyz * decals.data[decal_index].modulate.rgb * decals.data[decal_index].emission_energy * fade; } } } @@ -978,6 +1059,11 @@ 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) { @@ -988,8 +1074,10 @@ void fragment_shader(in SceneData scene_data) { vec3 anisotropic_normal = cross(anisotropic_tangent, anisotropic_direction); vec3 bent_normal = normalize(mix(normal, anisotropic_normal, abs(anisotropy) * clamp(5.0 * roughness, 0.0, 1.0))); vec3 ref_vec = reflect(-view, bent_normal); + ref_vec = mix(ref_vec, bent_normal, roughness * roughness); #else vec3 ref_vec = reflect(-view, normal); + ref_vec = mix(ref_vec, normal, roughness * roughness); #endif float horizon = min(1.0 + dot(ref_vec, normal), 1.0); @@ -1005,6 +1093,7 @@ 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; } @@ -1025,7 +1114,7 @@ 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); } } @@ -1046,6 +1135,7 @@ void fragment_shader(in SceneData scene_data) { ambient_light *= attenuation; specular_light *= attenuation; + ref_vec = mix(ref_vec, n, clearcoat_roughness * clearcoat_roughness); float horizon = min(1.0 + dot(ref_vec, normal), 1.0); ref_vec = scene_data.radiance_inverse_xform * ref_vec; float roughness_lod = mix(0.001, 0.1, clearcoat_roughness) * MAX_ROUGHNESS_LOD; @@ -1083,15 +1173,16 @@ 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); @@ -1109,20 +1200,22 @@ 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 @@ -1203,6 +1296,7 @@ void fragment_shader(in SceneData scene_data) { uint index1 = instances.data[instance_index].gi_offset & 0xFFFF; vec3 ref_vec = normalize(reflect(-view, normal)); + ref_vec = mix(ref_vec, normal, roughness * roughness); //find arbitrary tangent and bitangent, then build a matrix vec3 v0 = abs(normal.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(0.0, 1.0, 0.0); vec3 tangent = normalize(cross(v0, normal)); @@ -1235,7 +1329,7 @@ void fragment_shader(in SceneData scene_data) { vec2 coord; - if (scene_data.gi_upscale_for_msaa) { + if (implementation_data.gi_upscale_for_msaa) { vec2 base_coord = screen_uv; vec2 closest_coord = base_coord; #ifdef USE_MULTIVIEW @@ -1277,10 +1371,10 @@ void fragment_shader(in SceneData scene_data) { } #endif // !USE_LIGHTMAP - if (bool(scene_data.ss_effects_flags & SCREEN_SPACE_EFFECTS_FLAGS_USE_SSAO)) { + if (bool(implementation_data.ss_effects_flags & SCREEN_SPACE_EFFECTS_FLAGS_USE_SSAO)) { float ssao = texture(sampler2D(ao_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), screen_uv).r; ao = min(ao, ssao); - ao_light_affect = mix(ao_light_affect, max(ao_light_affect, scene_data.ssao_light_affect), scene_data.ssao_ao_affect); + ao_light_affect = mix(ao_light_affect, max(ao_light_affect, implementation_data.ssao_light_affect), implementation_data.ssao_ao_affect); } { // process reflections @@ -1288,20 +1382,32 @@ void fragment_shader(in SceneData scene_data) { vec4 reflection_accum = vec4(0.0, 0.0, 0.0, 0.0); vec4 ambient_accum = vec4(0.0, 0.0, 0.0, 0.0); - uint cluster_reflection_offset = cluster_offset + scene_data.cluster_type_size * 3; + uint cluster_reflection_offset = cluster_offset + implementation_data.cluster_type_size * 3; uint item_min; uint item_max; uint item_from; uint item_to; - cluster_get_item_range(cluster_reflection_offset + scene_data.max_cluster_element_count_div_32 + cluster_z, item_min, item_max, item_from, item_to); + cluster_get_item_range(cluster_reflection_offset + implementation_data.max_cluster_element_count_div_32 + cluster_z, item_min, item_max, item_from, item_to); #ifdef USE_SUBGROUPS item_from = subgroupBroadcastFirst(subgroupMin(item_from)); item_to = subgroupBroadcastFirst(subgroupMax(item_to)); #endif +#ifdef LIGHT_ANISOTROPY_USED + // https://google.github.io/filament/Filament.html#lighting/imagebasedlights/anisotropy + vec3 anisotropic_direction = anisotropy >= 0.0 ? binormal : tangent; + vec3 anisotropic_tangent = cross(anisotropic_direction, view); + vec3 anisotropic_normal = cross(anisotropic_tangent, anisotropic_direction); + vec3 bent_normal = normalize(mix(normal, anisotropic_normal, abs(anisotropy) * clamp(5.0 * roughness, 0.0, 1.0))); +#else + vec3 bent_normal = normal; +#endif + vec3 ref_vec = normalize(reflect(-view, bent_normal)); + ref_vec = mix(ref_vec, bent_normal, roughness * roughness); + for (uint i = item_from; i < item_to; i++) { uint mask = cluster_buffer.data[cluster_reflection_offset + i]; mask &= cluster_get_range_clip_mask(i, item_min, item_max); @@ -1324,16 +1430,8 @@ void fragment_shader(in SceneData scene_data) { if (!bool(reflections.data[reflection_index].mask & instances.data[instance_index].layer_mask)) { continue; //not masked } -#ifdef LIGHT_ANISOTROPY_USED - // https://google.github.io/filament/Filament.html#lighting/imagebasedlights/anisotropy - vec3 anisotropic_direction = anisotropy >= 0.0 ? binormal : tangent; - vec3 anisotropic_tangent = cross(anisotropic_direction, view); - vec3 anisotropic_normal = cross(anisotropic_tangent, anisotropic_direction); - vec3 bent_normal = normalize(mix(normal, anisotropic_normal, abs(anisotropy) * clamp(5.0 * roughness, 0.0, 1.0))); -#else - vec3 bent_normal = normal; -#endif - reflection_process(reflection_index, view, vertex, bent_normal, roughness, ambient_light, specular_light, ambient_accum, reflection_accum); + + reflection_process(reflection_index, vertex, ref_vec, normal, roughness, ambient_light, specular_light, ambient_accum, reflection_accum); } } @@ -1355,7 +1453,7 @@ void fragment_shader(in SceneData scene_data) { // convert ao to direct light ao ao = mix(1.0, ao, ao_light_affect); - if (bool(scene_data.ss_effects_flags & SCREEN_SPACE_EFFECTS_FLAGS_USE_SSIL)) { + if (bool(implementation_data.ss_effects_flags & SCREEN_SPACE_EFFECTS_FLAGS_USE_SSIL)) { vec4 ssil = textureLod(sampler2D(ssil_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), screen_uv, 0.0); ambient_light *= 1.0 - ssil.a; ambient_light += ssil.rgb * albedo.rgb; @@ -1381,7 +1479,7 @@ void fragment_shader(in SceneData scene_data) { float a004 = min(r.x * r.x, exp2(-9.28 * ndotv)) * r.x + r.y; vec2 env = vec2(-1.04, 1.04) * a004 + r.zw; - specular_light *= env.x * f0 + env.y; + specular_light *= env.x * f0 + env.y * clamp(50.0 * f0.g, 0.0, 1.0); #endif } @@ -1417,7 +1515,7 @@ void fragment_shader(in SceneData scene_data) { float shadow = 1.0; - if (directional_lights.data[i].shadow_enabled) { + if (directional_lights.data[i].shadow_opacity > 0.001) { float depth_z = -vertex.z; vec3 light_dir = directional_lights.data[i].direction; vec3 base_normal_bias = normalize(normal_interp) * (1.0 - max(0.0, dot(light_dir, -normalize(normal_interp)))); @@ -1626,7 +1724,7 @@ void fragment_shader(in SceneData scene_data) { #ifdef LIGHT_TRANSMITTANCE_USED float transmittance_z = transmittance_depth; - if (directional_lights.data[i].shadow_enabled) { + if (directional_lights.data[i].shadow_opacity > 0.001) { float depth_z = -vertex.z; if (depth_z < directional_lights.data[i].shadow_split_offsets.x) { @@ -1681,6 +1779,8 @@ void fragment_shader(in SceneData scene_data) { } else { shadow = float(shadow1 >> ((i - 4) * 8) & 0xFF) / 255.0; } + + shadow = shadow * directional_lights.data[i].shadow_opacity + 1.0 - directional_lights.data[i].shadow_opacity; #endif blur_shadow(shadow); @@ -1721,7 +1821,7 @@ void fragment_shader(in SceneData scene_data) { uint item_from; uint item_to; - cluster_get_item_range(cluster_omni_offset + scene_data.max_cluster_element_count_div_32 + cluster_z, item_min, item_max, item_from, item_to); + cluster_get_item_range(cluster_omni_offset + implementation_data.max_cluster_element_count_div_32 + cluster_z, item_min, item_max, item_from, item_to); #ifdef USE_SUBGROUPS item_from = subgroupBroadcastFirst(subgroupMin(item_from)); @@ -1785,14 +1885,14 @@ void fragment_shader(in SceneData scene_data) { { //spot lights - uint cluster_spot_offset = cluster_offset + scene_data.cluster_type_size; + uint cluster_spot_offset = cluster_offset + implementation_data.cluster_type_size; uint item_min; uint item_max; uint item_from; uint item_to; - cluster_get_item_range(cluster_spot_offset + scene_data.max_cluster_element_count_div_32 + cluster_z, item_min, item_max, item_from, item_to); + cluster_get_item_range(cluster_spot_offset + implementation_data.max_cluster_element_count_div_32 + cluster_z, item_min, item_max, item_from, item_to); #ifdef USE_SUBGROUPS item_from = subgroupBroadcastFirst(subgroupMin(item_from)); @@ -1882,8 +1982,8 @@ void fragment_shader(in SceneData scene_data) { #ifdef MODE_RENDER_SDF { - vec3 local_pos = (scene_data.sdf_to_bounds * vec4(vertex, 1.0)).xyz; - ivec3 grid_pos = scene_data.sdf_offset + ivec3(local_pos * vec3(scene_data.sdf_size)); + vec3 local_pos = (implementation_data.sdf_to_bounds * vec4(vertex, 1.0)).xyz; + ivec3 grid_pos = implementation_data.sdf_offset + ivec3(local_pos * vec3(implementation_data.sdf_size)); uint albedo16 = 0x1; //solid flag albedo16 |= clamp(uint(albedo.r * 31.0), 0, 31) << 11; diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl b/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered_inc.glsl index 0c23de96c3..0d36b98645 100644 --- a/servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl +++ b/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered_inc.glsl @@ -17,8 +17,9 @@ #extension GL_EXT_multiview : enable #endif -#include "cluster_data_inc.glsl" -#include "decal_data_inc.glsl" +#include "../cluster_data_inc.glsl" +#include "../decal_data_inc.glsl" +#include "../scene_data_inc.glsl" #if !defined(MODE_RENDER_DEPTH) || defined(MODE_RENDER_MATERIAL) || defined(MODE_RENDER_SDF) || defined(MODE_RENDER_NORMAL_ROUGHNESS) || defined(MODE_RENDER_VOXEL_GI) || defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED) #ifndef NORMAL_USED @@ -29,8 +30,8 @@ layout(push_constant, std430) uniform DrawCall { uint instance_index; uint uv_offset; - uint pad0; - uint pad1; + uint multimesh_motion_vectors_current_offset; + uint multimesh_motion_vectors_previous_offset; } draw_call; @@ -38,7 +39,7 @@ draw_call; /* Set 0: Base Pass (never changes) */ -#include "light_data_inc.glsl" +#include "../light_data_inc.glsl" #define SAMPLER_NEAREST_CLAMP 0 #define SAMPLER_LINEAR_CLAMP 1 @@ -61,13 +62,14 @@ layout(set = 0, binding = 3) uniform sampler decal_sampler; layout(set = 0, binding = 4) uniform sampler light_projector_sampler; -#define INSTANCE_FLAGS_NON_UNIFORM_SCALE (1 << 5) -#define INSTANCE_FLAGS_USE_GI_BUFFERS (1 << 6) -#define INSTANCE_FLAGS_USE_SDFGI (1 << 7) -#define INSTANCE_FLAGS_USE_LIGHTMAP_CAPTURE (1 << 8) -#define INSTANCE_FLAGS_USE_LIGHTMAP (1 << 9) -#define INSTANCE_FLAGS_USE_SH_LIGHTMAP (1 << 10) -#define INSTANCE_FLAGS_USE_VOXEL_GI (1 << 11) +#define INSTANCE_FLAGS_NON_UNIFORM_SCALE (1 << 4) +#define INSTANCE_FLAGS_USE_GI_BUFFERS (1 << 5) +#define INSTANCE_FLAGS_USE_SDFGI (1 << 6) +#define INSTANCE_FLAGS_USE_LIGHTMAP_CAPTURE (1 << 7) +#define INSTANCE_FLAGS_USE_LIGHTMAP (1 << 8) +#define INSTANCE_FLAGS_USE_SH_LIGHTMAP (1 << 9) +#define INSTANCE_FLAGS_USE_VOXEL_GI (1 << 10) +#define INSTANCE_FLAGS_PARTICLES (1 << 11) #define INSTANCE_FLAGS_MULTIMESH (1 << 12) #define INSTANCE_FLAGS_MULTIMESH_FORMAT_2D (1 << 13) #define INSTANCE_FLAGS_MULTIMESH_HAS_COLOR (1 << 14) @@ -105,6 +107,8 @@ directional_lights; struct Lightmap { mat3 normal_xform; + vec3 pad; + float exposure_normalization; }; layout(set = 0, binding = 9, std140) restrict readonly buffer Lightmaps { @@ -129,16 +133,18 @@ layout(set = 0, binding = 13, std430) restrict readonly buffer Decals { } decals; -layout(set = 0, binding = 14, std430) restrict readonly buffer GlobalVariableData { +layout(set = 0, binding = 14, std430) restrict readonly buffer GlobalShaderUniformData { vec4 data[]; } -global_variables; +global_shader_uniforms; struct SDFVoxelGICascadeData { vec3 position; 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 { @@ -171,62 +177,27 @@ sdfgi; /* Set 1: Render Pass (changes per render pass) */ -struct SceneData { - mat4 projection_matrix; - mat4 inv_projection_matrix; - mat4 inv_view_matrix; - mat4 view_matrix; - - // only used for multiview - mat4 projection_matrix_view[MAX_VIEWS]; - mat4 inv_projection_matrix_view[MAX_VIEWS]; - vec4 eye_offset[MAX_VIEWS]; - - vec2 viewport_size; - vec2 screen_pixel_size; +layout(set = 1, binding = 0, std140) uniform SceneDataBlock { + SceneData data; + SceneData prev_data; +} +scene_data_block; +struct ImplementationData { uint cluster_shift; uint cluster_width; uint cluster_type_size; uint max_cluster_element_count_div_32; - // Use vec4s because std140 doesn't play nice with vec2s, z and w are wasted. - vec4 directional_penumbra_shadow_kernel[32]; - vec4 directional_soft_shadow_kernel[32]; - vec4 penumbra_shadow_kernel[32]; - vec4 soft_shadow_kernel[32]; - - vec4 ambient_light_color_energy; - - float ambient_color_sky_mix; - bool use_ambient_light; - bool use_ambient_cubemap; - bool use_reflection_cubemap; - - mat3 radiance_inverse_xform; - - vec2 shadow_atlas_pixel_size; - vec2 directional_shadow_pixel_size; - - uint directional_light_count; - float dual_paraboloid_side; - float z_far; - float z_near; - uint ss_effects_flags; float ssao_light_affect; float ssao_ao_affect; - bool roughness_limiter_enabled; - - float roughness_limiter_amount; - float roughness_limiter_limit; - float opaque_prepass_threshold; - uint roughness_limiter_pad; + uint pad1; mat4 sdf_to_bounds; ivec3 sdf_offset; - bool material_uv2_mode; + uint pad2; ivec3 sdf_size; bool gi_upscale_for_msaa; @@ -235,30 +206,14 @@ struct SceneData { float volumetric_fog_inv_length; float volumetric_fog_detail_spread; uint volumetric_fog_pad; - - bool fog_enabled; - float fog_density; - float fog_height; - float fog_height_density; - - vec3 fog_light_color; - float fog_sun_scatter; - - float fog_aerial_perspective; - - float time; - float reflection_multiplier; // one normally, zero when rendering reflections - - bool pancake_shadows; - vec2 taa_jitter; - uvec2 pad2; }; -layout(set = 1, binding = 0, std140) uniform SceneDataBlock { - SceneData data; - SceneData prev_data; +layout(set = 1, binding = 1, std140) uniform ImplementationDataBlock { + ImplementationData data; } -scene_data_block; +implementation_data_block; + +#define implementation_data implementation_data_block.data struct InstanceData { mat4 transform; @@ -270,42 +225,42 @@ struct InstanceData { vec4 lightmap_uv_scale; }; -layout(set = 1, binding = 1, std430) buffer restrict readonly InstanceDataBuffer { +layout(set = 1, binding = 2, std430) buffer restrict readonly InstanceDataBuffer { InstanceData data[]; } instances; #ifdef USE_RADIANCE_CUBEMAP_ARRAY -layout(set = 1, binding = 2) uniform textureCubeArray radiance_cubemap; +layout(set = 1, binding = 3) uniform textureCubeArray radiance_cubemap; #else -layout(set = 1, binding = 2) uniform textureCube radiance_cubemap; +layout(set = 1, binding = 3) uniform textureCube radiance_cubemap; #endif -layout(set = 1, binding = 3) uniform textureCubeArray reflection_atlas; +layout(set = 1, binding = 4) uniform textureCubeArray reflection_atlas; -layout(set = 1, binding = 4) uniform texture2D shadow_atlas; +layout(set = 1, binding = 5) uniform texture2D shadow_atlas; -layout(set = 1, binding = 5) uniform texture2D directional_shadow_atlas; +layout(set = 1, binding = 6) uniform texture2D directional_shadow_atlas; -layout(set = 1, binding = 6) uniform texture2DArray lightmap_textures[MAX_LIGHTMAP_TEXTURES]; +layout(set = 1, binding = 7) uniform texture2DArray lightmap_textures[MAX_LIGHTMAP_TEXTURES]; -layout(set = 1, binding = 7) uniform texture3D voxel_gi_textures[MAX_VOXEL_GI_INSTANCES]; +layout(set = 1, binding = 8) uniform texture3D voxel_gi_textures[MAX_VOXEL_GI_INSTANCES]; -layout(set = 1, binding = 8, std430) buffer restrict readonly ClusterBuffer { +layout(set = 1, binding = 9, std430) buffer restrict readonly ClusterBuffer { uint data[]; } cluster_buffer; #ifdef MODE_RENDER_SDF -layout(r16ui, set = 1, binding = 9) uniform restrict writeonly uimage3D albedo_volume_grid; -layout(r32ui, set = 1, binding = 10) uniform restrict writeonly uimage3D emission_grid; -layout(r32ui, set = 1, binding = 11) uniform restrict writeonly uimage3D emission_aniso_grid; -layout(r32ui, set = 1, binding = 12) uniform restrict uimage3D geom_facing_grid; +layout(r16ui, set = 1, binding = 10) uniform restrict writeonly uimage3D albedo_volume_grid; +layout(r32ui, set = 1, binding = 11) uniform restrict writeonly uimage3D emission_grid; +layout(r32ui, set = 1, binding = 12) uniform restrict writeonly uimage3D emission_aniso_grid; +layout(r32ui, set = 1, binding = 13) uniform restrict uimage3D geom_facing_grid; //still need to be present for shaders that use it, so remap them to something #define depth_buffer shadow_atlas @@ -314,21 +269,21 @@ layout(r32ui, set = 1, binding = 12) uniform restrict uimage3D geom_facing_grid; #else -layout(set = 1, binding = 9) uniform texture2D depth_buffer; -layout(set = 1, binding = 10) uniform texture2D color_buffer; +layout(set = 1, binding = 10) uniform texture2D depth_buffer; +layout(set = 1, binding = 11) uniform texture2D color_buffer; #ifdef USE_MULTIVIEW -layout(set = 1, binding = 11) uniform texture2DArray normal_roughness_buffer; -layout(set = 1, binding = 13) uniform texture2DArray ambient_buffer; -layout(set = 1, binding = 14) uniform texture2DArray reflection_buffer; +layout(set = 1, binding = 12) uniform texture2DArray normal_roughness_buffer; +layout(set = 1, binding = 14) uniform texture2DArray ambient_buffer; +layout(set = 1, binding = 15) uniform texture2DArray reflection_buffer; #else // USE_MULTIVIEW -layout(set = 1, binding = 11) uniform texture2D normal_roughness_buffer; -layout(set = 1, binding = 13) uniform texture2D ambient_buffer; -layout(set = 1, binding = 14) uniform texture2D reflection_buffer; +layout(set = 1, binding = 12) uniform texture2D normal_roughness_buffer; +layout(set = 1, binding = 14) uniform texture2D ambient_buffer; +layout(set = 1, binding = 15) uniform texture2D reflection_buffer; #endif -layout(set = 1, binding = 12) uniform texture2D ao_buffer; -layout(set = 1, binding = 15) uniform texture2DArray sdfgi_lightprobe_texture; -layout(set = 1, binding = 16) uniform texture3D sdfgi_occlusion_cascades; +layout(set = 1, binding = 13) uniform texture2D ao_buffer; +layout(set = 1, binding = 16) uniform texture2DArray sdfgi_lightprobe_texture; +layout(set = 1, binding = 17) uniform texture3D sdfgi_occlusion_cascades; struct VoxelGIData { mat4 xform; // 64 - 64 @@ -340,16 +295,19 @@ 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 { +layout(set = 1, binding = 18, std140) uniform VoxelGIs { VoxelGIData data[MAX_VOXEL_GI_INSTANCES]; } voxel_gi_instances; -layout(set = 1, binding = 18) uniform texture3D volumetric_fog_texture; +layout(set = 1, binding = 19) uniform texture3D volumetric_fog_texture; -layout(set = 1, binding = 19) uniform texture2D ssil_buffer; +layout(set = 1, binding = 20) uniform texture2D ssil_buffer; #endif diff --git a/servers/rendering/renderer_rd/shaders/forward_mobile/SCsub b/servers/rendering/renderer_rd/shaders/forward_mobile/SCsub new file mode 100644 index 0000000000..f06a2d86e2 --- /dev/null +++ b/servers/rendering/renderer_rd/shaders/forward_mobile/SCsub @@ -0,0 +1,17 @@ +#!/usr/bin/env python + +Import("env") + +if "RD_GLSL" in env["BUILDERS"]: + # find all include files + gl_include_files = [str(f) for f in Glob("*_inc.glsl")] + [str(f) for f in Glob("../*_inc.glsl")] + + # find all shader code(all glsl files excluding our include files) + glsl_files = [str(f) for f in Glob("*.glsl") if str(f) not in gl_include_files] + + # make sure we recompile shaders if include files change + env.Depends([f + ".gen.h" for f in glsl_files], gl_include_files + ["#glsl_builders.py"]) + + # compile shaders + for glsl_file in glsl_files: + env.RD_GLSL(glsl_file) diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl b/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl index 26d0de46c2..33fd4c35b1 100644 --- a/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl +++ b/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl @@ -16,11 +16,11 @@ layout(location = 0) in vec3 vertex_attrib; //only for pure render depth when normal is not used #ifdef NORMAL_USED -layout(location = 1) in vec3 normal_attrib; +layout(location = 1) in vec2 normal_attrib; #endif #if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED) -layout(location = 2) in vec4 tangent_attrib; +layout(location = 2) in vec2 tangent_attrib; #endif #if defined(COLOR_USED) @@ -59,6 +59,13 @@ layout(location = 10) in uvec4 bone_attrib; layout(location = 11) in vec4 weight_attrib; #endif +vec3 oct_to_vec3(vec2 e) { + vec3 v = vec3(e.xy, 1.0 - abs(e.x) - abs(e.y)); + float t = max(-v.z, 0.0); + v.xy += t * -sign(v.xy); + return v; +} + /* Varyings */ layout(location = 0) highp out vec3 vertex_interp; @@ -94,7 +101,7 @@ layout(set = MATERIAL_UNIFORM_SET, binding = 0, std140) uniform MaterialUniforms #ifdef MODE_DUAL_PARABOLOID -layout(location = 8) out highp float dp_clip; +layout(location = 9) out highp float dp_clip; #endif @@ -116,6 +123,33 @@ invariant gl_Position; #define scene_data scene_data_block.data +#ifdef USE_DOUBLE_PRECISION +// Helper functions for emulating double precision when adding floats. +vec3 quick_two_sum(vec3 a, vec3 b, out vec3 out_p) { + vec3 s = a + b; + out_p = b - (s - a); + return s; +} + +vec3 two_sum(vec3 a, vec3 b, out vec3 out_p) { + vec3 s = a + b; + vec3 v = s - a; + out_p = (a - (s - v)) + (b - v); + return s; +} + +vec3 double_add_vec3(vec3 base_a, vec3 prec_a, vec3 base_b, vec3 prec_b, out vec3 out_precision) { + vec3 s, t, se, te; + s = two_sum(base_a, base_b, se); + t = two_sum(prec_a, prec_b, te); + se += t; + s = quick_two_sum(s, se, se); + se += te; + s = quick_two_sum(s, se, out_precision); + return s; +} +#endif + void main() { vec4 instance_custom = vec4(0.0); #if defined(COLOR_USED) @@ -125,6 +159,17 @@ void main() { bool is_multimesh = bool(draw_call.flags & INSTANCE_FLAGS_MULTIMESH); mat4 model_matrix = draw_call.transform; + mat4 inv_view_matrix = scene_data.inv_view_matrix; +#ifdef USE_DOUBLE_PRECISION + vec3 model_precision = vec3(model_matrix[0][3], model_matrix[1][3], model_matrix[2][3]); + model_matrix[0][3] = 0.0; + model_matrix[1][3] = 0.0; + model_matrix[2][3] = 0.0; + vec3 view_precision = vec3(inv_view_matrix[0][3], inv_view_matrix[1][3], inv_view_matrix[2][3]); + inv_view_matrix[0][3] = 0.0; + inv_view_matrix[1][3] = 0.0; + inv_view_matrix[2][3] = 0.0; +#endif mat3 model_normal_matrix; if (bool(draw_call.flags & INSTANCE_FLAGS_NON_UNIFORM_SCALE)) { @@ -133,11 +178,12 @@ void main() { model_normal_matrix = mat3(model_matrix); } + mat4 matrix; + mat4 read_model_matrix = model_matrix; + if (is_multimesh) { //multimesh, instances are for it - mat4 matrix; - #ifdef USE_PARTICLE_TRAILS uint trail_size = (draw_call.flags >> INSTANCE_FLAGS_PARTICLE_TRAIL_SHIFT) & INSTANCE_FLAGS_PARTICLE_TRAIL_MASK; uint stride = 3 + 1 + 1; //particles always uses this format @@ -223,18 +269,27 @@ void main() { #endif //transpose matrix = transpose(matrix); - model_matrix = model_matrix * matrix; + +#if !defined(USE_DOUBLE_PRECISION) || defined(SKIP_TRANSFORM_USED) || defined(VERTEX_WORLD_COORDS_USED) || defined(MODEL_MATRIX_USED) + // Normally we can bake the multimesh transform into the model matrix, but when using double precision + // we avoid baking it in so we can emulate high precision. + read_model_matrix = model_matrix * matrix; +#if !defined(USE_DOUBLE_PRECISION) || defined(SKIP_TRANSFORM_USED) || defined(VERTEX_WORLD_COORDS_USED) + model_matrix = read_model_matrix; +#endif // !defined(USE_DOUBLE_PRECISION) || defined(SKIP_TRANSFORM_USED) || defined(VERTEX_WORLD_COORDS_USED) +#endif // !defined(USE_DOUBLE_PRECISION) || defined(SKIP_TRANSFORM_USED) || defined(VERTEX_WORLD_COORDS_USED) || defined(MODEL_MATRIX_USED) model_normal_matrix = model_normal_matrix * mat3(matrix); } vec3 vertex = vertex_attrib; #ifdef NORMAL_USED - vec3 normal = normal_attrib * 2.0 - 1.0; + vec3 normal = oct_to_vec3(normal_attrib * 2.0 - 1.0); #endif #if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED) - vec3 tangent = tangent_attrib.xyz * 2.0 - 1.0; - float binormalf = tangent_attrib.a * 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); #endif @@ -289,7 +344,22 @@ void main() { // using local coordinates (default) #if !defined(SKIP_TRANSFORM_USED) && !defined(VERTEX_WORLD_COORDS_USED) +#ifdef USE_DOUBLE_PRECISION + // We separate the basis from the origin because the basis is fine with single point precision. + // Then we combine the translations from the model matrix and the view matrix using emulated doubles. + // We add the result to the vertex and ignore the final lost precision. + vec3 model_origin = model_matrix[3].xyz; + if (is_multimesh) { + vertex = mat3(matrix) * vertex; + model_origin = double_add_vec3(model_origin, model_precision, matrix[3].xyz, vec3(0.0), model_precision); + } + vertex = mat3(model_matrix) * vertex; + vec3 temp_precision; + vertex += double_add_vec3(model_origin, model_precision, scene_data.inv_view_matrix[3].xyz, view_precision, temp_precision); + vertex = mat3(scene_data.view_matrix) * vertex; +#else vertex = (modelview * vec4(vertex, 1.0)).xyz; +#endif #ifdef NORMAL_USED normal = modelview_normal * normal; #endif @@ -442,7 +512,7 @@ layout(location = 6) mediump in vec3 binormal_interp; #ifdef MODE_DUAL_PARABOLOID -layout(location = 8) highp in float dp_clip; +layout(location = 9) highp in float dp_clip; #endif @@ -460,11 +530,12 @@ layout(location = 8) highp in float dp_clip; //defines to keep compatibility with vertex -#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) @@ -509,7 +580,7 @@ layout(location = 0) out mediump vec4 frag_color; #endif // RENDER DEPTH -#include "scene_forward_aa_inc.glsl" +#include "../scene_forward_aa_inc.glsl" #if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED) @@ -518,7 +589,7 @@ layout(location = 0) out mediump vec4 frag_color; #define SPECULAR_SCHLICK_GGX #endif -#include "scene_forward_lights_inc.glsl" +#include "../scene_forward_lights_inc.glsl" #endif //!defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED) @@ -675,6 +746,17 @@ void main() { vec2 alpha_texture_coordinate = vec2(0.0, 0.0); #endif // ALPHA_ANTIALIASING_EDGE_USED + mat4 inv_view_matrix = scene_data.inv_view_matrix; + mat4 read_model_matrix = draw_call.transform; +#ifdef USE_DOUBLE_PRECISION + read_model_matrix[0][3] = 0.0; + read_model_matrix[1][3] = 0.0; + read_model_matrix[2][3] = 0.0; + inv_view_matrix[0][3] = 0.0; + inv_view_matrix[1][3] = 0.0; + inv_view_matrix[2][3] = 0.0; +#endif + { #CODE : FRAGMENT } @@ -879,6 +961,11 @@ 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) { @@ -889,8 +976,10 @@ void main() { vec3 anisotropic_normal = cross(anisotropic_tangent, anisotropic_direction); vec3 bent_normal = normalize(mix(normal, anisotropic_normal, abs(anisotropy) * clamp(5.0 * roughness, 0.0, 1.0))); vec3 ref_vec = reflect(-view, bent_normal); + ref_vec = mix(ref_vec, bent_normal, roughness * roughness); #else vec3 ref_vec = reflect(-view, normal); + ref_vec = mix(ref_vec, normal, roughness * roughness); #endif float horizon = min(1.0 + dot(ref_vec, normal), 1.0); ref_vec = scene_data.radiance_inverse_xform * ref_vec; @@ -905,6 +994,8 @@ 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; } @@ -925,7 +1016,8 @@ 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); } } @@ -940,6 +1032,7 @@ void main() { vec3 n = normalize(normal_interp); // We want to use geometric normal, not normal_map float NoV = max(dot(n, view), 0.0001); vec3 ref_vec = reflect(-view, n); + ref_vec = mix(ref_vec, n, clearcoat_roughness * clearcoat_roughness); // The clear coat layer assumes an IOR of 1.5 (4% reflectance) float Fc = clearcoat * (0.04 + 0.96 * SchlickFresnel(NoV)); float attenuation = 1.0 - Fc; @@ -982,15 +1075,16 @@ 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); @@ -999,6 +1093,8 @@ 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; @@ -1006,22 +1102,22 @@ 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; } } @@ -1036,6 +1132,19 @@ void main() { vec4 ambient_accum = vec4(0.0, 0.0, 0.0, 0.0); uint reflection_indices = draw_call.reflection_probes.x; + +#ifdef LIGHT_ANISOTROPY_USED + // https://google.github.io/filament/Filament.html#lighting/imagebasedlights/anisotropy + vec3 anisotropic_direction = anisotropy >= 0.0 ? binormal : tangent; + vec3 anisotropic_tangent = cross(anisotropic_direction, view); + vec3 anisotropic_normal = cross(anisotropic_tangent, anisotropic_direction); + vec3 bent_normal = normalize(mix(normal, anisotropic_normal, abs(anisotropy) * clamp(5.0 * roughness, 0.0, 1.0))); +#else + vec3 bent_normal = normal; +#endif + vec3 ref_vec = normalize(reflect(-view, bent_normal)); + ref_vec = mix(ref_vec, bent_normal, roughness * roughness); + for (uint i = 0; i < 8; i++) { uint reflection_index = reflection_indices & 0xFF; if (i == 4) { @@ -1047,16 +1156,8 @@ void main() { if (reflection_index == 0xFF) { break; } -#ifdef LIGHT_ANISOTROPY_USED - // https://google.github.io/filament/Filament.html#lighting/imagebasedlights/anisotropy - vec3 anisotropic_direction = anisotropy >= 0.0 ? binormal : tangent; - vec3 anisotropic_tangent = cross(anisotropic_direction, view); - vec3 anisotropic_normal = cross(anisotropic_tangent, anisotropic_direction); - vec3 bent_normal = normalize(mix(normal, anisotropic_normal, abs(anisotropy) * clamp(5.0 * roughness, 0.0, 1.0))); -#else - vec3 bent_normal = normal; -#endif - reflection_process(reflection_index, view, vertex, bent_normal, roughness, ambient_light, specular_light, ambient_accum, reflection_accum); + + reflection_process(reflection_index, vertex, ref_vec, bent_normal, roughness, ambient_light, specular_light, ambient_accum, reflection_accum); } if (reflection_accum.a > 0.0) { @@ -1134,7 +1235,7 @@ void main() { #ifdef USE_SOFT_SHADOWS //version with soft shadows, more expensive - if (directional_lights.data[i].shadow_enabled) { + if (directional_lights.data[i].shadow_opacity > 0.001) { float depth_z = -vertex.z; vec4 pssm_coord; @@ -1286,7 +1387,7 @@ void main() { #else // Soft shadow disabled version - if (directional_lights.data[i].shadow_enabled) { + if (directional_lights.data[i].shadow_opacity > 0.001) { float depth_z = -vertex.z; vec4 pssm_coord; diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_mobile_inc.glsl b/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile_inc.glsl index 7413d8730a..631ff0575b 100644 --- a/servers/rendering/renderer_rd/shaders/scene_forward_mobile_inc.glsl +++ b/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile_inc.glsl @@ -5,7 +5,8 @@ #extension GL_EXT_multiview : enable #endif -#include "decal_data_inc.glsl" +#include "../decal_data_inc.glsl" +#include "../scene_data_inc.glsl" #if !defined(MODE_RENDER_DEPTH) || defined(MODE_RENDER_MATERIAL) || defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED) #ifndef NORMAL_USED @@ -32,7 +33,7 @@ draw_call; /* Set 0: Base Pass (never changes) */ -#include "light_data_inc.glsl" +#include "../light_data_inc.glsl" #define SAMPLER_NEAREST_CLAMP 0 #define SAMPLER_LINEAR_CLAMP 1 @@ -54,13 +55,14 @@ layout(set = 0, binding = 2) uniform sampler shadow_sampler; layout(set = 0, binding = 3) uniform sampler decal_sampler; layout(set = 0, binding = 4) uniform sampler light_projector_sampler; -#define INSTANCE_FLAGS_NON_UNIFORM_SCALE (1 << 5) -#define INSTANCE_FLAGS_USE_GI_BUFFERS (1 << 6) -#define INSTANCE_FLAGS_USE_SDFGI (1 << 7) -#define INSTANCE_FLAGS_USE_LIGHTMAP_CAPTURE (1 << 8) -#define INSTANCE_FLAGS_USE_LIGHTMAP (1 << 9) -#define INSTANCE_FLAGS_USE_SH_LIGHTMAP (1 << 10) -#define INSTANCE_FLAGS_USE_VOXEL_GI (1 << 11) +#define INSTANCE_FLAGS_NON_UNIFORM_SCALE (1 << 4) +#define INSTANCE_FLAGS_USE_GI_BUFFERS (1 << 5) +#define INSTANCE_FLAGS_USE_SDFGI (1 << 6) +#define INSTANCE_FLAGS_USE_LIGHTMAP_CAPTURE (1 << 7) +#define INSTANCE_FLAGS_USE_LIGHTMAP (1 << 8) +#define INSTANCE_FLAGS_USE_SH_LIGHTMAP (1 << 9) +#define INSTANCE_FLAGS_USE_VOXEL_GI (1 << 10) +#define INSTANCE_FLAGS_PARTICLES (1 << 11) #define INSTANCE_FLAGS_MULTIMESH (1 << 12) #define INSTANCE_FLAGS_MULTIMESH_FORMAT_2D (1 << 13) #define INSTANCE_FLAGS_MULTIMESH_HAS_COLOR (1 << 14) @@ -94,6 +96,8 @@ directional_lights; struct Lightmap { mediump mat3 normal_xform; + vec3 pad; + float exposure_normalization; }; layout(set = 0, binding = 9, std140) restrict readonly buffer Lightmaps { @@ -118,82 +122,16 @@ layout(set = 0, binding = 13, std430) restrict readonly buffer Decals { } decals; -layout(set = 0, binding = 14, std430) restrict readonly buffer GlobalVariableData { +layout(set = 0, binding = 14, std430) restrict readonly buffer GlobalShaderUniformData { highp vec4 data[]; } -global_variables; +global_shader_uniforms; /* Set 1: Render Pass (changes per render pass) */ -struct SceneData { - highp mat4 projection_matrix; - highp mat4 inv_projection_matrix; - highp mat4 inv_view_matrix; - highp mat4 view_matrix; - - // only used for multiview - highp mat4 projection_matrix_view[MAX_VIEWS]; - highp mat4 inv_projection_matrix_view[MAX_VIEWS]; - highp vec4 eye_offset[MAX_VIEWS]; - - highp vec2 viewport_size; - highp vec2 screen_pixel_size; - - // Use vec4s because std140 doesn't play nice with vec2s, z and w are wasted. - highp vec4 directional_penumbra_shadow_kernel[32]; - highp vec4 directional_soft_shadow_kernel[32]; - highp vec4 penumbra_shadow_kernel[32]; - highp vec4 soft_shadow_kernel[32]; - - mediump vec4 ambient_light_color_energy; - - mediump float ambient_color_sky_mix; - bool use_ambient_light; - bool use_ambient_cubemap; - bool use_reflection_cubemap; - - mediump mat3 radiance_inverse_xform; - - highp vec2 shadow_atlas_pixel_size; - highp vec2 directional_shadow_pixel_size; - - uint directional_light_count; - mediump float dual_paraboloid_side; - highp float z_far; - highp float z_near; - - bool ssao_enabled; - mediump float ssao_light_affect; - mediump float ssao_ao_affect; - bool roughness_limiter_enabled; - - mediump float roughness_limiter_amount; - mediump float roughness_limiter_limit; - mediump float opaque_prepass_threshold; - uint roughness_limiter_pad; - - bool fog_enabled; - highp float fog_density; - highp float fog_height; - highp float fog_height_density; - - mediump vec3 fog_light_color; - mediump float fog_sun_scatter; - - mediump float fog_aerial_perspective; - bool material_uv2_mode; - - highp float time; - mediump float reflection_multiplier; // one normally, zero when rendering reflections - - bool pancake_shadows; - uint pad1; - uint pad2; - uint pad3; -}; - layout(set = 1, binding = 0, std140) uniform SceneDataBlock { SceneData data; + SceneData prev_data; } scene_data_block; diff --git a/servers/rendering/renderer_rd/shaders/light_data_inc.glsl b/servers/rendering/renderer_rd/shaders/light_data_inc.glsl index 61c8488a05..7488a3f2c7 100644 --- a/servers/rendering/renderer_rd/shaders/light_data_inc.glsl +++ b/servers/rendering/renderer_rd/shaders/light_data_inc.glsl @@ -15,7 +15,7 @@ struct LightData { //this structure needs to be as packed as possible mediump float cone_attenuation; mediump float cone_angle; mediump float specular_amount; - bool shadow_enabled; + mediump float shadow_opacity; highp vec4 atlas_rect; // rect in the shadow atlas highp mat4 shadow_matrix; @@ -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; @@ -60,12 +60,12 @@ struct DirectionalLightData { highp float softshadow_angle; highp float soft_shadow_scale; bool blend_splits; - bool shadow_enabled; + mediump float shadow_opacity; highp float fade_from; 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/particles.glsl b/servers/rendering/renderer_rd/shaders/particles.glsl index acb62b812e..3a6dd579b9 100644 --- a/servers/rendering/renderer_rd/shaders/particles.glsl +++ b/servers/rendering/renderer_rd/shaders/particles.glsl @@ -25,10 +25,10 @@ layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in; layout(set = 0, binding = 1) uniform sampler material_samplers[12]; -layout(set = 0, binding = 2, std430) restrict readonly buffer GlobalVariableData { +layout(set = 0, binding = 2, std430) restrict readonly buffer GlobalShaderUniformData { vec4 data[]; } -global_variables; +global_shader_uniforms; /* Set 1: FRAME AND PARTICLE DATA */ @@ -458,11 +458,11 @@ void main() { } break; case ATTRACTOR_TYPE_VECTOR_FIELD: { - vec3 uvw_pos = (local_pos / FRAME.attractors[i].extents) * 2.0 - 1.0; + vec3 uvw_pos = (local_pos / FRAME.attractors[i].extents + 1.0) * 0.5; if (any(lessThan(uvw_pos, vec3(0.0))) || any(greaterThan(uvw_pos, vec3(1.0)))) { continue; } - vec3 s = texture(sampler3D(sdf_vec_textures[FRAME.attractors[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos).xyz; + vec3 s = texture(sampler3D(sdf_vec_textures[FRAME.attractors[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos).xyz * 2.0 - 1.0; dir = mat3(FRAME.attractors[i].transform) * safe_normalize(s); //revert direction amount = length(s); @@ -475,7 +475,7 @@ void main() { float particle_size = FRAME.particle_size; -#ifdef USE_COLLISON_SCALE +#ifdef USE_COLLISION_SCALE particle_size *= dot(vec3(length(PARTICLE.xform[0].xyz), length(PARTICLE.xform[1].xyz), length(PARTICLE.xform[2].xyz)), vec3(0.33333333333)); diff --git a/servers/rendering/renderer_rd/shaders/scene_data_inc.glsl b/servers/rendering/renderer_rd/shaders/scene_data_inc.glsl new file mode 100644 index 0000000000..048257e9ef --- /dev/null +++ b/servers/rendering/renderer_rd/shaders/scene_data_inc.glsl @@ -0,0 +1,69 @@ +// Scene data stores all our 3D rendering globals for a frame such as our matrices +// where this information is independent of the different RD implementations. +// This enables us to use this UBO in our main scene render shaders but also in +// effects that need access to this data. + +struct SceneData { + highp mat4 projection_matrix; + highp mat4 inv_projection_matrix; + highp mat4 inv_view_matrix; + highp mat4 view_matrix; + + // only used for multiview + highp mat4 projection_matrix_view[MAX_VIEWS]; + highp mat4 inv_projection_matrix_view[MAX_VIEWS]; + highp vec4 eye_offset[MAX_VIEWS]; + + highp vec2 viewport_size; + highp vec2 screen_pixel_size; + + // Use vec4s because std140 doesn't play nice with vec2s, z and w are wasted. + highp vec4 directional_penumbra_shadow_kernel[32]; + highp vec4 directional_soft_shadow_kernel[32]; + highp vec4 penumbra_shadow_kernel[32]; + highp vec4 soft_shadow_kernel[32]; + + mediump mat3 radiance_inverse_xform; + + mediump vec4 ambient_light_color_energy; + + mediump float ambient_color_sky_mix; + bool use_ambient_light; + bool use_ambient_cubemap; + bool use_reflection_cubemap; + + highp vec2 shadow_atlas_pixel_size; + highp vec2 directional_shadow_pixel_size; + + uint directional_light_count; + mediump float dual_paraboloid_side; + highp float z_far; + highp float z_near; + + bool roughness_limiter_enabled; + mediump float roughness_limiter_amount; + mediump float roughness_limiter_limit; + mediump float opaque_prepass_threshold; + + bool fog_enabled; + highp float fog_density; + highp float fog_height; + highp float fog_height_density; + + mediump vec3 fog_light_color; + mediump float fog_sun_scatter; + + mediump float fog_aerial_perspective; + highp float time; + mediump float reflection_multiplier; // one normally, zero when rendering reflections + bool material_uv2_mode; + + vec2 taa_jitter; + float emissive_exposure_normalization; + float IBL_exposure_normalization; + + bool pancake_shadows; + uint pad1; + uint pad2; + uint pad3; +}; 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 c92b29b14a..2fba1351f7 100644 --- a/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl +++ b/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl @@ -97,11 +97,12 @@ void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float atte float diffuse_brdf_NL; // BRDF times N.L for calculating diffuse radiance #if defined(DIFFUSE_LAMBERT_WRAP) - // energy conserving lambert wrap shader - diffuse_brdf_NL = max(0.0, (NdotL + roughness) / ((1.0 + roughness) * (1.0 + roughness))); + // Energy conserving lambert wrap shader. + // https://web.archive.org/web/20210228210901/http://blog.stevemcauley.com/2011/12/03/energy-conserving-wrapped-diffuse/ + diffuse_brdf_NL = max(0.0, (NdotL + roughness) / ((1.0 + roughness) * (1.0 + roughness))) * (1.0 / M_PI); #elif defined(DIFFUSE_TOON) - diffuse_brdf_NL = smoothstep(-roughness, max(roughness, 0.01), NdotL); + diffuse_brdf_NL = smoothstep(-roughness, max(roughness, 0.01), NdotL) * (1.0 / M_PI); #elif defined(DIFFUSE_BURLEY) @@ -199,7 +200,10 @@ void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float atte #endif // LIGHT_ANISOTROPY_USED // F float cLdotH5 = SchlickFresnel(cLdotH); - vec3 F = mix(vec3(cLdotH5), vec3(1.0), f0); + // Calculate Fresnel using specular occlusion term from Filament: + // https://google.github.io/filament/Filament.html#lighting/occlusion/specularocclusion + float f90 = clamp(dot(f0, vec3(50.0 * 0.33)), 0.0, 1.0); + vec3 F = f0 + (f90 - f0) * cLdotH5; vec3 specular_brdf_NL = cNdotL * D * F * G; @@ -392,7 +396,7 @@ float get_omni_attenuation(float distance, float inv_range, float decay) { float light_process_omni_shadow(uint idx, vec3 vertex, vec3 normal) { #ifndef SHADOWS_DISABLED - if (omni_lights.data[idx].shadow_enabled) { + if (omni_lights.data[idx].shadow_opacity > 0.001) { // there is a shadowmap vec2 texel_size = scene_data_block.data.shadow_atlas_pixel_size; vec4 base_uv_rect = omni_lights.data[idx].atlas_rect; @@ -495,6 +499,7 @@ float light_process_omni_shadow(uint idx, vec3 vertex, vec3 normal) { } shadow /= float(sc_penumbra_shadow_samples); + shadow = mix(1.0, shadow, omni_lights.data[idx].shadow_opacity); } else { //no blockers found, so no shadow @@ -513,7 +518,7 @@ float light_process_omni_shadow(uint idx, vec3 vertex, vec3 normal) { vec2 pos = shadow_sample.xy / shadow_sample.z; float depth = shadow_len - omni_lights.data[idx].shadow_bias; depth *= omni_lights.data[idx].inv_radius; - shadow = sample_omni_pcf_shadow(shadow_atlas, omni_lights.data[idx].soft_shadow_scale / shadow_sample.z, pos, uv_rect, flip_offset, depth); + shadow = mix(1.0, sample_omni_pcf_shadow(shadow_atlas, omni_lights.data[idx].soft_shadow_scale / shadow_sample.z, pos, uv_rect, flip_offset, depth), omni_lights.data[idx].shadow_opacity); } return shadow; @@ -671,7 +676,7 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v float light_process_spot_shadow(uint idx, vec3 vertex, vec3 normal) { #ifndef SHADOWS_DISABLED - if (spot_lights.data[idx].shadow_enabled) { + if (spot_lights.data[idx].shadow_opacity > 0.001) { vec3 light_rel_vec = spot_lights.data[idx].position - vertex; float light_length = length(light_rel_vec); vec3 spot_dir = spot_lights.data[idx].direction; @@ -732,6 +737,7 @@ float light_process_spot_shadow(uint idx, vec3 vertex, vec3 normal) { } shadow /= float(sc_penumbra_shadow_samples); + shadow = mix(1.0, shadow, spot_lights.data[idx].shadow_opacity); } else { //no blockers found, so no shadow @@ -740,7 +746,7 @@ float light_process_spot_shadow(uint idx, vec3 vertex, vec3 normal) { } else { //hard shadow vec3 shadow_uv = vec3(splane.xy * spot_lights.data[idx].atlas_rect.zw + spot_lights.data[idx].atlas_rect.xy, splane.z); - shadow = sample_pcf_shadow(shadow_atlas, spot_lights.data[idx].soft_shadow_scale * scene_data_block.data.shadow_atlas_pixel_size, shadow_uv); + shadow = mix(1.0, sample_pcf_shadow(shadow_atlas, spot_lights.data[idx].soft_shadow_scale * scene_data_block.data.shadow_atlas_pixel_size, shadow_uv), spot_lights.data[idx].shadow_opacity); } return shadow; @@ -869,7 +875,7 @@ void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v diffuse_light, specular_light); } -void reflection_process(uint ref_index, vec3 view, vec3 vertex, vec3 normal, float roughness, vec3 ambient_light, vec3 specular_light, inout vec4 ambient_accum, inout vec4 reflection_accum) { +void reflection_process(uint ref_index, vec3 vertex, vec3 ref_vec, vec3 normal, float roughness, vec3 ambient_light, vec3 specular_light, inout vec4 ambient_accum, inout vec4 reflection_accum) { vec3 box_extents = reflections.data[ref_index].box_extents; vec3 local_pos = (reflections.data[ref_index].local_matrix * vec4(vertex, 1.0)).xyz; @@ -877,8 +883,6 @@ void reflection_process(uint ref_index, vec3 view, vec3 vertex, vec3 normal, flo return; } - vec3 ref_vec = normalize(reflect(-view, normal)); - vec3 inner_pos = abs(local_pos / box_extents); float blend = max(inner_pos.x, max(inner_pos.y, inner_pos.z)); //make blend more rounded @@ -906,7 +910,7 @@ void reflection_process(uint ref_index, vec3 view, vec3 vertex, vec3 normal, flo 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); } @@ -929,6 +933,7 @@ void reflection_process(uint ref_index, vec3 view, vec3 vertex, vec3 normal, flo 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/skeleton.glsl b/servers/rendering/renderer_rd/shaders/skeleton.glsl index a893a66c94..75bea9300b 100644 --- a/servers/rendering/renderer_rd/shaders/skeleton.glsl +++ b/servers/rendering/renderer_rd/shaders/skeleton.glsl @@ -54,14 +54,54 @@ layout(push_constant, std430) uniform Params { } params; -vec4 decode_abgr_2_10_10_10(uint base) { - uvec4 abgr_2_10_10_10 = (uvec4(base) >> uvec4(0, 10, 20, 30)) & uvec4(0x3FF, 0x3FF, 0x3FF, 0x3); - return vec4(abgr_2_10_10_10) / vec4(1023.0, 1023.0, 1023.0, 3.0) * 2.0 - 1.0; +vec2 uint_to_vec2(uint base) { + uvec2 decode = (uvec2(base) >> uvec2(0, 16)) & uvec2(0xFFFF, 0xFFFF); + return vec2(decode) / vec2(65535.0, 65535.0) * 2.0 - 1.0; } -uint encode_abgr_2_10_10_10(vec4 base) { - uvec4 abgr_2_10_10_10 = uvec4(clamp(ivec4((base * 0.5 + 0.5) * vec4(1023.0, 1023.0, 1023.0, 3.0)), ivec4(0), ivec4(0x3FF, 0x3FF, 0x3FF, 0x3))) << uvec4(0, 10, 20, 30); - return abgr_2_10_10_10.x | abgr_2_10_10_10.y | abgr_2_10_10_10.z | abgr_2_10_10_10.w; +vec3 oct_to_vec3(vec2 oct) { + vec3 v = vec3(oct.xy, 1.0 - abs(oct.x) - abs(oct.y)); + float t = max(-v.z, 0.0); + v.xy += t * -sign(v.xy); + return v; +} + +vec3 decode_uint_oct_to_norm(uint base) { + return oct_to_vec3(uint_to_vec2(base)); +} + +vec4 decode_uint_oct_to_tang(uint base) { + vec2 oct_sign_encoded = uint_to_vec2(base); + // Binormal sign encoded in y component + vec2 oct = vec2(oct_sign_encoded.x, abs(oct_sign_encoded.y) * 2.0 - 1.0); + return vec4(oct_to_vec3(oct), sign(oct_sign_encoded.y)); +} + +vec2 signNotZero(vec2 v) { + return mix(vec2(-1.0), vec2(1.0), greaterThanEqual(v.xy, vec2(0.0))); +} + +uint vec2_to_uint(vec2 base) { + uvec2 enc = uvec2(clamp(ivec2(base * vec2(65535, 65535)), ivec2(0), ivec2(0xFFFF, 0xFFFF))) << uvec2(0, 16); + return enc.x | enc.y; +} + +vec2 vec3_to_oct(vec3 e) { + e /= abs(e.x) + abs(e.y) + abs(e.z); + vec2 oct = e.z >= 0.0f ? e.xy : (vec2(1.0f) - abs(e.yx)) * signNotZero(e.xy); + return oct * 0.5f + 0.5f; +} + +uint encode_norm_to_uint_oct(vec3 base) { + return vec2_to_uint(vec3_to_oct(base)); +} + +uint encode_tang_to_uint_oct(vec4 base) { + vec2 oct = vec3_to_oct(base.xyz); + // Encode binormal sign in y component + oct.y = oct.y * 0.5f + 0.5f; + oct.y = base.w >= 0.0f ? oct.y : 1 - oct.y; + return vec2_to_uint(oct); } void main() { @@ -131,12 +171,12 @@ void main() { src_offset += 3; if (params.has_normal) { - normal = decode_abgr_2_10_10_10(src_vertices.data[src_offset]).rgb; + normal = decode_uint_oct_to_norm(src_vertices.data[src_offset]); src_offset++; } if (params.has_tangent) { - tangent = decode_abgr_2_10_10_10(src_vertices.data[src_offset]); + tangent = decode_uint_oct_to_tang(src_vertices.data[src_offset]); } if (params.has_blend_shape) { @@ -155,12 +195,12 @@ void main() { base_offset += 3; if (params.has_normal) { - blend_normal += decode_abgr_2_10_10_10(src_blend_shapes.data[base_offset]).rgb * w; + blend_normal += decode_uint_oct_to_norm(src_blend_shapes.data[base_offset]) * w; base_offset++; } if (params.has_tangent) { - blend_tangent += decode_abgr_2_10_10_10(src_blend_shapes.data[base_offset]).rgb * w; + blend_tangent += decode_uint_oct_to_tang(src_blend_shapes.data[base_offset]).rgb * w; } blend_total += w; @@ -234,12 +274,12 @@ void main() { dst_offset += 3; if (params.has_normal) { - dst_vertices.data[dst_offset] = encode_abgr_2_10_10_10(vec4(normal, 0.0)); + dst_vertices.data[dst_offset] = encode_norm_to_uint_oct(normal); dst_offset++; } if (params.has_tangent) { - dst_vertices.data[dst_offset] = encode_abgr_2_10_10_10(tangent); + dst_vertices.data[dst_offset] = encode_tang_to_uint_oct(tangent); } #endif diff --git a/servers/rendering/renderer_rd/shaders/specular_merge.glsl b/servers/rendering/renderer_rd/shaders/specular_merge.glsl deleted file mode 100644 index 3579c35cce..0000000000 --- a/servers/rendering/renderer_rd/shaders/specular_merge.glsl +++ /dev/null @@ -1,53 +0,0 @@ -#[vertex] - -#version 450 - -#VERSION_DEFINES - -layout(location = 0) out vec2 uv_interp; - -void main() { - vec2 base_arr[4] = vec2[](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(1.0, 0.0)); - uv_interp = base_arr[gl_VertexIndex]; - - gl_Position = vec4(uv_interp * 2.0 - 1.0, 0.0, 1.0); -} - -#[fragment] - -#version 450 - -#VERSION_DEFINES - -layout(location = 0) in vec2 uv_interp; - -layout(set = 0, binding = 0) uniform sampler2D specular; - -#ifdef MODE_SSR - -layout(set = 1, binding = 0) uniform sampler2D ssr; - -#endif - -#ifdef MODE_MERGE - -layout(set = 2, binding = 0) uniform sampler2D diffuse; - -#endif - -layout(location = 0) out vec4 frag_color; - -void main() { - frag_color.rgb = texture(specular, uv_interp).rgb; - frag_color.a = 0.0; -#ifdef MODE_SSR - - vec4 ssr_color = texture(ssr, uv_interp); - frag_color.rgb = mix(frag_color.rgb, ssr_color.rgb, ssr_color.a); -#endif - -#ifdef MODE_MERGE - frag_color += texture(diffuse, uv_interp); -#endif - //added using additive blend -} diff --git a/servers/rendering/renderer_rd/storage_rd/forward_id_storage.cpp b/servers/rendering/renderer_rd/storage_rd/forward_id_storage.cpp new file mode 100644 index 0000000000..c7f106eba0 --- /dev/null +++ b/servers/rendering/renderer_rd/storage_rd/forward_id_storage.cpp @@ -0,0 +1,43 @@ +/*************************************************************************/ +/* forward_id_storage.cpp */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/*************************************************************************/ + +#include "forward_id_storage.h" + +using namespace RendererRD; + +ForwardIDStorage *ForwardIDStorage::singleton = nullptr; + +ForwardIDStorage::ForwardIDStorage() { + singleton = this; +} + +ForwardIDStorage::~ForwardIDStorage() { + singleton = nullptr; +} diff --git a/servers/rendering/renderer_rd/storage_rd/forward_id_storage.h b/servers/rendering/renderer_rd/storage_rd/forward_id_storage.h new file mode 100644 index 0000000000..f6a74383d4 --- /dev/null +++ b/servers/rendering/renderer_rd/storage_rd/forward_id_storage.h @@ -0,0 +1,68 @@ +/*************************************************************************/ +/* forward_id_storage.h */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/*************************************************************************/ + +#ifndef FORWARD_ID_STORAGE_H +#define FORWARD_ID_STORAGE_H + +#include "servers/rendering/storage/utilities.h" + +class RendererSceneRenderRD; + +namespace RendererRD { + +typedef int32_t ForwardID; + +enum ForwardIDType { + FORWARD_ID_TYPE_OMNI_LIGHT, + FORWARD_ID_TYPE_SPOT_LIGHT, + FORWARD_ID_TYPE_REFLECTION_PROBE, + FORWARD_ID_TYPE_DECAL, + FORWARD_ID_MAX, +}; + +class ForwardIDStorage { +private: + static ForwardIDStorage *singleton; + +public: + static ForwardIDStorage *get_singleton() { return singleton; } + + ForwardIDStorage(); + virtual ~ForwardIDStorage(); + + virtual RendererRD::ForwardID allocate_forward_id(RendererRD::ForwardIDType p_type) { return -1; } + virtual void free_forward_id(RendererRD::ForwardIDType p_type, RendererRD::ForwardID p_id) {} + virtual void map_forward_id(RendererRD::ForwardIDType p_type, RendererRD::ForwardID p_id, uint32_t p_index) {} + virtual bool uses_forward_ids() const { return false; } +}; + +} // namespace RendererRD + +#endif // FORWARD_ID_STORAGE_H diff --git a/servers/rendering/renderer_rd/storage_rd/light_storage.cpp b/servers/rendering/renderer_rd/storage_rd/light_storage.cpp index e65f676785..c83473ef07 100644 --- a/servers/rendering/renderer_rd/storage_rd/light_storage.cpp +++ b/servers/rendering/renderer_rd/storage_rd/light_storage.cpp @@ -30,6 +30,7 @@ #include "light_storage.h" #include "core/config/project_settings.h" +#include "servers/rendering/renderer_rd/renderer_scene_render_rd.h" #include "texture_storage.h" using namespace RendererRD; @@ -45,6 +46,9 @@ LightStorage::LightStorage() { TextureStorage *texture_storage = TextureStorage::get_singleton(); + 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"); + using_lightmap_array = true; // high end if (using_lightmap_array) { uint64_t textures_per_stage = RD::get_singleton()->limit_get(RD::LIMIT_MAX_TEXTURES_PER_SHADER_STAGE); @@ -56,7 +60,7 @@ LightStorage::LightStorage() { } for (int i = 0; i < lightmap_textures.size(); i++) { - lightmap_textures.write[i] = texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE); + lightmap_textures.write[i] = texture_storage->texture_rd_get_default(TextureStorage::DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE); } } @@ -64,9 +68,46 @@ LightStorage::LightStorage() { } LightStorage::~LightStorage() { + free_reflection_data(); + free_light_data(); + + for (const KeyValue<int, ShadowCubemap> &E : shadow_cubemaps) { + RD::get_singleton()->free(E.value.cubemap); + } + singleton = nullptr; } +bool LightStorage::free(RID p_rid) { + if (owns_reflection_probe(p_rid)) { + reflection_probe_free(p_rid); + return true; + } else if (owns_reflection_atlas(p_rid)) { + reflection_atlas_free(p_rid); + return true; + } else if (owns_reflection_probe_instance(p_rid)) { + reflection_probe_instance_free(p_rid); + return true; + } else if (owns_light(p_rid)) { + light_free(p_rid); + return true; + } else if (owns_light_instance(p_rid)) { + light_instance_free(p_rid); + return true; + } else if (owns_lightmap(p_rid)) { + lightmap_free(p_rid); + return true; + } else if (owns_lightmap_instance(p_rid)) { + lightmap_instance_free(p_rid); + return true; + } else if (owns_shadow_atlas(p_rid)) { + shadow_atlas_free(p_rid); + return true; + } + + return false; +} + /* LIGHT */ void LightStorage::_light_initialize(RID p_light, RS::LightType p_type) { @@ -75,6 +116,7 @@ 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; @@ -88,10 +130,11 @@ void LightStorage::_light_initialize(RID p_light, RS::LightType p_type) { light.param[RS::LIGHT_PARAM_SHADOW_FADE_START] = 0.8; light.param[RS::LIGHT_PARAM_SHADOW_NORMAL_BIAS] = 1.0; light.param[RS::LIGHT_PARAM_SHADOW_BIAS] = 0.02; + 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); } @@ -181,7 +224,7 @@ void LightStorage::light_set_shadow(RID p_light, bool p_enabled) { } void LightStorage::light_set_projector(RID p_light, RID p_texture) { - RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton(); + TextureStorage *texture_storage = TextureStorage::get_singleton(); Light *light = light_owner.get_or_null(p_light); ERR_FAIL_COND(!light); @@ -351,7 +394,7 @@ AABB LightStorage::light_get_aabb(RID p_light) const { switch (light->type) { case RS::LIGHT_SPOT: { float len = light->param[RS::LIGHT_PARAM_RANGE]; - float size = Math::tan(Math::deg2rad(light->param[RS::LIGHT_PARAM_SPOT_ANGLE])) * len; + float size = Math::tan(Math::deg_to_rad(light->param[RS::LIGHT_PARAM_SPOT_ANGLE])) * len; return AABB(Vector3(-size, -size, -len), Vector3(size * 2, size * 2, len)); }; case RS::LIGHT_OMNI: { @@ -366,6 +409,602 @@ AABB LightStorage::light_get_aabb(RID p_light) const { ERR_FAIL_V(AABB()); } +Dependency *LightStorage::light_get_dependency(RID p_light) const { + Light *light = light_owner.get_or_null(p_light); + ERR_FAIL_NULL_V(light, nullptr); + + return &light->dependency; +} + +/* LIGHT INSTANCE API */ + +RID LightStorage::light_instance_create(RID p_light) { + RID li = light_instance_owner.make_rid(LightInstance()); + + LightInstance *light_instance = light_instance_owner.get_or_null(li); + + light_instance->self = li; + light_instance->light = p_light; + light_instance->light_type = light_get_type(p_light); + if (light_instance->light_type != RS::LIGHT_DIRECTIONAL) { + light_instance->forward_id = ForwardIDStorage::get_singleton()->allocate_forward_id(light_instance->light_type == RS::LIGHT_OMNI ? FORWARD_ID_TYPE_OMNI_LIGHT : FORWARD_ID_TYPE_SPOT_LIGHT); + } + + return li; +} + +void LightStorage::light_instance_free(RID p_light) { + LightInstance *light_instance = light_instance_owner.get_or_null(p_light); + + //remove from shadow atlases.. + for (const RID &E : light_instance->shadow_atlases) { + ShadowAtlas *shadow_atlas = shadow_atlas_owner.get_or_null(E); + ERR_CONTINUE(!shadow_atlas->shadow_owners.has(p_light)); + uint32_t key = shadow_atlas->shadow_owners[p_light]; + uint32_t q = (key >> QUADRANT_SHIFT) & 0x3; + uint32_t s = key & SHADOW_INDEX_MASK; + + shadow_atlas->quadrants[q].shadows.write[s].owner = RID(); + + if (key & OMNI_LIGHT_FLAG) { + // Omni lights use two atlas spots, make sure to clear the other as well + shadow_atlas->quadrants[q].shadows.write[s + 1].owner = RID(); + } + + shadow_atlas->shadow_owners.erase(p_light); + } + + if (light_instance->light_type != RS::LIGHT_DIRECTIONAL) { + ForwardIDStorage::get_singleton()->free_forward_id(light_instance->light_type == RS::LIGHT_OMNI ? FORWARD_ID_TYPE_OMNI_LIGHT : FORWARD_ID_TYPE_SPOT_LIGHT, light_instance->forward_id); + } + light_instance_owner.free(p_light); +} + +void LightStorage::light_instance_set_transform(RID p_light_instance, const Transform3D &p_transform) { + LightInstance *light_instance = light_instance_owner.get_or_null(p_light_instance); + ERR_FAIL_COND(!light_instance); + + light_instance->transform = p_transform; +} + +void LightStorage::light_instance_set_aabb(RID p_light_instance, const AABB &p_aabb) { + LightInstance *light_instance = light_instance_owner.get_or_null(p_light_instance); + ERR_FAIL_COND(!light_instance); + + light_instance->aabb = p_aabb; +} + +void LightStorage::light_instance_set_shadow_transform(RID p_light_instance, const Projection &p_projection, const Transform3D &p_transform, float p_far, float p_split, int p_pass, float p_shadow_texel_size, float p_bias_scale, float p_range_begin, const Vector2 &p_uv_scale) { + LightInstance *light_instance = light_instance_owner.get_or_null(p_light_instance); + ERR_FAIL_COND(!light_instance); + + ERR_FAIL_INDEX(p_pass, 6); + + light_instance->shadow_transform[p_pass].camera = p_projection; + light_instance->shadow_transform[p_pass].transform = p_transform; + light_instance->shadow_transform[p_pass].farplane = p_far; + light_instance->shadow_transform[p_pass].split = p_split; + light_instance->shadow_transform[p_pass].bias_scale = p_bias_scale; + light_instance->shadow_transform[p_pass].range_begin = p_range_begin; + light_instance->shadow_transform[p_pass].shadow_texel_size = p_shadow_texel_size; + light_instance->shadow_transform[p_pass].uv_scale = p_uv_scale; +} + +void LightStorage::light_instance_mark_visible(RID p_light_instance) { + LightInstance *light_instance = light_instance_owner.get_or_null(p_light_instance); + ERR_FAIL_COND(!light_instance); + + light_instance->last_scene_pass = RendererSceneRenderRD::get_singleton()->get_scene_pass(); +} + +/* LIGHT DATA */ + +void LightStorage::free_light_data() { + if (directional_light_buffer.is_valid()) { + RD::get_singleton()->free(directional_light_buffer); + directional_light_buffer = RID(); + } + + if (omni_light_buffer.is_valid()) { + RD::get_singleton()->free(omni_light_buffer); + omni_light_buffer = RID(); + } + + if (spot_light_buffer.is_valid()) { + RD::get_singleton()->free(spot_light_buffer); + spot_light_buffer = RID(); + } + + if (directional_lights != nullptr) { + memdelete_arr(directional_lights); + directional_lights = nullptr; + } + + if (omni_lights != nullptr) { + memdelete_arr(omni_lights); + omni_lights = nullptr; + } + + if (spot_lights != nullptr) { + memdelete_arr(spot_lights); + spot_lights = nullptr; + } + + if (omni_light_sort != nullptr) { + memdelete_arr(omni_light_sort); + omni_light_sort = nullptr; + } + + if (spot_light_sort != nullptr) { + memdelete_arr(spot_light_sort); + spot_light_sort = nullptr; + } +} + +void LightStorage::set_max_lights(const uint32_t p_max_lights) { + max_lights = p_max_lights; + + uint32_t light_buffer_size = max_lights * sizeof(LightData); + omni_lights = memnew_arr(LightData, max_lights); + omni_light_buffer = RD::get_singleton()->storage_buffer_create(light_buffer_size); + omni_light_sort = memnew_arr(LightInstanceDepthSort, max_lights); + spot_lights = memnew_arr(LightData, max_lights); + spot_light_buffer = RD::get_singleton()->storage_buffer_create(light_buffer_size); + spot_light_sort = memnew_arr(LightInstanceDepthSort, max_lights); + //defines += "\n#define MAX_LIGHT_DATA_STRUCTS " + itos(max_lights) + "\n"; + + max_directional_lights = RendererSceneRender::MAX_DIRECTIONAL_LIGHTS; + uint32_t directional_light_buffer_size = max_directional_lights * sizeof(DirectionalLightData); + directional_lights = memnew_arr(DirectionalLightData, max_directional_lights); + directional_light_buffer = RD::get_singleton()->uniform_buffer_create(directional_light_buffer_size); +} + +void LightStorage::update_light_buffers(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) { + ForwardIDStorage *forward_id_storage = ForwardIDStorage::get_singleton(); + RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton(); + + Transform3D inverse_transform = p_camera_transform.affine_inverse(); + + r_directional_light_count = 0; + r_positional_light_count = 0; + + Plane camera_plane(-p_camera_transform.basis.get_column(Vector3::AXIS_Z).normalized(), p_camera_transform.origin); + + omni_light_count = 0; + spot_light_count = 0; + + r_directional_light_soft_shadows = false; + + for (int i = 0; i < (int)p_lights.size(); i++) { + LightInstance *light_instance = light_instance_owner.get_or_null(p_lights[i]); + if (!light_instance) { + continue; + } + Light *light = light_owner.get_or_null(light_instance->light); + + ERR_CONTINUE(light == nullptr); + + switch (light->type) { + case RS::LIGHT_DIRECTIONAL: { + if (r_directional_light_count >= max_directional_lights || light->directional_sky_mode == RS::LIGHT_DIRECTIONAL_SKY_MODE_SKY_ONLY) { + continue; + } + + DirectionalLightData &light_data = directional_lights[r_directional_light_count]; + + Transform3D light_transform = light_instance->transform; + + Vector3 direction = inverse_transform.basis.xform(light_transform.basis.xform(Vector3(0, 0, 1))).normalized(); + + light_data.direction[0] = direction.x; + light_data.direction[1] = direction.y; + light_data.direction[2] = direction.z; + + float sign = light->negative ? -1 : 1; + + light_data.energy = sign * light->param[RS::LIGHT_PARAM_ENERGY]; + + if (RendererSceneRenderRD::get_singleton()->is_using_physical_light_units()) { + light_data.energy *= light->param[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->color.srgb_to_linear(); + light_data.color[0] = linear_col.r; + light_data.color[1] = linear_col.g; + light_data.color[2] = linear_col.b; + + light_data.specular = light->param[RS::LIGHT_PARAM_SPECULAR]; + light_data.volumetric_fog_energy = light->param[RS::LIGHT_PARAM_VOLUMETRIC_FOG_ENERGY]; + light_data.mask = light->cull_mask; + + float size = light->param[RS::LIGHT_PARAM_SIZE]; + + light_data.size = 1.0 - Math::cos(Math::deg_to_rad(size)); //angle to cosine offset + + if (RendererSceneRenderRD::get_singleton()->get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_PSSM_SPLITS) { + WARN_PRINT_ONCE("The DirectionalLight3D PSSM splits debug draw mode is not reimplemented yet."); + } + + light_data.shadow_opacity = (p_using_shadows && light->shadow) + ? light->param[RS::LIGHT_PARAM_SHADOW_OPACITY] + : 0.0; + + float angular_diameter = light->param[RS::LIGHT_PARAM_SIZE]; + if (angular_diameter > 0.0) { + // I know tan(0) is 0, but let's not risk it with numerical precision. + // technically this will keep expanding until reaching the sun, but all we care + // is expand until we reach the radius of the near plane (there can't be more occluders than that) + angular_diameter = Math::tan(Math::deg_to_rad(angular_diameter)); + if (light->shadow && light->param[RS::LIGHT_PARAM_SHADOW_BLUR] > 0.0) { + // Only enable PCSS-like soft shadows if blurring is enabled. + // Otherwise, performance would decrease with no visual difference. + r_directional_light_soft_shadows = true; + } + } else { + angular_diameter = 0.0; + } + + if (light_data.shadow_opacity > 0.001) { + RS::LightDirectionalShadowMode smode = light->directional_shadow_mode; + + int limit = smode == RS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL ? 0 : (smode == RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS ? 1 : 3); + light_data.blend_splits = (smode != RS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL) && light->directional_blend_splits; + for (int j = 0; j < 4; j++) { + Rect2 atlas_rect = light_instance->shadow_transform[j].atlas_rect; + Projection matrix = light_instance->shadow_transform[j].camera; + float split = light_instance->shadow_transform[MIN(limit, j)].split; + + Projection bias; + bias.set_light_bias(); + Projection rectm; + rectm.set_light_atlas_rect(atlas_rect); + + Transform3D modelview = (inverse_transform * light_instance->shadow_transform[j].transform).inverse(); + + Projection shadow_mtx = rectm * bias * matrix * modelview; + light_data.shadow_split_offsets[j] = split; + float bias_scale = light_instance->shadow_transform[j].bias_scale; + light_data.shadow_bias[j] = light->param[RS::LIGHT_PARAM_SHADOW_BIAS] / 100.0 * bias_scale; + light_data.shadow_normal_bias[j] = light->param[RS::LIGHT_PARAM_SHADOW_NORMAL_BIAS] * light_instance->shadow_transform[j].shadow_texel_size; + light_data.shadow_transmittance_bias[j] = light->param[RS::LIGHT_PARAM_TRANSMITTANCE_BIAS] * bias_scale; + light_data.shadow_z_range[j] = light_instance->shadow_transform[j].farplane; + light_data.shadow_range_begin[j] = light_instance->shadow_transform[j].range_begin; + RendererRD::MaterialStorage::store_camera(shadow_mtx, light_data.shadow_matrices[j]); + + Vector2 uv_scale = light_instance->shadow_transform[j].uv_scale; + uv_scale *= atlas_rect.size; //adapt to atlas size + switch (j) { + case 0: { + light_data.uv_scale1[0] = uv_scale.x; + light_data.uv_scale1[1] = uv_scale.y; + } break; + case 1: { + light_data.uv_scale2[0] = uv_scale.x; + light_data.uv_scale2[1] = uv_scale.y; + } break; + case 2: { + light_data.uv_scale3[0] = uv_scale.x; + light_data.uv_scale3[1] = uv_scale.y; + } break; + case 3: { + light_data.uv_scale4[0] = uv_scale.x; + light_data.uv_scale4[1] = uv_scale.y; + } break; + } + } + + float fade_start = light->param[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.soft_shadow_scale = light->param[RS::LIGHT_PARAM_SHADOW_BLUR]; + light_data.softshadow_angle = angular_diameter; + light_data.bake_mode = light->bake_mode; + + if (angular_diameter <= 0.0) { + light_data.soft_shadow_scale *= RendererSceneRenderRD::get_singleton()->directional_shadow_quality_radius_get(); // Only use quality radius for PCF + } + } + + r_directional_light_count++; + } break; + case RS::LIGHT_OMNI: { + if (omni_light_count >= max_lights) { + continue; + } + + Transform3D light_transform = light_instance->transform; + const real_t distance = camera_plane.distance_to(light_transform.origin); + + if (light->distance_fade) { + const float fade_begin = light->distance_fade_begin; + const float fade_length = light->distance_fade_length; + + if (distance > fade_begin) { + if (distance > fade_begin + fade_length) { + // Out of range, don't draw this light to improve performance. + continue; + } + } + } + + omni_light_sort[omni_light_count].light_instance = light_instance; + omni_light_sort[omni_light_count].light = light; + omni_light_sort[omni_light_count].depth = distance; + omni_light_count++; + } break; + case RS::LIGHT_SPOT: { + if (spot_light_count >= max_lights) { + continue; + } + + Transform3D light_transform = light_instance->transform; + const real_t distance = camera_plane.distance_to(light_transform.origin); + + if (light->distance_fade) { + const float fade_begin = light->distance_fade_begin; + const float fade_length = light->distance_fade_length; + + if (distance > fade_begin) { + if (distance > fade_begin + fade_length) { + // Out of range, don't draw this light to improve performance. + continue; + } + } + } + + spot_light_sort[spot_light_count].light_instance = light_instance; + spot_light_sort[spot_light_count].light = light; + spot_light_sort[spot_light_count].depth = distance; + spot_light_count++; + } break; + } + + light_instance->last_pass = RSG::rasterizer->get_frame_number(); + } + + if (omni_light_count) { + SortArray<LightInstanceDepthSort> sorter; + sorter.sort(omni_light_sort, omni_light_count); + } + + if (spot_light_count) { + SortArray<LightInstanceDepthSort> sorter; + sorter.sort(spot_light_sort, spot_light_count); + } + + bool using_forward_ids = forward_id_storage->uses_forward_ids(); + + for (uint32_t i = 0; i < (omni_light_count + spot_light_count); i++) { + uint32_t index = (i < omni_light_count) ? i : i - (omni_light_count); + LightData &light_data = (i < omni_light_count) ? omni_lights[index] : spot_lights[index]; + RS::LightType type = (i < omni_light_count) ? RS::LIGHT_OMNI : RS::LIGHT_SPOT; + LightInstance *light_instance = (i < omni_light_count) ? omni_light_sort[index].light_instance : spot_light_sort[index].light_instance; + Light *light = (i < omni_light_count) ? omni_light_sort[index].light : spot_light_sort[index].light; + + if (using_forward_ids) { + forward_id_storage->map_forward_id(type == RS::LIGHT_OMNI ? RendererRD::FORWARD_ID_TYPE_OMNI_LIGHT : RendererRD::FORWARD_ID_TYPE_SPOT_LIGHT, light_instance->forward_id, index); + } + + Transform3D light_transform = light_instance->transform; + + float sign = light->negative ? -1 : 1; + Color linear_col = light->color.srgb_to_linear(); + + light_data.attenuation = light->param[RS::LIGHT_PARAM_ATTENUATION]; + + // Reuse fade begin, fade length and distance for shadow LOD determination later. + float fade_begin = 0.0; + float fade_shadow = 0.0; + float fade_length = 0.0; + real_t distance = 0.0; + + float fade = 1.0; + float shadow_opacity_fade = 1.0; + if (light->distance_fade) { + fade_begin = light->distance_fade_begin; + fade_shadow = light->distance_fade_shadow; + fade_length = light->distance_fade_length; + distance = camera_plane.distance_to(light_transform.origin); + + // Use `smoothstep()` to make opacity changes more gradual and less noticeable to the player. + if (distance > fade_begin) { + fade = Math::smoothstep(0.0f, 1.0f, 1.0f - float(distance - fade_begin) / fade_length); + } + + if (distance > fade_shadow) { + shadow_opacity_fade = Math::smoothstep(0.0f, 1.0f, 1.0f - float(distance - fade_shadow) / fade_length); + } + } + + float energy = sign * light->param[RS::LIGHT_PARAM_ENERGY] * fade; + + if (RendererSceneRenderRD::get_singleton()->is_using_physical_light_units()) { + energy *= light->param[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->param[RS::LIGHT_PARAM_SPECULAR] * 2.0; + light_data.volumetric_fog_energy = light->param[RS::LIGHT_PARAM_VOLUMETRIC_FOG_ENERGY]; + light_data.bake_mode = light->bake_mode; + + float radius = MAX(0.001, light->param[RS::LIGHT_PARAM_RANGE]); + light_data.inv_radius = 1.0 / radius; + + Vector3 pos = inverse_transform.xform(light_transform.origin); + + light_data.position[0] = pos.x; + light_data.position[1] = pos.y; + light_data.position[2] = pos.z; + + Vector3 direction = inverse_transform.basis.xform(light_transform.basis.xform(Vector3(0, 0, -1))).normalized(); + + light_data.direction[0] = direction.x; + light_data.direction[1] = direction.y; + light_data.direction[2] = direction.z; + + float size = light->param[RS::LIGHT_PARAM_SIZE]; + + light_data.size = size; + + light_data.inv_spot_attenuation = 1.0f / light->param[RS::LIGHT_PARAM_SPOT_ATTENUATION]; + float spot_angle = light->param[RS::LIGHT_PARAM_SPOT_ANGLE]; + light_data.cos_spot_angle = Math::cos(Math::deg_to_rad(spot_angle)); + + light_data.mask = light->cull_mask; + + light_data.atlas_rect[0] = 0; + light_data.atlas_rect[1] = 0; + light_data.atlas_rect[2] = 0; + light_data.atlas_rect[3] = 0; + + RID projector = light->projector; + + if (projector.is_valid()) { + Rect2 rect = texture_storage->decal_atlas_get_texture_rect(projector); + + if (type == RS::LIGHT_SPOT) { + light_data.projector_rect[0] = rect.position.x; + light_data.projector_rect[1] = rect.position.y + rect.size.height; //flip because shadow is flipped + light_data.projector_rect[2] = rect.size.width; + light_data.projector_rect[3] = -rect.size.height; + } else { + light_data.projector_rect[0] = rect.position.x; + light_data.projector_rect[1] = rect.position.y; + light_data.projector_rect[2] = rect.size.width; + light_data.projector_rect[3] = rect.size.height * 0.5; //used by dp, so needs to be half + } + } else { + light_data.projector_rect[0] = 0; + light_data.projector_rect[1] = 0; + light_data.projector_rect[2] = 0; + light_data.projector_rect[3] = 0; + } + + const bool needs_shadow = + p_using_shadows && + owns_shadow_atlas(p_shadow_atlas) && + shadow_atlas_owns_light_instance(p_shadow_atlas, light_instance->self) && + light->shadow; + + bool in_shadow_range = true; + if (needs_shadow && light->distance_fade) { + if (distance > light->distance_fade_shadow + light->distance_fade_length) { + // Out of range, don't draw shadows to improve performance. + in_shadow_range = false; + } + } + + if (needs_shadow && in_shadow_range) { + // fill in the shadow information + + light_data.shadow_opacity = light->param[RS::LIGHT_PARAM_SHADOW_OPACITY] * shadow_opacity_fade; + + float shadow_texel_size = light_instance_get_shadow_texel_size(light_instance->self, p_shadow_atlas); + light_data.shadow_normal_bias = light->param[RS::LIGHT_PARAM_SHADOW_NORMAL_BIAS] * shadow_texel_size * 10.0; + + if (type == RS::LIGHT_SPOT) { + light_data.shadow_bias = light->param[RS::LIGHT_PARAM_SHADOW_BIAS] / 100.0; + } else { //omni + light_data.shadow_bias = light->param[RS::LIGHT_PARAM_SHADOW_BIAS]; + } + + light_data.transmittance_bias = light->param[RS::LIGHT_PARAM_TRANSMITTANCE_BIAS]; + + Vector2i omni_offset; + Rect2 rect = light_instance_get_shadow_atlas_rect(light_instance->self, p_shadow_atlas, omni_offset); + + light_data.atlas_rect[0] = rect.position.x; + light_data.atlas_rect[1] = rect.position.y; + light_data.atlas_rect[2] = rect.size.width; + light_data.atlas_rect[3] = rect.size.height; + + light_data.soft_shadow_scale = light->param[RS::LIGHT_PARAM_SHADOW_BLUR]; + + if (type == RS::LIGHT_OMNI) { + Transform3D proj = (inverse_transform * light_transform).inverse(); + + RendererRD::MaterialStorage::store_transform(proj, light_data.shadow_matrix); + + if (size > 0.0 && light_data.soft_shadow_scale > 0.0) { + // Only enable PCSS-like soft shadows if blurring is enabled. + // Otherwise, performance would decrease with no visual difference. + light_data.soft_shadow_size = size; + } else { + light_data.soft_shadow_size = 0.0; + light_data.soft_shadow_scale *= RendererSceneRenderRD::get_singleton()->shadows_quality_radius_get(); // Only use quality radius for PCF + } + + light_data.direction[0] = omni_offset.x * float(rect.size.width); + light_data.direction[1] = omni_offset.y * float(rect.size.height); + } else if (type == RS::LIGHT_SPOT) { + Transform3D modelview = (inverse_transform * light_transform).inverse(); + Projection bias; + bias.set_light_bias(); + + Projection cm = light_instance->shadow_transform[0].camera; + Projection shadow_mtx = bias * cm * modelview; + RendererRD::MaterialStorage::store_camera(shadow_mtx, light_data.shadow_matrix); + + if (size > 0.0 && light_data.soft_shadow_scale > 0.0) { + // Only enable PCSS-like soft shadows if blurring is enabled. + // Otherwise, performance would decrease with no visual difference. + float half_np = cm.get_z_near() * Math::tan(Math::deg_to_rad(spot_angle)); + light_data.soft_shadow_size = (size * 0.5 / radius) / (half_np / cm.get_z_near()) * rect.size.width; + } else { + light_data.soft_shadow_size = 0.0; + light_data.soft_shadow_scale *= RendererSceneRenderRD::get_singleton()->shadows_quality_radius_get(); // Only use quality radius for PCF + } + } + } else { + light_data.shadow_opacity = 0.0; + } + + light_instance->cull_mask = light->cull_mask; + + // hook for subclass to do further processing. + RendererSceneRenderRD::get_singleton()->setup_added_light(type, light_transform, radius, spot_angle); + + r_positional_light_count++; + } + + //update without barriers + if (omni_light_count) { + RD::get_singleton()->buffer_update(omni_light_buffer, 0, sizeof(LightData) * omni_light_count, omni_lights, RD::BARRIER_MASK_RASTER | RD::BARRIER_MASK_COMPUTE); + } + + if (spot_light_count) { + RD::get_singleton()->buffer_update(spot_light_buffer, 0, sizeof(LightData) * spot_light_count, spot_lights, RD::BARRIER_MASK_RASTER | RD::BARRIER_MASK_COMPUTE); + } + + if (r_directional_light_count) { + RD::get_singleton()->buffer_update(directional_light_buffer, 0, sizeof(DirectionalLightData) * r_directional_light_count, directional_lights, RD::BARRIER_MASK_RASTER | RD::BARRIER_MASK_COMPUTE); + } +} + /* REFLECTION PROBE */ RID LightStorage::reflection_probe_allocate() { @@ -494,6 +1133,13 @@ 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()); @@ -561,6 +1207,13 @@ 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); @@ -601,6 +1254,450 @@ float LightStorage::reflection_probe_get_ambient_color_energy(RID p_probe) const return reflection_probe->ambient_color_energy; } +Dependency *LightStorage::reflection_probe_get_dependency(RID p_probe) const { + ReflectionProbe *reflection_probe = reflection_probe_owner.get_or_null(p_probe); + ERR_FAIL_NULL_V(reflection_probe, nullptr); + + return &reflection_probe->dependency; +} + +/* REFLECTION ATLAS */ + +RID LightStorage::reflection_atlas_create() { + ReflectionAtlas ra; + ra.count = GLOBAL_GET("rendering/reflections/reflection_atlas/reflection_count"); + ra.size = GLOBAL_GET("rendering/reflections/reflection_atlas/reflection_size"); + ra.cluster_builder = nullptr; + + return reflection_atlas_owner.make_rid(ra); +} + +void LightStorage::reflection_atlas_free(RID p_ref_atlas) { + reflection_atlas_set_size(p_ref_atlas, 0, 0); + ReflectionAtlas *ra = reflection_atlas_owner.get_or_null(p_ref_atlas); + if (ra->cluster_builder) { + memdelete(ra->cluster_builder); + } + reflection_atlas_owner.free(p_ref_atlas); +} + +void LightStorage::reflection_atlas_set_size(RID p_ref_atlas, int p_reflection_size, int p_reflection_count) { + ReflectionAtlas *ra = reflection_atlas_owner.get_or_null(p_ref_atlas); + ERR_FAIL_COND(!ra); + + if (ra->size == p_reflection_size && ra->count == p_reflection_count) { + return; //no changes + } + + if (ra->cluster_builder) { + // only if we're using our cluster + ra->cluster_builder->setup(Size2i(ra->size, ra->size), max_cluster_elements, RID(), RID(), RID()); + } + + ra->size = p_reflection_size; + ra->count = p_reflection_count; + + if (ra->reflection.is_valid()) { + //clear and invalidate everything + RD::get_singleton()->free(ra->reflection); + ra->reflection = RID(); + RD::get_singleton()->free(ra->depth_buffer); + ra->depth_buffer = RID(); + for (int i = 0; i < ra->reflections.size(); i++) { + ra->reflections.write[i].data.clear_reflection_data(); + if (ra->reflections[i].owner.is_null()) { + continue; + } + reflection_probe_release_atlas_index(ra->reflections[i].owner); + //rp->atlasindex clear + } + + ra->reflections.clear(); + } +} + +int LightStorage::reflection_atlas_get_size(RID p_ref_atlas) const { + ReflectionAtlas *ra = reflection_atlas_owner.get_or_null(p_ref_atlas); + ERR_FAIL_COND_V(!ra, 0); + + return ra->size; +} + +/* REFLECTION PROBE INSTANCE */ + +RID LightStorage::reflection_probe_instance_create(RID p_probe) { + ReflectionProbeInstance rpi; + rpi.probe = p_probe; + rpi.forward_id = ForwardIDStorage::get_singleton()->allocate_forward_id(FORWARD_ID_TYPE_REFLECTION_PROBE); + + return reflection_probe_instance_owner.make_rid(rpi); +} + +void LightStorage::reflection_probe_instance_free(RID p_instance) { + ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance); + ForwardIDStorage::get_singleton()->free_forward_id(FORWARD_ID_TYPE_REFLECTION_PROBE, rpi->forward_id); + reflection_probe_release_atlas_index(p_instance); + reflection_probe_instance_owner.free(p_instance); +} + +void LightStorage::reflection_probe_instance_set_transform(RID p_instance, const Transform3D &p_transform) { + ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance); + ERR_FAIL_COND(!rpi); + + rpi->transform = p_transform; + rpi->dirty = true; +} + +void LightStorage::reflection_probe_release_atlas_index(RID p_instance) { + ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance); + ERR_FAIL_COND(!rpi); + + if (rpi->atlas.is_null()) { + return; //nothing to release + } + ReflectionAtlas *atlas = reflection_atlas_owner.get_or_null(rpi->atlas); + ERR_FAIL_COND(!atlas); + ERR_FAIL_INDEX(rpi->atlas_index, atlas->reflections.size()); + atlas->reflections.write[rpi->atlas_index].owner = RID(); + rpi->atlas_index = -1; + rpi->atlas = RID(); +} + +bool LightStorage::reflection_probe_instance_needs_redraw(RID p_instance) { + ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance); + ERR_FAIL_COND_V(!rpi, false); + + if (rpi->rendering) { + return false; + } + + if (rpi->dirty) { + return true; + } + + if (LightStorage::get_singleton()->reflection_probe_get_update_mode(rpi->probe) == RS::REFLECTION_PROBE_UPDATE_ALWAYS) { + return true; + } + + return rpi->atlas_index == -1; +} + +bool LightStorage::reflection_probe_instance_has_reflection(RID p_instance) { + ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance); + ERR_FAIL_COND_V(!rpi, false); + + return rpi->atlas.is_valid(); +} + +bool LightStorage::reflection_probe_instance_begin_render(RID p_instance, RID p_reflection_atlas) { + ReflectionAtlas *atlas = reflection_atlas_owner.get_or_null(p_reflection_atlas); + + ERR_FAIL_COND_V(!atlas, false); + + ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance); + ERR_FAIL_COND_V(!rpi, false); + + RD::get_singleton()->draw_command_begin_label("Reflection probe render"); + + if (LightStorage::get_singleton()->reflection_probe_get_update_mode(rpi->probe) == RS::REFLECTION_PROBE_UPDATE_ALWAYS && atlas->reflection.is_valid() && atlas->size != 256) { + WARN_PRINT("ReflectionProbes set to UPDATE_ALWAYS must have an atlas size of 256. Please update the atlas size in the ProjectSettings."); + reflection_atlas_set_size(p_reflection_atlas, 256, atlas->count); + } + + if (LightStorage::get_singleton()->reflection_probe_get_update_mode(rpi->probe) == RS::REFLECTION_PROBE_UPDATE_ALWAYS && atlas->reflection.is_valid() && atlas->reflections[0].data.layers[0].mipmaps.size() != 8) { + // Invalidate reflection atlas, need to regenerate + RD::get_singleton()->free(atlas->reflection); + atlas->reflection = RID(); + + for (int i = 0; i < atlas->reflections.size(); i++) { + if (atlas->reflections[i].owner.is_null()) { + continue; + } + reflection_probe_release_atlas_index(atlas->reflections[i].owner); + } + + atlas->reflections.clear(); + } + + if (atlas->reflection.is_null()) { + int mipmaps = MIN(RendererSceneRenderRD::get_singleton()->get_sky()->roughness_layers, Image::get_image_required_mipmaps(atlas->size, atlas->size, Image::FORMAT_RGBAH) + 1); + mipmaps = LightStorage::get_singleton()->reflection_probe_get_update_mode(rpi->probe) == RS::REFLECTION_PROBE_UPDATE_ALWAYS ? 8 : mipmaps; // always use 8 mipmaps with real time filtering + { + //reflection atlas was unused, create: + RD::TextureFormat tf; + tf.array_layers = 6 * atlas->count; + tf.format = RendererSceneRenderRD::get_singleton()->_render_buffers_get_color_format(); + tf.texture_type = RD::TEXTURE_TYPE_CUBE_ARRAY; + tf.mipmaps = mipmaps; + tf.width = atlas->size; + tf.height = atlas->size; + tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT | (RendererSceneRenderRD::get_singleton()->_render_buffers_can_be_storage() ? RD::TEXTURE_USAGE_STORAGE_BIT : 0); + + atlas->reflection = RD::get_singleton()->texture_create(tf, RD::TextureView()); + } + { + RD::TextureFormat tf; + tf.format = RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_D32_SFLOAT, RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT) ? RD::DATA_FORMAT_D32_SFLOAT : RD::DATA_FORMAT_X8_D24_UNORM_PACK32; + tf.width = atlas->size; + tf.height = atlas->size; + tf.usage_bits = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT; + atlas->depth_buffer = RD::get_singleton()->texture_create(tf, RD::TextureView()); + } + atlas->reflections.resize(atlas->count); + for (int i = 0; i < atlas->count; i++) { + atlas->reflections.write[i].data.update_reflection_data(atlas->size, mipmaps, false, atlas->reflection, i * 6, LightStorage::get_singleton()->reflection_probe_get_update_mode(rpi->probe) == RS::REFLECTION_PROBE_UPDATE_ALWAYS, RendererSceneRenderRD::get_singleton()->get_sky()->roughness_layers, RendererSceneRenderRD::get_singleton()->_render_buffers_get_color_format()); + for (int j = 0; j < 6; j++) { + atlas->reflections.write[i].fbs[j] = RendererSceneRenderRD::get_singleton()->reflection_probe_create_framebuffer(atlas->reflections.write[i].data.layers[0].mipmaps[0].views[j], atlas->depth_buffer); + } + } + + Vector<RID> fb; + fb.push_back(atlas->depth_buffer); + atlas->depth_fb = RD::get_singleton()->framebuffer_create(fb); + } + + if (rpi->atlas_index == -1) { + for (int i = 0; i < atlas->reflections.size(); i++) { + if (atlas->reflections[i].owner.is_null()) { + rpi->atlas_index = i; + break; + } + } + //find the one used last + if (rpi->atlas_index == -1) { + //everything is in use, find the one least used via LRU + uint64_t pass_min = 0; + + for (int i = 0; i < atlas->reflections.size(); i++) { + ReflectionProbeInstance *rpi2 = reflection_probe_instance_owner.get_or_null(atlas->reflections[i].owner); + if (rpi2->last_pass < pass_min) { + pass_min = rpi2->last_pass; + rpi->atlas_index = i; + } + } + } + } + + if (rpi->atlas_index != -1) { // should we fail if this is still -1 ? + atlas->reflections.write[rpi->atlas_index].owner = p_instance; + } + + rpi->atlas = p_reflection_atlas; + rpi->rendering = true; + rpi->dirty = false; + rpi->processing_layer = 1; + rpi->processing_side = 0; + + RD::get_singleton()->draw_command_end_label(); + + return true; +} + +bool LightStorage::reflection_probe_instance_postprocess_step(RID p_instance) { + ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance); + ERR_FAIL_COND_V(!rpi, false); + ERR_FAIL_COND_V(!rpi->rendering, false); + ERR_FAIL_COND_V(rpi->atlas.is_null(), false); + + ReflectionAtlas *atlas = reflection_atlas_owner.get_or_null(rpi->atlas); + if (!atlas || rpi->atlas_index == -1) { + //does not belong to an atlas anymore, cancel (was removed from atlas or atlas changed while rendering) + rpi->rendering = false; + return false; + } + + if (LightStorage::get_singleton()->reflection_probe_get_update_mode(rpi->probe) == RS::REFLECTION_PROBE_UPDATE_ALWAYS) { + // Using real time reflections, all roughness is done in one step + atlas->reflections.write[rpi->atlas_index].data.create_reflection_fast_filter(false); + rpi->rendering = false; + rpi->processing_side = 0; + rpi->processing_layer = 1; + return true; + } + + if (rpi->processing_layer > 1) { + atlas->reflections.write[rpi->atlas_index].data.create_reflection_importance_sample(false, 10, rpi->processing_layer, RendererSceneRenderRD::get_singleton()->get_sky()->sky_ggx_samples_quality); + rpi->processing_layer++; + if (rpi->processing_layer == atlas->reflections[rpi->atlas_index].data.layers[0].mipmaps.size()) { + rpi->rendering = false; + rpi->processing_side = 0; + rpi->processing_layer = 1; + return true; + } + return false; + + } else { + atlas->reflections.write[rpi->atlas_index].data.create_reflection_importance_sample(false, rpi->processing_side, rpi->processing_layer, RendererSceneRenderRD::get_singleton()->get_sky()->sky_ggx_samples_quality); + } + + rpi->processing_side++; + if (rpi->processing_side == 6) { + rpi->processing_side = 0; + rpi->processing_layer++; + } + + return false; +} + +uint32_t LightStorage::reflection_probe_instance_get_resolution(RID p_instance) { + ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance); + ERR_FAIL_COND_V(!rpi, 0); + + ReflectionAtlas *atlas = reflection_atlas_owner.get_or_null(rpi->atlas); + ERR_FAIL_COND_V(!atlas, 0); + return atlas->size; +} + +RID LightStorage::reflection_probe_instance_get_framebuffer(RID p_instance, int p_index) { + ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance); + ERR_FAIL_COND_V(!rpi, RID()); + ERR_FAIL_INDEX_V(p_index, 6, RID()); + + ReflectionAtlas *atlas = reflection_atlas_owner.get_or_null(rpi->atlas); + ERR_FAIL_COND_V(!atlas, RID()); + return atlas->reflections[rpi->atlas_index].fbs[p_index]; +} + +RID LightStorage::reflection_probe_instance_get_depth_framebuffer(RID p_instance, int p_index) { + ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance); + ERR_FAIL_COND_V(!rpi, RID()); + ERR_FAIL_INDEX_V(p_index, 6, RID()); + + ReflectionAtlas *atlas = reflection_atlas_owner.get_or_null(rpi->atlas); + ERR_FAIL_COND_V(!atlas, RID()); + return atlas->depth_fb; +} + +ClusterBuilderRD *LightStorage::reflection_probe_instance_get_cluster_builder(RID p_instance, ClusterBuilderSharedDataRD *p_cluster_builder_shared) { + ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance); + ReflectionAtlas *ra = reflection_atlas_owner.get_or_null(rpi->atlas); + if (!ra) { + ERR_PRINT("reflection probe has no reflection atlas! Bug?"); + return nullptr; + } else { + if (ra->cluster_builder == nullptr) { + ra->cluster_builder = memnew(ClusterBuilderRD); + ra->cluster_builder->set_shared(p_cluster_builder_shared); + ra->cluster_builder->setup(Size2i(ra->size, ra->size), get_max_cluster_elements(), RID(), RID(), RID()); + } + return ra->cluster_builder; + } +} + +/* REFLECTION DATA */ + +void LightStorage::free_reflection_data() { + if (reflection_buffer.is_valid()) { + RD::get_singleton()->free(reflection_buffer); + reflection_buffer = RID(); + } + + if (reflections != nullptr) { + memdelete_arr(reflections); + reflections = nullptr; + } + + if (reflection_sort != nullptr) { + memdelete_arr(reflection_sort); + reflection_sort = nullptr; + } +} + +void LightStorage::set_max_reflection_probes(const uint32_t p_max_reflection_probes) { + max_reflections = p_max_reflection_probes; + reflections = memnew_arr(ReflectionData, max_reflections); + reflection_sort = memnew_arr(ReflectionProbeInstanceSort, max_reflections); + reflection_buffer = RD::get_singleton()->storage_buffer_create(sizeof(ReflectionData) * max_reflections); +} + +void LightStorage::update_reflection_probe_buffer(RenderDataRD *p_render_data, const PagedArray<RID> &p_reflections, const Transform3D &p_camera_inverse_transform, RID p_environment) { + ForwardIDStorage *forward_id_storage = ForwardIDStorage::get_singleton(); + + reflection_count = 0; + + for (uint32_t i = 0; i < (uint32_t)p_reflections.size(); i++) { + if (reflection_count == max_reflections) { + break; + } + + ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_reflections[i]); + if (!rpi) { + continue; + } + + Transform3D transform = rpi->transform; + + reflection_sort[reflection_count].probe_instance = rpi; + reflection_sort[reflection_count].depth = -p_camera_inverse_transform.xform(transform.origin).z; + reflection_count++; + } + + if (reflection_count > 0) { + SortArray<ReflectionProbeInstanceSort> sort_array; + sort_array.sort(reflection_sort, reflection_count); + } + + bool using_forward_ids = forward_id_storage->uses_forward_ids(); + for (uint32_t i = 0; i < reflection_count; i++) { + ReflectionProbeInstance *rpi = reflection_sort[i].probe_instance; + + if (using_forward_ids) { + forward_id_storage->map_forward_id(FORWARD_ID_TYPE_REFLECTION_PROBE, rpi->forward_id, i); + } + + ReflectionProbe *probe = reflection_probe_owner.get_or_null(rpi->probe); + + ReflectionData &reflection_ubo = reflections[i]; + + Vector3 extents = probe->extents; + + rpi->cull_mask = probe->cull_mask; + + reflection_ubo.box_extents[0] = extents.x; + reflection_ubo.box_extents[1] = extents.y; + reflection_ubo.box_extents[2] = extents.z; + reflection_ubo.index = rpi->atlas_index; + + Vector3 origin_offset = probe->origin_offset; + + reflection_ubo.box_offset[0] = origin_offset.x; + reflection_ubo.box_offset[1] = origin_offset.y; + reflection_ubo.box_offset[2] = origin_offset.z; + reflection_ubo.mask = probe->cull_mask; + + reflection_ubo.intensity = probe->intensity; + reflection_ubo.ambient_mode = probe->ambient_mode; + + reflection_ubo.exterior = !probe->interior; + reflection_ubo.box_project = probe->box_projection; + 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 / probe->baked_exposure; + } + + Color ambient_linear = probe->ambient_color.srgb_to_linear(); + float interior_ambient_energy = probe->ambient_color_energy; + reflection_ubo.ambient[0] = ambient_linear.r * interior_ambient_energy; + reflection_ubo.ambient[1] = ambient_linear.g * interior_ambient_energy; + reflection_ubo.ambient[2] = ambient_linear.b * interior_ambient_energy; + + Transform3D transform = rpi->transform; + Transform3D proj = (p_camera_inverse_transform * transform).inverse(); + MaterialStorage::store_transform(proj, reflection_ubo.local_matrix); + + // hook for subclass to do further processing. + RendererSceneRenderRD::get_singleton()->setup_added_reflection_probe(transform, extents); + + rpi->last_pass = RSG::rasterizer->get_frame_number(); + } + + if (reflection_count) { + RD::get_singleton()->buffer_update(reflection_buffer, 0, reflection_count * sizeof(ReflectionData), reflections, RD::BARRIER_MASK_RASTER | RD::BARRIER_MASK_COMPUTE); + } +} + /* LIGHTMAP API */ RID LightStorage::lightmap_allocate() { @@ -619,7 +1716,7 @@ void LightStorage::lightmap_free(RID p_rid) { } void LightStorage::lightmap_set_textures(RID p_lightmap, RID p_light, bool p_uses_spherical_haromics) { - RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton(); + TextureStorage *texture_storage = TextureStorage::get_singleton(); Lightmap *lm = lightmap_owner.get_or_null(p_lightmap); ERR_FAIL_COND(!lm); @@ -628,17 +1725,17 @@ void LightStorage::lightmap_set_textures(RID p_lightmap, RID p_light, bool p_use //erase lightmap users if (lm->light_texture.is_valid()) { - RendererRD::Texture *t = RendererRD::TextureStorage::get_singleton()->get_texture(lm->light_texture); + TextureStorage::Texture *t = texture_storage->get_singleton()->get_texture(lm->light_texture); if (t) { t->lightmap_users.erase(p_lightmap); } } - RendererRD::Texture *t = RendererRD::TextureStorage::get_singleton()->get_texture(p_light); + TextureStorage::Texture *t = texture_storage->get_singleton()->get_texture(p_light); lm->light_texture = p_light; lm->uses_spherical_harmonics = p_uses_spherical_haromics; - RID default_2d_array = texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE); + RID default_2d_array = texture_storage->texture_rd_get_default(TextureStorage::DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE); if (!t) { if (using_lightmap_array) { if (lm->array_index >= 0) { @@ -696,6 +1793,13 @@ 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()); @@ -725,6 +1829,13 @@ void LightStorage::lightmap_set_probe_capture_update_speed(float p_speed) { lightmap_probe_capture_update_speed = p_speed; } +Dependency *LightStorage::lightmap_get_dependency(RID p_lightmap) const { + Lightmap *lm = lightmap_owner.get_or_null(p_lightmap); + ERR_FAIL_NULL_V(lm, nullptr); + + return &lm->dependency; +} + void LightStorage::lightmap_tap_sh_light(RID p_lightmap, const Vector3 &p_point, Color *r_sh) { Lightmap *lm = lightmap_owner.get_or_null(p_lightmap); ERR_FAIL_COND(!lm); @@ -786,3 +1897,550 @@ AABB LightStorage::lightmap_get_aabb(RID p_lightmap) const { ERR_FAIL_COND_V(!lm, AABB()); return lm->bounds; } + +/* LIGHTMAP INSTANCE */ + +RID LightStorage::lightmap_instance_create(RID p_lightmap) { + LightmapInstance li; + li.lightmap = p_lightmap; + return lightmap_instance_owner.make_rid(li); +} + +void LightStorage::lightmap_instance_free(RID p_lightmap) { + lightmap_instance_owner.free(p_lightmap); +} + +void LightStorage::lightmap_instance_set_transform(RID p_lightmap, const Transform3D &p_transform) { + LightmapInstance *li = lightmap_instance_owner.get_or_null(p_lightmap); + ERR_FAIL_COND(!li); + li->transform = p_transform; +} + +/* SHADOW ATLAS API */ + +RID LightStorage::shadow_atlas_create() { + return shadow_atlas_owner.make_rid(ShadowAtlas()); +} + +void LightStorage::shadow_atlas_free(RID p_atlas) { + shadow_atlas_set_size(p_atlas, 0); + shadow_atlas_owner.free(p_atlas); +} + +void LightStorage::_update_shadow_atlas(ShadowAtlas *shadow_atlas) { + if (shadow_atlas->size > 0 && shadow_atlas->depth.is_null()) { + RD::TextureFormat tf; + tf.format = shadow_atlas->use_16_bits ? RD::DATA_FORMAT_D16_UNORM : RD::DATA_FORMAT_D32_SFLOAT; + tf.width = shadow_atlas->size; + tf.height = shadow_atlas->size; + tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT; + + shadow_atlas->depth = RD::get_singleton()->texture_create(tf, RD::TextureView()); + Vector<RID> fb_tex; + fb_tex.push_back(shadow_atlas->depth); + shadow_atlas->fb = RD::get_singleton()->framebuffer_create(fb_tex); + } +} + +void LightStorage::shadow_atlas_set_size(RID p_atlas, int p_size, bool p_16_bits) { + ShadowAtlas *shadow_atlas = shadow_atlas_owner.get_or_null(p_atlas); + ERR_FAIL_COND(!shadow_atlas); + ERR_FAIL_COND(p_size < 0); + p_size = next_power_of_2(p_size); + + if (p_size == shadow_atlas->size && p_16_bits == shadow_atlas->use_16_bits) { + return; + } + + // erasing atlas + if (shadow_atlas->depth.is_valid()) { + RD::get_singleton()->free(shadow_atlas->depth); + shadow_atlas->depth = RID(); + } + for (int i = 0; i < 4; i++) { + //clear subdivisions + shadow_atlas->quadrants[i].shadows.clear(); + shadow_atlas->quadrants[i].shadows.resize(1 << shadow_atlas->quadrants[i].subdivision); + } + + //erase shadow atlas reference from lights + for (const KeyValue<RID, uint32_t> &E : shadow_atlas->shadow_owners) { + LightInstance *li = light_instance_owner.get_or_null(E.key); + ERR_CONTINUE(!li); + li->shadow_atlases.erase(p_atlas); + } + + //clear owners + shadow_atlas->shadow_owners.clear(); + + shadow_atlas->size = p_size; + shadow_atlas->use_16_bits = p_16_bits; +} + +void LightStorage::shadow_atlas_set_quadrant_subdivision(RID p_atlas, int p_quadrant, int p_subdivision) { + ShadowAtlas *shadow_atlas = shadow_atlas_owner.get_or_null(p_atlas); + ERR_FAIL_COND(!shadow_atlas); + ERR_FAIL_INDEX(p_quadrant, 4); + ERR_FAIL_INDEX(p_subdivision, 16384); + + uint32_t subdiv = next_power_of_2(p_subdivision); + if (subdiv & 0xaaaaaaaa) { //sqrt(subdiv) must be integer + subdiv <<= 1; + } + + subdiv = int(Math::sqrt((float)subdiv)); + + //obtain the number that will be x*x + + if (shadow_atlas->quadrants[p_quadrant].subdivision == subdiv) { + return; + } + + //erase all data from quadrant + for (int i = 0; i < shadow_atlas->quadrants[p_quadrant].shadows.size(); i++) { + if (shadow_atlas->quadrants[p_quadrant].shadows[i].owner.is_valid()) { + shadow_atlas->shadow_owners.erase(shadow_atlas->quadrants[p_quadrant].shadows[i].owner); + LightInstance *li = light_instance_owner.get_or_null(shadow_atlas->quadrants[p_quadrant].shadows[i].owner); + ERR_CONTINUE(!li); + li->shadow_atlases.erase(p_atlas); + } + } + + shadow_atlas->quadrants[p_quadrant].shadows.clear(); + shadow_atlas->quadrants[p_quadrant].shadows.resize(subdiv * subdiv); + shadow_atlas->quadrants[p_quadrant].subdivision = subdiv; + + //cache the smallest subdiv (for faster allocation in light update) + + shadow_atlas->smallest_subdiv = 1 << 30; + + for (int i = 0; i < 4; i++) { + if (shadow_atlas->quadrants[i].subdivision) { + shadow_atlas->smallest_subdiv = MIN(shadow_atlas->smallest_subdiv, shadow_atlas->quadrants[i].subdivision); + } + } + + if (shadow_atlas->smallest_subdiv == 1 << 30) { + shadow_atlas->smallest_subdiv = 0; + } + + //resort the size orders, simple bublesort for 4 elements.. + + int swaps = 0; + do { + swaps = 0; + + for (int i = 0; i < 3; i++) { + if (shadow_atlas->quadrants[shadow_atlas->size_order[i]].subdivision < shadow_atlas->quadrants[shadow_atlas->size_order[i + 1]].subdivision) { + SWAP(shadow_atlas->size_order[i], shadow_atlas->size_order[i + 1]); + swaps++; + } + } + } while (swaps > 0); +} + +bool LightStorage::_shadow_atlas_find_shadow(ShadowAtlas *shadow_atlas, int *p_in_quadrants, int p_quadrant_count, int p_current_subdiv, uint64_t p_tick, int &r_quadrant, int &r_shadow) { + for (int i = p_quadrant_count - 1; i >= 0; i--) { + int qidx = p_in_quadrants[i]; + + if (shadow_atlas->quadrants[qidx].subdivision == (uint32_t)p_current_subdiv) { + return false; + } + + //look for an empty space + int sc = shadow_atlas->quadrants[qidx].shadows.size(); + const ShadowAtlas::Quadrant::Shadow *sarr = shadow_atlas->quadrants[qidx].shadows.ptr(); + + int found_free_idx = -1; //found a free one + int found_used_idx = -1; //found existing one, must steal it + uint64_t min_pass = 0; // pass of the existing one, try to use the least recently used one (LRU fashion) + + for (int j = 0; j < sc; j++) { + if (!sarr[j].owner.is_valid()) { + found_free_idx = j; + break; + } + + LightInstance *sli = light_instance_owner.get_or_null(sarr[j].owner); + ERR_CONTINUE(!sli); + + if (sli->last_scene_pass != RendererSceneRenderRD::get_singleton()->get_scene_pass()) { + //was just allocated, don't kill it so soon, wait a bit.. + if (p_tick - sarr[j].alloc_tick < shadow_atlas_realloc_tolerance_msec) { + continue; + } + + if (found_used_idx == -1 || sli->last_scene_pass < min_pass) { + found_used_idx = j; + min_pass = sli->last_scene_pass; + } + } + } + + if (found_free_idx == -1 && found_used_idx == -1) { + continue; //nothing found + } + + if (found_free_idx == -1 && found_used_idx != -1) { + found_free_idx = found_used_idx; + } + + r_quadrant = qidx; + r_shadow = found_free_idx; + + return true; + } + + return false; +} + +bool LightStorage::_shadow_atlas_find_omni_shadows(ShadowAtlas *shadow_atlas, int *p_in_quadrants, int p_quadrant_count, int p_current_subdiv, uint64_t p_tick, int &r_quadrant, int &r_shadow) { + for (int i = p_quadrant_count - 1; i >= 0; i--) { + int qidx = p_in_quadrants[i]; + + if (shadow_atlas->quadrants[qidx].subdivision == (uint32_t)p_current_subdiv) { + return false; + } + + //look for an empty space + int sc = shadow_atlas->quadrants[qidx].shadows.size(); + const ShadowAtlas::Quadrant::Shadow *sarr = shadow_atlas->quadrants[qidx].shadows.ptr(); + + int found_idx = -1; + uint64_t min_pass = 0; // sum of currently selected spots, try to get the least recently used pair + + for (int j = 0; j < sc - 1; j++) { + uint64_t pass = 0; + + if (sarr[j].owner.is_valid()) { + LightInstance *sli = light_instance_owner.get_or_null(sarr[j].owner); + ERR_CONTINUE(!sli); + + if (sli->last_scene_pass == RendererSceneRenderRD::get_singleton()->get_scene_pass()) { + continue; + } + + //was just allocated, don't kill it so soon, wait a bit.. + if (p_tick - sarr[j].alloc_tick < shadow_atlas_realloc_tolerance_msec) { + continue; + } + pass += sli->last_scene_pass; + } + + if (sarr[j + 1].owner.is_valid()) { + LightInstance *sli = light_instance_owner.get_or_null(sarr[j + 1].owner); + ERR_CONTINUE(!sli); + + if (sli->last_scene_pass == RendererSceneRenderRD::get_singleton()->get_scene_pass()) { + continue; + } + + //was just allocated, don't kill it so soon, wait a bit.. + if (p_tick - sarr[j + 1].alloc_tick < shadow_atlas_realloc_tolerance_msec) { + continue; + } + pass += sli->last_scene_pass; + } + + if (found_idx == -1 || pass < min_pass) { + found_idx = j; + min_pass = pass; + + // we found two empty spots, no need to check the rest + if (pass == 0) { + break; + } + } + } + + if (found_idx == -1) { + continue; //nothing found + } + + r_quadrant = qidx; + r_shadow = found_idx; + + return true; + } + + return false; +} + +bool LightStorage::shadow_atlas_update_light(RID p_atlas, RID p_light_instance, float p_coverage, uint64_t p_light_version) { + ShadowAtlas *shadow_atlas = shadow_atlas_owner.get_or_null(p_atlas); + ERR_FAIL_COND_V(!shadow_atlas, false); + + LightInstance *li = light_instance_owner.get_or_null(p_light_instance); + ERR_FAIL_COND_V(!li, false); + + if (shadow_atlas->size == 0 || shadow_atlas->smallest_subdiv == 0) { + return false; + } + + uint32_t quad_size = shadow_atlas->size >> 1; + int desired_fit = MIN(quad_size / shadow_atlas->smallest_subdiv, next_power_of_2(quad_size * p_coverage)); + + int valid_quadrants[4]; + int valid_quadrant_count = 0; + int best_size = -1; //best size found + int best_subdiv = -1; //subdiv for the best size + + //find the quadrants this fits into, and the best possible size it can fit into + for (int i = 0; i < 4; i++) { + int q = shadow_atlas->size_order[i]; + int sd = shadow_atlas->quadrants[q].subdivision; + if (sd == 0) { + continue; //unused + } + + int max_fit = quad_size / sd; + + if (best_size != -1 && max_fit > best_size) { + break; //too large + } + + valid_quadrants[valid_quadrant_count++] = q; + best_subdiv = sd; + + if (max_fit >= desired_fit) { + best_size = max_fit; + } + } + + ERR_FAIL_COND_V(valid_quadrant_count == 0, false); + + uint64_t tick = OS::get_singleton()->get_ticks_msec(); + + uint32_t old_key = SHADOW_INVALID; + uint32_t old_quadrant = SHADOW_INVALID; + uint32_t old_shadow = SHADOW_INVALID; + int old_subdivision = -1; + + bool should_realloc = false; + bool should_redraw = false; + + if (shadow_atlas->shadow_owners.has(p_light_instance)) { + old_key = shadow_atlas->shadow_owners[p_light_instance]; + old_quadrant = (old_key >> QUADRANT_SHIFT) & 0x3; + old_shadow = old_key & SHADOW_INDEX_MASK; + + should_realloc = shadow_atlas->quadrants[old_quadrant].subdivision != (uint32_t)best_subdiv && (shadow_atlas->quadrants[old_quadrant].shadows[old_shadow].alloc_tick - tick > shadow_atlas_realloc_tolerance_msec); + should_redraw = shadow_atlas->quadrants[old_quadrant].shadows[old_shadow].version != p_light_version; + + if (!should_realloc) { + shadow_atlas->quadrants[old_quadrant].shadows.write[old_shadow].version = p_light_version; + //already existing, see if it should redraw or it's just OK + return should_redraw; + } + + old_subdivision = shadow_atlas->quadrants[old_quadrant].subdivision; + } + + bool is_omni = li->light_type == RS::LIGHT_OMNI; + bool found_shadow = false; + int new_quadrant = -1; + int new_shadow = -1; + + if (is_omni) { + found_shadow = _shadow_atlas_find_omni_shadows(shadow_atlas, valid_quadrants, valid_quadrant_count, old_subdivision, tick, new_quadrant, new_shadow); + } else { + found_shadow = _shadow_atlas_find_shadow(shadow_atlas, valid_quadrants, valid_quadrant_count, old_subdivision, tick, new_quadrant, new_shadow); + } + + if (found_shadow) { + if (old_quadrant != SHADOW_INVALID) { + shadow_atlas->quadrants[old_quadrant].shadows.write[old_shadow].version = 0; + shadow_atlas->quadrants[old_quadrant].shadows.write[old_shadow].owner = RID(); + + if (old_key & OMNI_LIGHT_FLAG) { + shadow_atlas->quadrants[old_quadrant].shadows.write[old_shadow + 1].version = 0; + shadow_atlas->quadrants[old_quadrant].shadows.write[old_shadow + 1].owner = RID(); + } + } + + uint32_t new_key = new_quadrant << QUADRANT_SHIFT; + new_key |= new_shadow; + + ShadowAtlas::Quadrant::Shadow *sh = &shadow_atlas->quadrants[new_quadrant].shadows.write[new_shadow]; + _shadow_atlas_invalidate_shadow(sh, p_atlas, shadow_atlas, new_quadrant, new_shadow); + + sh->owner = p_light_instance; + sh->alloc_tick = tick; + sh->version = p_light_version; + + if (is_omni) { + new_key |= OMNI_LIGHT_FLAG; + + int new_omni_shadow = new_shadow + 1; + ShadowAtlas::Quadrant::Shadow *extra_sh = &shadow_atlas->quadrants[new_quadrant].shadows.write[new_omni_shadow]; + _shadow_atlas_invalidate_shadow(extra_sh, p_atlas, shadow_atlas, new_quadrant, new_omni_shadow); + + extra_sh->owner = p_light_instance; + extra_sh->alloc_tick = tick; + extra_sh->version = p_light_version; + } + + li->shadow_atlases.insert(p_atlas); + + //update it in map + shadow_atlas->shadow_owners[p_light_instance] = new_key; + //make it dirty, as it should redraw anyway + return true; + } + + return should_redraw; +} + +void LightStorage::_shadow_atlas_invalidate_shadow(ShadowAtlas::Quadrant::Shadow *p_shadow, RID p_atlas, ShadowAtlas *p_shadow_atlas, uint32_t p_quadrant, uint32_t p_shadow_idx) { + if (p_shadow->owner.is_valid()) { + LightInstance *sli = light_instance_owner.get_or_null(p_shadow->owner); + uint32_t old_key = p_shadow_atlas->shadow_owners[p_shadow->owner]; + + if (old_key & OMNI_LIGHT_FLAG) { + uint32_t s = old_key & SHADOW_INDEX_MASK; + uint32_t omni_shadow_idx = p_shadow_idx + (s == (uint32_t)p_shadow_idx ? 1 : -1); + ShadowAtlas::Quadrant::Shadow *omni_shadow = &p_shadow_atlas->quadrants[p_quadrant].shadows.write[omni_shadow_idx]; + omni_shadow->version = 0; + omni_shadow->owner = RID(); + } + + p_shadow_atlas->shadow_owners.erase(p_shadow->owner); + p_shadow->version = 0; + p_shadow->owner = RID(); + sli->shadow_atlases.erase(p_atlas); + } +} + +void LightStorage::shadow_atlas_update(RID p_atlas) { + ShadowAtlas *shadow_atlas = shadow_atlas_owner.get_or_null(p_atlas); + ERR_FAIL_COND(!shadow_atlas); + + _update_shadow_atlas(shadow_atlas); +} + +/* DIRECTIONAL SHADOW */ + +void LightStorage::update_directional_shadow_atlas() { + if (directional_shadow.depth.is_null() && directional_shadow.size > 0) { + RD::TextureFormat tf; + tf.format = directional_shadow.use_16_bits ? RD::DATA_FORMAT_D16_UNORM : RD::DATA_FORMAT_D32_SFLOAT; + tf.width = directional_shadow.size; + tf.height = directional_shadow.size; + tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT; + + directional_shadow.depth = RD::get_singleton()->texture_create(tf, RD::TextureView()); + Vector<RID> fb_tex; + fb_tex.push_back(directional_shadow.depth); + directional_shadow.fb = RD::get_singleton()->framebuffer_create(fb_tex); + } +} +void LightStorage::directional_shadow_atlas_set_size(int p_size, bool p_16_bits) { + p_size = nearest_power_of_2_templated(p_size); + + if (directional_shadow.size == p_size && directional_shadow.use_16_bits == p_16_bits) { + return; + } + + directional_shadow.size = p_size; + directional_shadow.use_16_bits = p_16_bits; + + if (directional_shadow.depth.is_valid()) { + RD::get_singleton()->free(directional_shadow.depth); + directional_shadow.depth = RID(); + RendererSceneRenderRD::get_singleton()->base_uniforms_changed(); + } +} + +void LightStorage::set_directional_shadow_count(int p_count) { + directional_shadow.light_count = p_count; + directional_shadow.current_light = 0; +} + +static Rect2i _get_directional_shadow_rect(int p_size, int p_shadow_count, int p_shadow_index) { + int split_h = 1; + int split_v = 1; + + while (split_h * split_v < p_shadow_count) { + if (split_h == split_v) { + split_h <<= 1; + } else { + split_v <<= 1; + } + } + + Rect2i rect(0, 0, p_size, p_size); + rect.size.width /= split_h; + rect.size.height /= split_v; + + rect.position.x = rect.size.width * (p_shadow_index % split_h); + rect.position.y = rect.size.height * (p_shadow_index / split_h); + + return rect; +} + +Rect2i LightStorage::get_directional_shadow_rect() { + return _get_directional_shadow_rect(directional_shadow.size, directional_shadow.light_count, directional_shadow.current_light); +} + +int LightStorage::get_directional_light_shadow_size(RID p_light_intance) { + ERR_FAIL_COND_V(directional_shadow.light_count == 0, 0); + + Rect2i r = _get_directional_shadow_rect(directional_shadow.size, directional_shadow.light_count, 0); + + LightInstance *light_instance = light_instance_owner.get_or_null(p_light_intance); + ERR_FAIL_COND_V(!light_instance, 0); + + switch (light_directional_get_shadow_mode(light_instance->light)) { + case RS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL: + break; //none + case RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS: + r.size.height /= 2; + break; + case RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS: + r.size /= 2; + break; + } + + return MAX(r.size.width, r.size.height); +} + +/* SHADOW CUBEMAPS */ + +LightStorage::ShadowCubemap *LightStorage::_get_shadow_cubemap(int p_size) { + if (!shadow_cubemaps.has(p_size)) { + ShadowCubemap sc; + { + RD::TextureFormat tf; + tf.format = RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_D32_SFLOAT, RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT) ? RD::DATA_FORMAT_D32_SFLOAT : RD::DATA_FORMAT_X8_D24_UNORM_PACK32; + tf.width = p_size; + tf.height = p_size; + tf.texture_type = RD::TEXTURE_TYPE_CUBE; + tf.array_layers = 6; + tf.usage_bits = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT; + sc.cubemap = RD::get_singleton()->texture_create(tf, RD::TextureView()); + } + + for (int i = 0; i < 6; i++) { + RID side_texture = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), sc.cubemap, i, 0); + Vector<RID> fbtex; + fbtex.push_back(side_texture); + sc.side_fb[i] = RD::get_singleton()->framebuffer_create(fbtex); + } + + shadow_cubemaps[p_size] = sc; + } + + return &shadow_cubemaps[p_size]; +} + +RID LightStorage::get_cubemap(int p_size) { + ShadowCubemap *cubemap = _get_shadow_cubemap(p_size); + + return cubemap->cubemap; +} + +RID LightStorage::get_cubemap_fb(int p_size, int p_pass) { + ShadowCubemap *cubemap = _get_shadow_cubemap(p_size); + + return cubemap->side_fb[p_pass]; +} diff --git a/servers/rendering/renderer_rd/storage_rd/light_storage.h b/servers/rendering/renderer_rd/storage_rd/light_storage.h index fb25e4da7e..79006ad982 100644 --- a/servers/rendering/renderer_rd/storage_rd/light_storage.h +++ b/servers/rendering/renderer_rd/storage_rd/light_storage.h @@ -32,94 +32,318 @@ #define LIGHT_STORAGE_RD_H #include "core/templates/local_vector.h" +#include "core/templates/paged_array.h" #include "core/templates/rid_owner.h" #include "core/templates/self_list.h" +#include "servers/rendering/renderer_rd/cluster_builder_rd.h" +#include "servers/rendering/renderer_rd/environment/sky.h" +#include "servers/rendering/renderer_rd/storage_rd/forward_id_storage.h" +#include "servers/rendering/renderer_rd/storage_rd/texture_storage.h" #include "servers/rendering/storage/light_storage.h" #include "servers/rendering/storage/utilities.h" -namespace RendererRD { - -/* LIGHT */ - -struct Light { - RS::LightType type; - float param[RS::LIGHT_PARAM_MAX]; - Color color = Color(1, 1, 1, 1); - RID projector; - bool shadow = false; - bool negative = false; - bool reverse_cull = false; - RS::LightBakeMode bake_mode = RS::LIGHT_BAKE_DYNAMIC; - uint32_t max_sdfgi_cascade = 2; - uint32_t cull_mask = 0xFFFFFFFF; - bool distance_fade = false; - real_t distance_fade_begin = 40.0; - real_t distance_fade_shadow = 50.0; - real_t distance_fade_length = 10.0; - RS::LightOmniShadowMode omni_shadow_mode = RS::LIGHT_OMNI_SHADOW_DUAL_PARABOLOID; - RS::LightDirectionalShadowMode directional_shadow_mode = RS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL; - bool directional_blend_splits = false; - RS::LightDirectionalSkyMode directional_sky_mode = RS::LIGHT_DIRECTIONAL_SKY_MODE_LIGHT_AND_SKY; - uint64_t version = 0; - - Dependency dependency; -}; +struct RenderDataRD; -/* REFLECTION PROBE */ - -struct ReflectionProbe { - RS::ReflectionProbeUpdateMode update_mode = RS::REFLECTION_PROBE_UPDATE_ONCE; - int resolution = 256; - float intensity = 1.0; - RS::ReflectionProbeAmbientMode ambient_mode = RS::REFLECTION_PROBE_AMBIENT_ENVIRONMENT; - Color ambient_color; - float ambient_color_energy = 1.0; - float max_distance = 0; - Vector3 extents = Vector3(1, 1, 1); - Vector3 origin_offset; - bool interior = false; - bool box_projection = false; - bool enable_shadows = false; - uint32_t cull_mask = (1 << 20) - 1; - float mesh_lod_threshold = 0.01; - - Dependency dependency; -}; +namespace RendererRD { -/* LIGHTMAP */ - -struct Lightmap { - RID light_texture; - bool uses_spherical_harmonics = false; - bool interior = false; - AABB bounds = AABB(Vector3(), Vector3(1, 1, 1)); - int32_t array_index = -1; //unassigned - PackedVector3Array points; - PackedColorArray point_sh; - PackedInt32Array tetrahedra; - PackedInt32Array bsp_tree; - - struct BSP { - static const int32_t EMPTY_LEAF = INT32_MIN; - float plane[4]; - int32_t over = EMPTY_LEAF, under = EMPTY_LEAF; +class LightStorage : public RendererLightStorage { +public: + enum ShadowAtlastQuadrant { + QUADRANT_SHIFT = 27, + OMNI_LIGHT_FLAG = 1 << 26, + SHADOW_INDEX_MASK = OMNI_LIGHT_FLAG - 1, + SHADOW_INVALID = 0xFFFFFFFF }; - Dependency dependency; -}; - -class LightStorage : public RendererLightStorage { private: static LightStorage *singleton; + uint32_t max_cluster_elements = 512; /* LIGHT */ + struct Light { + RS::LightType type; + float param[RS::LIGHT_PARAM_MAX]; + Color color = Color(1, 1, 1, 1); + RID projector; + bool shadow = false; + bool negative = false; + bool reverse_cull = false; + RS::LightBakeMode bake_mode = RS::LIGHT_BAKE_DYNAMIC; + uint32_t max_sdfgi_cascade = 2; + uint32_t cull_mask = 0xFFFFFFFF; + bool distance_fade = false; + real_t distance_fade_begin = 40.0; + real_t distance_fade_shadow = 50.0; + real_t distance_fade_length = 10.0; + RS::LightOmniShadowMode omni_shadow_mode = RS::LIGHT_OMNI_SHADOW_DUAL_PARABOLOID; + RS::LightDirectionalShadowMode directional_shadow_mode = RS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL; + bool directional_blend_splits = false; + RS::LightDirectionalSkyMode directional_sky_mode = RS::LIGHT_DIRECTIONAL_SKY_MODE_LIGHT_AND_SKY; + uint64_t version = 0; + + Dependency dependency; + }; + mutable RID_Owner<Light, true> light_owner; + /* LIGHT INSTANCE */ + + struct LightInstance { + struct ShadowTransform { + Projection camera; + Transform3D transform; + float farplane; + float split; + float bias_scale; + float shadow_texel_size; + float range_begin; + Rect2 atlas_rect; + Vector2 uv_scale; + }; + + RS::LightType light_type = RS::LIGHT_DIRECTIONAL; + + ShadowTransform shadow_transform[6]; + + AABB aabb; + RID self; + RID light; + Transform3D transform; + + Vector3 light_vector; + Vector3 spot_vector; + float linear_att = 0.0; + + uint64_t shadow_pass = 0; + uint64_t last_scene_pass = 0; + uint64_t last_scene_shadow_pass = 0; + uint64_t last_pass = 0; + uint32_t cull_mask = 0; + uint32_t light_directional_index = 0; + + Rect2 directional_rect; + + HashSet<RID> shadow_atlases; //shadow atlases where this light is registered + + ForwardID forward_id = -1; + + LightInstance() {} + }; + + mutable RID_Owner<LightInstance> light_instance_owner; + + /* OMNI/SPOT LIGHT DATA */ + + struct LightData { + float position[3]; + float inv_radius; + float direction[3]; // in omni, x and y are used for dual paraboloid offset + float size; + + float color[3]; + float attenuation; + + float inv_spot_attenuation; + float cos_spot_angle; + float specular_amount; + float shadow_opacity; + + float atlas_rect[4]; // in omni, used for atlas uv, in spot, used for projector uv + float shadow_matrix[16]; + float shadow_bias; + float shadow_normal_bias; + float transmittance_bias; + float soft_shadow_size; + float soft_shadow_scale; + uint32_t mask; + float volumetric_fog_energy; + uint32_t bake_mode; + float projector_rect[4]; + }; + + struct LightInstanceDepthSort { + float depth; + LightInstance *light_instance; + Light *light; + bool operator<(const LightInstanceDepthSort &p_sort) const { + return depth < p_sort.depth; + } + }; + + uint32_t max_lights; + uint32_t omni_light_count = 0; + uint32_t spot_light_count = 0; + LightData *omni_lights = nullptr; + LightData *spot_lights = nullptr; + LightInstanceDepthSort *omni_light_sort = nullptr; + LightInstanceDepthSort *spot_light_sort = nullptr; + RID omni_light_buffer; + RID spot_light_buffer; + + /* DIRECTIONAL LIGHT DATA */ + + struct DirectionalLightData { + float direction[3]; + float energy; + float color[3]; + float size; + float specular; + uint32_t mask; + float softshadow_angle; + float soft_shadow_scale; + uint32_t blend_splits; + float shadow_opacity; + float fade_from; + float fade_to; + uint32_t pad[2]; + uint32_t bake_mode; + float volumetric_fog_energy; + float shadow_bias[4]; + float shadow_normal_bias[4]; + float shadow_transmittance_bias[4]; + float shadow_z_range[4]; + float shadow_range_begin[4]; + float shadow_split_offsets[4]; + float shadow_matrices[4][16]; + float uv_scale1[2]; + float uv_scale2[2]; + float uv_scale3[2]; + float uv_scale4[2]; + }; + + uint32_t max_directional_lights; + DirectionalLightData *directional_lights = nullptr; + RID directional_light_buffer; + /* REFLECTION PROBE */ + + struct ReflectionProbe { + RS::ReflectionProbeUpdateMode update_mode = RS::REFLECTION_PROBE_UPDATE_ONCE; + int resolution = 256; + float intensity = 1.0; + RS::ReflectionProbeAmbientMode ambient_mode = RS::REFLECTION_PROBE_AMBIENT_ENVIRONMENT; + Color ambient_color; + float ambient_color_energy = 1.0; + float max_distance = 0; + Vector3 extents = Vector3(1, 1, 1); + Vector3 origin_offset; + bool interior = false; + bool box_projection = false; + bool enable_shadows = false; + uint32_t cull_mask = (1 << 20) - 1; + float mesh_lod_threshold = 0.01; + float baked_exposure = 1.0; + + Dependency dependency; + }; mutable RID_Owner<ReflectionProbe, true> reflection_probe_owner; + /* REFLECTION ATLAS */ + + struct ReflectionAtlas { + int count = 0; + int size = 0; + + RID reflection; + RID depth_buffer; + RID depth_fb; + + struct Reflection { + RID owner; + RendererRD::SkyRD::ReflectionData data; + RID fbs[6]; + }; + + Vector<Reflection> reflections; + + ClusterBuilderRD *cluster_builder = nullptr; // only used if cluster builder is supported by the renderer. + }; + + mutable RID_Owner<ReflectionAtlas> reflection_atlas_owner; + + /* REFLECTION PROBE INSTANCE */ + + struct ReflectionProbeInstance { + RID probe; + int atlas_index = -1; + RID atlas; + + bool dirty = true; + bool rendering = false; + int processing_layer = 1; + int processing_side = 0; + + uint32_t render_step = 0; + uint64_t last_pass = 0; + uint32_t cull_mask = 0; + + RendererRD::ForwardID forward_id = -1; + + Transform3D transform; + }; + + mutable RID_Owner<ReflectionProbeInstance> reflection_probe_instance_owner; + + /* REFLECTION DATA */ + + enum { + REFLECTION_AMBIENT_DISABLED = 0, + REFLECTION_AMBIENT_ENVIRONMENT = 1, + REFLECTION_AMBIENT_COLOR = 2, + }; + + struct ReflectionData { + float box_extents[3]; + float index; + float box_offset[3]; + uint32_t mask; + float ambient[3]; // ambient color, + float intensity; + uint32_t exterior; + uint32_t box_project; + uint32_t ambient_mode; + float exposure_normalization; + float local_matrix[16]; // up to here for spot and omni, rest is for directional + }; + + struct ReflectionProbeInstanceSort { + float depth; + ReflectionProbeInstance *probe_instance; + bool operator<(const ReflectionProbeInstanceSort &p_sort) const { + return depth < p_sort.depth; + } + }; + + uint32_t max_reflections; + uint32_t reflection_count = 0; + // uint32_t max_reflection_probes_per_instance = 0; // seems unused + ReflectionData *reflections = nullptr; + ReflectionProbeInstanceSort *reflection_sort = nullptr; + RID reflection_buffer; + /* LIGHTMAP */ + struct Lightmap { + RID light_texture; + 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; + PackedInt32Array tetrahedra; + PackedInt32Array bsp_tree; + + struct BSP { + static const int32_t EMPTY_LEAF = INT32_MIN; + float plane[4]; + int32_t over = EMPTY_LEAF, under = EMPTY_LEAF; + }; + + Dependency dependency; + }; + bool using_lightmap_array; Vector<RID> lightmap_textures; uint64_t lightmap_array_version = 0; @@ -127,15 +351,103 @@ private: mutable RID_Owner<Lightmap, true> lightmap_owner; + /* LIGHTMAP INSTANCE */ + + struct LightmapInstance { + RID lightmap; + Transform3D transform; + }; + + mutable RID_Owner<LightmapInstance> lightmap_instance_owner; + + /* SHADOW ATLAS */ + + uint64_t shadow_atlas_realloc_tolerance_msec = 500; + + struct ShadowShrinkStage { + RID texture; + RID filter_texture; + uint32_t size = 0; + }; + + struct ShadowAtlas { + struct Quadrant { + uint32_t subdivision = 0; + + struct Shadow { + RID owner; + uint64_t version = 0; + uint64_t fog_version = 0; // used for fog + uint64_t alloc_tick = 0; + + Shadow() {} + }; + + Vector<Shadow> shadows; + + Quadrant() {} + } quadrants[4]; + + int size_order[4] = { 0, 1, 2, 3 }; + uint32_t smallest_subdiv = 0; + + int size = 0; + bool use_16_bits = true; + + RID depth; + RID fb; //for copying + + HashMap<RID, uint32_t> shadow_owners; + }; + + RID_Owner<ShadowAtlas> shadow_atlas_owner; + + void _update_shadow_atlas(ShadowAtlas *shadow_atlas); + + void _shadow_atlas_invalidate_shadow(ShadowAtlas::Quadrant::Shadow *p_shadow, RID p_atlas, ShadowAtlas *p_shadow_atlas, uint32_t p_quadrant, uint32_t p_shadow_idx); + bool _shadow_atlas_find_shadow(ShadowAtlas *shadow_atlas, int *p_in_quadrants, int p_quadrant_count, int p_current_subdiv, uint64_t p_tick, int &r_quadrant, int &r_shadow); + bool _shadow_atlas_find_omni_shadows(ShadowAtlas *shadow_atlas, int *p_in_quadrants, int p_quadrant_count, int p_current_subdiv, uint64_t p_tick, int &r_quadrant, int &r_shadow); + + /* DIRECTIONAL SHADOW */ + + struct DirectionalShadow { + RID depth; + RID fb; //when renderign direct + + int light_count = 0; + int size = 0; + bool use_16_bits = true; + int current_light = 0; + } directional_shadow; + + /* SHADOW CUBEMAPS */ + + struct ShadowCubemap { + RID cubemap; + RID side_fb[6]; + }; + + HashMap<int, ShadowCubemap> shadow_cubemaps; + ShadowCubemap *_get_shadow_cubemap(int p_size); + public: static LightStorage *get_singleton(); LightStorage(); virtual ~LightStorage(); + bool free(RID p_rid); + + /* Settings */ + void set_max_cluster_elements(const uint32_t p_max_cluster_elements) { + max_cluster_elements = p_max_cluster_elements; + set_max_reflection_probes(p_max_cluster_elements); + set_max_lights(p_max_cluster_elements); + } + uint32_t get_max_cluster_elements() const { return max_cluster_elements; } + /* LIGHT */ - Light *get_light(RID p_rid) { return light_owner.get_or_null(p_rid); }; bool owns_light(RID p_rid) { return light_owner.owns(p_rid); }; void _light_initialize(RID p_rid, RS::LightType p_type); @@ -240,7 +552,7 @@ public: const Light *light = light_owner.get_or_null(p_light); ERR_FAIL_COND_V(!light, RS::LIGHT_DIRECTIONAL); - return light_owner.owns(light->projector); + return TextureStorage::get_singleton()->owns_texture(light->projector); } _FORCE_INLINE_ bool light_is_negative(RID p_light) const { @@ -257,20 +569,213 @@ 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; + Dependency *light_get_dependency(RID p_light) const; + + /* LIGHT INSTANCE API */ + + bool owns_light_instance(RID p_rid) { return light_instance_owner.owns(p_rid); }; + + virtual RID light_instance_create(RID p_light) override; + virtual void light_instance_free(RID p_light) override; + virtual void light_instance_set_transform(RID p_light_instance, const Transform3D &p_transform) override; + virtual void light_instance_set_aabb(RID p_light_instance, const AABB &p_aabb) override; + virtual void light_instance_set_shadow_transform(RID p_light_instance, const Projection &p_projection, const Transform3D &p_transform, float p_far, float p_split, int p_pass, float p_shadow_texel_size, float p_bias_scale = 1.0, float p_range_begin = 0, const Vector2 &p_uv_scale = Vector2()) override; + virtual void light_instance_mark_visible(RID p_light_instance) override; + + _FORCE_INLINE_ RID light_instance_get_base_light(RID p_light_instance) { + LightInstance *li = light_instance_owner.get_or_null(p_light_instance); + return li->light; + } + + _FORCE_INLINE_ Transform3D light_instance_get_base_transform(RID p_light_instance) { + LightInstance *li = light_instance_owner.get_or_null(p_light_instance); + return li->transform; + } + + _FORCE_INLINE_ AABB light_instance_get_base_aabb(RID p_light_instance) { + LightInstance *li = light_instance_owner.get_or_null(p_light_instance); + return li->aabb; + } + + _FORCE_INLINE_ void light_instance_set_cull_mask(RID p_light_instance, uint32_t p_cull_mask) { + LightInstance *li = light_instance_owner.get_or_null(p_light_instance); + li->cull_mask = p_cull_mask; + } + + _FORCE_INLINE_ uint32_t light_instance_get_cull_mask(RID p_light_instance) { + LightInstance *li = light_instance_owner.get_or_null(p_light_instance); + return li->cull_mask; + } + + _FORCE_INLINE_ Rect2 light_instance_get_shadow_atlas_rect(RID p_light_instance, RID p_shadow_atlas, Vector2i &r_omni_offset) { + ShadowAtlas *shadow_atlas = shadow_atlas_owner.get_or_null(p_shadow_atlas); + LightInstance *li = light_instance_owner.get_or_null(p_light_instance); + uint32_t key = shadow_atlas->shadow_owners[li->self]; + + uint32_t quadrant = (key >> QUADRANT_SHIFT) & 0x3; + uint32_t shadow = key & SHADOW_INDEX_MASK; + + ERR_FAIL_COND_V(shadow >= (uint32_t)shadow_atlas->quadrants[quadrant].shadows.size(), Rect2()); + + uint32_t atlas_size = shadow_atlas->size; + uint32_t quadrant_size = atlas_size >> 1; + + uint32_t x = (quadrant & 1) * quadrant_size; + uint32_t y = (quadrant >> 1) * quadrant_size; + + uint32_t shadow_size = (quadrant_size / shadow_atlas->quadrants[quadrant].subdivision); + x += (shadow % shadow_atlas->quadrants[quadrant].subdivision) * shadow_size; + y += (shadow / shadow_atlas->quadrants[quadrant].subdivision) * shadow_size; + + if (key & OMNI_LIGHT_FLAG) { + if (((shadow + 1) % shadow_atlas->quadrants[quadrant].subdivision) == 0) { + r_omni_offset.x = 1 - int(shadow_atlas->quadrants[quadrant].subdivision); + r_omni_offset.y = 1; + } else { + r_omni_offset.x = 1; + r_omni_offset.y = 0; + } + } + + uint32_t width = shadow_size; + uint32_t height = shadow_size; + + return Rect2(x / float(shadow_atlas->size), y / float(shadow_atlas->size), width / float(shadow_atlas->size), height / float(shadow_atlas->size)); + } + + _FORCE_INLINE_ float light_instance_get_shadow_texel_size(RID p_light_instance, RID p_shadow_atlas) { +#ifdef DEBUG_ENABLED + LightInstance *li = light_instance_owner.get_or_null(p_light_instance); + ERR_FAIL_COND_V(!li->shadow_atlases.has(p_shadow_atlas), 0); +#endif + ShadowAtlas *shadow_atlas = shadow_atlas_owner.get_or_null(p_shadow_atlas); + ERR_FAIL_COND_V(!shadow_atlas, 0); +#ifdef DEBUG_ENABLED + ERR_FAIL_COND_V(!shadow_atlas->shadow_owners.has(p_light_instance), 0); +#endif + uint32_t key = shadow_atlas->shadow_owners[p_light_instance]; + + uint32_t quadrant = (key >> QUADRANT_SHIFT) & 0x3; + + uint32_t quadrant_size = shadow_atlas->size >> 1; + + uint32_t shadow_size = (quadrant_size / shadow_atlas->quadrants[quadrant].subdivision); + + return float(1.0) / shadow_size; + } + + _FORCE_INLINE_ Projection light_instance_get_shadow_camera(RID p_light_instance, int p_index) { + LightInstance *li = light_instance_owner.get_or_null(p_light_instance); + return li->shadow_transform[p_index].camera; + } + + _FORCE_INLINE_ Transform3D + light_instance_get_shadow_transform(RID p_light_instance, int p_index) { + LightInstance *li = light_instance_owner.get_or_null(p_light_instance); + return li->shadow_transform[p_index].transform; + } + _FORCE_INLINE_ float light_instance_get_shadow_bias_scale(RID p_light_instance, int p_index) { + LightInstance *li = light_instance_owner.get_or_null(p_light_instance); + return li->shadow_transform[p_index].bias_scale; + } + _FORCE_INLINE_ float light_instance_get_shadow_range(RID p_light_instance, int p_index) { + LightInstance *li = light_instance_owner.get_or_null(p_light_instance); + return li->shadow_transform[p_index].farplane; + } + _FORCE_INLINE_ float light_instance_get_shadow_range_begin(RID p_light_instance, int p_index) { + LightInstance *li = light_instance_owner.get_or_null(p_light_instance); + return li->shadow_transform[p_index].range_begin; + } + + _FORCE_INLINE_ Vector2 light_instance_get_shadow_uv_scale(RID p_light_instance, int p_index) { + LightInstance *li = light_instance_owner.get_or_null(p_light_instance); + return li->shadow_transform[p_index].uv_scale; + } + + _FORCE_INLINE_ void light_instance_set_directional_shadow_atlas_rect(RID p_light_instance, int p_index, const Rect2 p_atlas_rect) { + LightInstance *li = light_instance_owner.get_or_null(p_light_instance); + li->shadow_transform[p_index].atlas_rect = p_atlas_rect; + } + + _FORCE_INLINE_ Rect2 light_instance_get_directional_shadow_atlas_rect(RID p_light_instance, int p_index) { + LightInstance *li = light_instance_owner.get_or_null(p_light_instance); + return li->shadow_transform[p_index].atlas_rect; + } + + _FORCE_INLINE_ float light_instance_get_directional_shadow_split(RID p_light_instance, int p_index) { + LightInstance *li = light_instance_owner.get_or_null(p_light_instance); + return li->shadow_transform[p_index].split; + } + + _FORCE_INLINE_ float light_instance_get_directional_shadow_texel_size(RID p_light_instance, int p_index) { + LightInstance *li = light_instance_owner.get_or_null(p_light_instance); + return li->shadow_transform[p_index].shadow_texel_size; + } + + _FORCE_INLINE_ void light_instance_set_render_pass(RID p_light_instance, uint64_t p_pass) { + LightInstance *li = light_instance_owner.get_or_null(p_light_instance); + li->last_pass = p_pass; + } + + _FORCE_INLINE_ uint64_t light_instance_get_render_pass(RID p_light_instance) { + LightInstance *li = light_instance_owner.get_or_null(p_light_instance); + return li->last_pass; + } + + _FORCE_INLINE_ void light_instance_set_shadow_pass(RID p_light_instance, uint64_t p_pass) { + LightInstance *li = light_instance_owner.get_or_null(p_light_instance); + li->last_scene_shadow_pass = p_pass; + } + + _FORCE_INLINE_ uint64_t light_instance_get_shadow_pass(RID p_light_instance) { + LightInstance *li = light_instance_owner.get_or_null(p_light_instance); + return li->last_scene_shadow_pass; + } + + _FORCE_INLINE_ ForwardID light_instance_get_forward_id(RID p_light_instance) { + LightInstance *li = light_instance_owner.get_or_null(p_light_instance); + return li->forward_id; + } + + _FORCE_INLINE_ RS::LightType light_instance_get_type(RID p_light_instance) { + LightInstance *li = light_instance_owner.get_or_null(p_light_instance); + return li->light_type; + } + + _FORCE_INLINE_ void light_instance_set_directional_rect(RID p_light_instance, const Rect2 &p_directional_rect) { + LightInstance *li = light_instance_owner.get_or_null(p_light_instance); + li->directional_rect = p_directional_rect; + } + + _FORCE_INLINE_ Rect2 light_instance_get_directional_rect(RID p_light_instance) { + LightInstance *li = light_instance_owner.get_or_null(p_light_instance); + return li->directional_rect; + } + + /* LIGHT DATA */ + + void free_light_data(); + void set_max_lights(const uint32_t p_max_lights); + RID get_omni_light_buffer() { return omni_light_buffer; } + RID get_spot_light_buffer() { return spot_light_buffer; } + RID get_directional_light_buffer() { return directional_light_buffer; } + uint32_t get_max_directional_lights() { return max_directional_lights; } + bool has_directional_shadows(const uint32_t p_directional_light_count) { + for (uint32_t i = 0; i < p_directional_light_count; i++) { + if (directional_lights[i].shadow_opacity > 0.001) { + return true; + } + } + return false; + } + void update_light_buffers(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); + /* REFLECTION PROBE */ - ReflectionProbe *get_reflection_probe(RID p_rid) { return reflection_probe_owner.get_or_null(p_rid); }; bool owns_reflection_probe(RID p_rid) { return reflection_probe_owner.owns(p_rid); }; virtual RID reflection_probe_allocate() override; @@ -292,6 +797,8 @@ 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; @@ -301,6 +808,7 @@ 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; @@ -310,9 +818,98 @@ public: Color reflection_probe_get_ambient_color(RID p_probe) const; float reflection_probe_get_ambient_color_energy(RID p_probe) const; + Dependency *reflection_probe_get_dependency(RID p_probe) const; + + /* REFLECTION ATLAS */ + + bool owns_reflection_atlas(RID p_rid) { return reflection_atlas_owner.owns(p_rid); } + + virtual RID reflection_atlas_create() override; + virtual void reflection_atlas_free(RID p_ref_atlas) override; + virtual void reflection_atlas_set_size(RID p_ref_atlas, int p_reflection_size, int p_reflection_count) override; + virtual int reflection_atlas_get_size(RID p_ref_atlas) const override; + + _FORCE_INLINE_ RID reflection_atlas_get_texture(RID p_ref_atlas) { + ReflectionAtlas *atlas = reflection_atlas_owner.get_or_null(p_ref_atlas); + ERR_FAIL_COND_V(!atlas, RID()); + return atlas->reflection; + } + + /* REFLECTION PROBE INSTANCE */ + + bool owns_reflection_probe_instance(RID p_rid) { return reflection_probe_instance_owner.owns(p_rid); } + + virtual RID reflection_probe_instance_create(RID p_probe) override; + virtual void reflection_probe_instance_free(RID p_instance) override; + virtual void reflection_probe_instance_set_transform(RID p_instance, const Transform3D &p_transform) override; + virtual void reflection_probe_release_atlas_index(RID p_instance) override; + virtual bool reflection_probe_instance_needs_redraw(RID p_instance) override; + virtual bool reflection_probe_instance_has_reflection(RID p_instance) override; + virtual bool reflection_probe_instance_begin_render(RID p_instance, RID p_reflection_atlas) override; + virtual bool reflection_probe_instance_postprocess_step(RID p_instance) override; + + uint32_t reflection_probe_instance_get_resolution(RID p_instance); + RID reflection_probe_instance_get_framebuffer(RID p_instance, int p_index); + RID reflection_probe_instance_get_depth_framebuffer(RID p_instance, int p_index); + + _FORCE_INLINE_ RID reflection_probe_instance_get_probe(RID p_instance) { + ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance); + ERR_FAIL_COND_V(!rpi, RID()); + + return rpi->probe; + } + + _FORCE_INLINE_ RendererRD::ForwardID reflection_probe_instance_get_forward_id(RID p_instance) { + ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance); + ERR_FAIL_COND_V(!rpi, 0); + + return rpi->forward_id; + } + + _FORCE_INLINE_ void reflection_probe_instance_set_cull_mask(RID p_instance, uint32_t p_render_pass) { + ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance); + ERR_FAIL_COND(!rpi); + rpi->cull_mask = p_render_pass; + } + + _FORCE_INLINE_ void reflection_probe_instance_set_render_pass(RID p_instance, uint32_t p_render_pass) { + ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance); + ERR_FAIL_COND(!rpi); + rpi->last_pass = p_render_pass; + } + + _FORCE_INLINE_ uint32_t reflection_probe_instance_get_render_pass(RID p_instance) { + ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance); + ERR_FAIL_COND_V(!rpi, 0); + + return rpi->last_pass; + } + + _FORCE_INLINE_ Transform3D reflection_probe_instance_get_transform(RID p_instance) { + ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance); + ERR_FAIL_COND_V(!rpi, Transform3D()); + + return rpi->transform; + } + + _FORCE_INLINE_ int reflection_probe_instance_get_atlas_index(RID p_instance) { + ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance); + ERR_FAIL_COND_V(!rpi, -1); + + return rpi->atlas_index; + } + + ClusterBuilderRD *reflection_probe_instance_get_cluster_builder(RID p_instance, ClusterBuilderSharedDataRD *p_cluster_builder_shared); + + /* REFLECTION DATA */ + + void free_reflection_data(); + void set_max_reflection_probes(const uint32_t p_max_reflection_probes); + RID get_reflection_probe_buffer() { return reflection_buffer; } + void update_reflection_probe_buffer(RenderDataRD *p_render_data, const PagedArray<RID> &p_reflections, const Transform3D &p_camera_inverse_transform, RID p_environment); + /* LIGHTMAP */ - Lightmap *get_lightmap(RID p_rid) { return lightmap_owner.get_or_null(p_rid); }; bool owns_lightmap(RID p_rid) { return lightmap_owner.owns(p_rid); }; virtual RID lightmap_allocate() override; @@ -323,6 +920,7 @@ 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; @@ -332,6 +930,8 @@ public: virtual void lightmap_tap_sh_light(RID p_lightmap, const Vector3 &p_point, Color *r_sh) override; virtual void lightmap_set_probe_capture_update_speed(float p_speed) override; + Dependency *lightmap_get_dependency(RID p_lightmap) const; + virtual float lightmap_get_probe_capture_update_speed() const override { return lightmap_probe_capture_update_speed; } @@ -340,6 +940,11 @@ 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); @@ -364,8 +969,113 @@ public: ERR_FAIL_COND_V(!using_lightmap_array, lightmap_textures); //only for arrays return lightmap_textures; } + + /* LIGHTMAP INSTANCE */ + + bool owns_lightmap_instance(RID p_rid) { return lightmap_instance_owner.owns(p_rid); }; + + virtual RID lightmap_instance_create(RID p_lightmap) override; + virtual void lightmap_instance_free(RID p_lightmap) override; + virtual void lightmap_instance_set_transform(RID p_lightmap, const Transform3D &p_transform) override; + _FORCE_INLINE_ bool lightmap_instance_is_valid(RID p_lightmap_instance) { + return lightmap_instance_owner.get_or_null(p_lightmap_instance) != nullptr; + } + + _FORCE_INLINE_ RID lightmap_instance_get_lightmap(RID p_lightmap_instance) { + LightmapInstance *li = lightmap_instance_owner.get_or_null(p_lightmap_instance); + return li->lightmap; + } + _FORCE_INLINE_ Transform3D lightmap_instance_get_transform(RID p_lightmap_instance) { + LightmapInstance *li = lightmap_instance_owner.get_or_null(p_lightmap_instance); + return li->transform; + } + + /* SHADOW ATLAS API */ + + bool owns_shadow_atlas(RID p_rid) { return shadow_atlas_owner.owns(p_rid); }; + + virtual RID shadow_atlas_create() override; + virtual void shadow_atlas_free(RID p_atlas) override; + + virtual void shadow_atlas_set_size(RID p_atlas, int p_size, bool p_16_bits = true) override; + virtual void shadow_atlas_set_quadrant_subdivision(RID p_atlas, int p_quadrant, int p_subdivision) override; + virtual bool shadow_atlas_update_light(RID p_atlas, RID p_light_instance, float p_coverage, uint64_t p_light_version) override; + _FORCE_INLINE_ bool shadow_atlas_owns_light_instance(RID p_atlas, RID p_light_intance) { + ShadowAtlas *atlas = shadow_atlas_owner.get_or_null(p_atlas); + ERR_FAIL_COND_V(!atlas, false); + return atlas->shadow_owners.has(p_light_intance); + } + _FORCE_INLINE_ uint32_t shadow_atlas_get_light_instance_key(RID p_atlas, RID p_light_intance) { + ShadowAtlas *atlas = shadow_atlas_owner.get_or_null(p_atlas); + ERR_FAIL_COND_V(!atlas, -1); + return atlas->shadow_owners[p_light_intance]; + } + + _FORCE_INLINE_ RID shadow_atlas_get_texture(RID p_atlas) { + ShadowAtlas *atlas = shadow_atlas_owner.get_or_null(p_atlas); + ERR_FAIL_COND_V(!atlas, RID()); + return atlas->depth; + } + + _FORCE_INLINE_ int shadow_atlas_get_size(RID p_atlas) { + ShadowAtlas *atlas = shadow_atlas_owner.get_or_null(p_atlas); + ERR_FAIL_COND_V(!atlas, 0); + return atlas->size; + } + + _FORCE_INLINE_ int shadow_atlas_get_quadrant_shadow_size(RID p_atlas, uint32_t p_quadrant) { + ShadowAtlas *atlas = shadow_atlas_owner.get_or_null(p_atlas); + ERR_FAIL_COND_V(!atlas, 0); + ERR_FAIL_UNSIGNED_INDEX_V(p_quadrant, 4, 0); + return atlas->quadrants[p_quadrant].shadows.size(); + } + + _FORCE_INLINE_ uint32_t shadow_atlas_get_quadrant_subdivision(RID p_atlas, uint32_t p_quadrant) { + ShadowAtlas *atlas = shadow_atlas_owner.get_or_null(p_atlas); + ERR_FAIL_COND_V(!atlas, 0); + ERR_FAIL_UNSIGNED_INDEX_V(p_quadrant, 4, 0); + return atlas->quadrants[p_quadrant].subdivision; + } + + _FORCE_INLINE_ RID shadow_atlas_get_fb(RID p_atlas) { + ShadowAtlas *atlas = shadow_atlas_owner.get_or_null(p_atlas); + ERR_FAIL_COND_V(!atlas, RID()); + return atlas->fb; + } + + virtual void shadow_atlas_update(RID p_atlas) override; + + /* DIRECTIONAL SHADOW */ + + virtual void directional_shadow_atlas_set_size(int p_size, bool p_16_bits = true) override; + virtual int get_directional_light_shadow_size(RID p_light_intance) override; + virtual void set_directional_shadow_count(int p_count) override; + + Rect2i get_directional_shadow_rect(); + void update_directional_shadow_atlas(); + + _FORCE_INLINE_ RID directional_shadow_get_texture() { + return directional_shadow.depth; + } + + _FORCE_INLINE_ int directional_shadow_get_size() { + return directional_shadow.size; + } + + _FORCE_INLINE_ RID direction_shadow_get_fb() { + return directional_shadow.fb; + } + + _FORCE_INLINE_ void directional_shadow_increase_current_light() { + directional_shadow.current_light++; + } + + /* SHADOW CUBEMAPS */ + + RID get_cubemap(int p_size); + RID get_cubemap_fb(int p_size, int p_pass); }; } // namespace RendererRD -#endif // !LIGHT_STORAGE_RD_H +#endif // LIGHT_STORAGE_RD_H diff --git a/servers/rendering/renderer_rd/storage_rd/material_storage.cpp b/servers/rendering/renderer_rd/storage_rd/material_storage.cpp index fcd25852eb..1fecac9045 100644 --- a/servers/rendering/renderer_rd/storage_rd/material_storage.cpp +++ b/servers/rendering/renderer_rd/storage_rd/material_storage.cpp @@ -172,75 +172,84 @@ _FORCE_INLINE_ static void _fill_std140_variant_ubo_value(ShaderLanguage::DataTy } } break; case ShaderLanguage::TYPE_IVEC2: { - Vector<int> iv = value; - int s = iv.size(); int32_t *gui = (int32_t *)data; + if (p_array_size > 0) { + Vector<int> iv = value; + int s = iv.size(); + int count = 2 * p_array_size; - if (p_array_size <= 0) { - p_array_size = 1; - } - int count = 2 * p_array_size; - - const int *r = iv.ptr(); - for (int i = 0, j = 0; i < count; i += 2, j += 4) { - if (i < s) { - gui[j] = r[i]; - gui[j + 1] = r[i + 1]; - } else { - gui[j] = 0; - gui[j + 1] = 0; + const int *r = iv.ptr(); + for (int i = 0, j = 0; i < count; i += 2, j += 4) { + if (i < s) { + gui[j] = r[i]; + gui[j + 1] = r[i + 1]; + } else { + gui[j] = 0; + gui[j + 1] = 0; + } + gui[j + 2] = 0; // ignored + gui[j + 3] = 0; // ignored } - gui[j + 2] = 0; // ignored - gui[j + 3] = 0; // ignored + } else { + Vector2i v = value; + gui[0] = v.x; + gui[1] = v.y; } } break; case ShaderLanguage::TYPE_IVEC3: { - Vector<int> iv = value; - int s = iv.size(); int32_t *gui = (int32_t *)data; + if (p_array_size > 0) { + Vector<int> iv = value; + int s = iv.size(); + int count = 3 * p_array_size; - if (p_array_size <= 0) { - p_array_size = 1; - } - int count = 3 * p_array_size; - - const int *r = iv.ptr(); - for (int i = 0, j = 0; i < count; i += 3, j += 4) { - if (i < s) { - gui[j] = r[i]; - gui[j + 1] = r[i + 1]; - gui[j + 2] = r[i + 2]; - } else { - gui[j] = 0; - gui[j + 1] = 0; - gui[j + 2] = 0; + const int *r = iv.ptr(); + for (int i = 0, j = 0; i < count; i += 3, j += 4) { + if (i < s) { + gui[j] = r[i]; + gui[j + 1] = r[i + 1]; + gui[j + 2] = r[i + 2]; + } else { + gui[j] = 0; + gui[j + 1] = 0; + gui[j + 2] = 0; + } + gui[j + 3] = 0; // ignored } - gui[j + 3] = 0; // ignored + } else { + Vector3i v = value; + gui[0] = v.x; + gui[1] = v.y; + gui[2] = v.z; } } break; case ShaderLanguage::TYPE_IVEC4: { - Vector<int> iv = value; - int s = iv.size(); int32_t *gui = (int32_t *)data; + if (p_array_size > 0) { + Vector<int> iv = value; + int s = iv.size(); + int count = 4 * p_array_size; - if (p_array_size <= 0) { - p_array_size = 1; - } - int count = 4 * p_array_size; - - const int *r = iv.ptr(); - for (int i = 0; i < count; i += 4) { - if (i < s) { - gui[i] = r[i]; - gui[i + 1] = r[i + 1]; - gui[i + 2] = r[i + 2]; - gui[i + 3] = r[i + 3]; - } else { - gui[i] = 0; - gui[i + 1] = 0; - gui[i + 2] = 0; - gui[i + 3] = 0; + const int *r = iv.ptr(); + for (int i = 0; i < count; i += 4) { + if (i < s) { + gui[i] = r[i]; + gui[i + 1] = r[i + 1]; + gui[i + 2] = r[i + 2]; + gui[i + 3] = r[i + 3]; + } else { + gui[i] = 0; + gui[i + 1] = 0; + gui[i + 2] = 0; + gui[i + 3] = 0; + } } + } else { + Vector4i v = value; + gui[0] = v.x; + gui[1] = v.y; + gui[2] = v.z; + gui[3] = v.w; } } break; case ShaderLanguage::TYPE_UINT: { @@ -267,75 +276,84 @@ _FORCE_INLINE_ static void _fill_std140_variant_ubo_value(ShaderLanguage::DataTy } } break; case ShaderLanguage::TYPE_UVEC2: { - Vector<int> iv = value; - int s = iv.size(); uint32_t *gui = (uint32_t *)data; + if (p_array_size > 0) { + Vector<int> iv = value; + int s = iv.size(); + int count = 2 * p_array_size; - if (p_array_size <= 0) { - p_array_size = 1; - } - int count = 2 * p_array_size; - - const int *r = iv.ptr(); - for (int i = 0, j = 0; i < count; i += 2, j += 4) { - if (i < s) { - gui[j] = r[i]; - gui[j + 1] = r[i + 1]; - } else { - gui[j] = 0; - gui[j + 1] = 0; + const int *r = iv.ptr(); + for (int i = 0, j = 0; i < count; i += 2, j += 4) { + if (i < s) { + gui[j] = r[i]; + gui[j + 1] = r[i + 1]; + } else { + gui[j] = 0; + gui[j + 1] = 0; + } + gui[j + 2] = 0; // ignored + gui[j + 3] = 0; // ignored } - gui[j + 2] = 0; // ignored - gui[j + 3] = 0; // ignored + } else { + Vector2i v = value; + gui[0] = v.x; + gui[1] = v.y; } } break; case ShaderLanguage::TYPE_UVEC3: { - Vector<int> iv = value; - int s = iv.size(); uint32_t *gui = (uint32_t *)data; + if (p_array_size > 0) { + Vector<int> iv = value; + int s = iv.size(); + int count = 3 * p_array_size; - if (p_array_size <= 0) { - p_array_size = 1; - } - int count = 3 * p_array_size; - - const int *r = iv.ptr(); - for (int i = 0, j = 0; i < count; i += 3, j += 4) { - if (i < s) { - gui[j] = r[i]; - gui[j + 1] = r[i + 1]; - gui[j + 2] = r[i + 2]; - } else { - gui[j] = 0; - gui[j + 1] = 0; - gui[j + 2] = 0; + const int *r = iv.ptr(); + for (int i = 0, j = 0; i < count; i += 3, j += 4) { + if (i < s) { + gui[j] = r[i]; + gui[j + 1] = r[i + 1]; + gui[j + 2] = r[i + 2]; + } else { + gui[j] = 0; + gui[j + 1] = 0; + gui[j + 2] = 0; + } + gui[j + 3] = 0; // ignored } - gui[j + 3] = 0; // ignored + } else { + Vector3i v = value; + gui[0] = v.x; + gui[1] = v.y; + gui[2] = v.z; } } break; case ShaderLanguage::TYPE_UVEC4: { - Vector<int> iv = value; - int s = iv.size(); uint32_t *gui = (uint32_t *)data; + if (p_array_size > 0) { + Vector<int> iv = value; + int s = iv.size(); + int count = 4 * p_array_size; - if (p_array_size <= 0) { - p_array_size = 1; - } - int count = 4 * p_array_size; - - const int *r = iv.ptr(); - for (int i = 0; i < count; i++) { - if (i < s) { - gui[i] = r[i]; - gui[i + 1] = r[i + 1]; - gui[i + 2] = r[i + 2]; - gui[i + 3] = r[i + 3]; - } else { - gui[i] = 0; - gui[i + 1] = 0; - gui[i + 2] = 0; - gui[i + 3] = 0; + const int *r = iv.ptr(); + for (int i = 0; i < count; i++) { + if (i < s) { + gui[i] = r[i]; + gui[i + 1] = r[i + 1]; + gui[i + 2] = r[i + 2]; + gui[i + 3] = r[i + 3]; + } else { + gui[i] = 0; + gui[i + 1] = 0; + gui[i + 2] = 0; + gui[i + 3] = 0; + } } + } else { + Vector4i v = value; + gui[0] = v.x; + gui[1] = v.y; + gui[2] = v.z; + gui[3] = v.w; } } break; case ShaderLanguage::TYPE_FLOAT: { @@ -514,13 +532,20 @@ _FORCE_INLINE_ static void _fill_std140_variant_ubo_value(ShaderLanguage::DataTy gui[1] = v.y; gui[2] = v.z; gui[3] = v.w; - } else { + } else if (value.get_type() == Variant::PLANE) { Plane v = value; gui[0] = v.normal.x; gui[1] = v.normal.y; gui[2] = v.normal.z; gui[3] = v.d; + } else { + Vector4 v = value; + + gui[0] = v.x; + gui[1] = v.y; + gui[2] = v.z; + gui[3] = v.w; } } } break; @@ -670,7 +695,7 @@ _FORCE_INLINE_ static void _fill_std140_variant_ubo_value(ShaderLanguage::DataTy gui[i + 15] = 1; } } - } else { + } else if (value.get_type() == Variant::TRANSFORM3D) { Transform3D v = value; gui[0] = v.basis.rows[0][0]; gui[1] = v.basis.rows[1][0]; @@ -691,6 +716,13 @@ _FORCE_INLINE_ static void _fill_std140_variant_ubo_value(ShaderLanguage::DataTy gui[13] = v.origin.y; gui[14] = v.origin.z; gui[15] = 1; + } else { + Projection v = value; + for (int i = 0; i < 4; i++) { + for (int j = 0; j < 4; j++) { + gui[i * 4 + j] = v.columns[i][j]; + } + } } } break; default: { @@ -894,9 +926,9 @@ _FORCE_INLINE_ static void _fill_std140_ubo_empty(ShaderLanguage::DataType type, } /////////////////////////////////////////////////////////////////////////// -// MaterialData +// MaterialStorage::MaterialData -void MaterialData::update_uniform_buffer(const HashMap<StringName, ShaderLanguage::ShaderNode::Uniform> &p_uniforms, const uint32_t *p_uniform_offsets, const HashMap<StringName, Variant> &p_parameters, uint8_t *p_buffer, uint32_t p_buffer_size, bool p_use_linear_color) { +void MaterialStorage::MaterialData::update_uniform_buffer(const HashMap<StringName, ShaderLanguage::ShaderNode::Uniform> &p_uniforms, const uint32_t *p_uniform_offsets, const HashMap<StringName, Variant> &p_parameters, uint8_t *p_buffer, uint32_t p_buffer_size, bool p_use_linear_color) { MaterialStorage *material_storage = MaterialStorage::get_singleton(); bool uses_global_buffer = false; @@ -909,14 +941,20 @@ void MaterialData::update_uniform_buffer(const HashMap<StringName, ShaderLanguag continue; //instance uniforms don't appear in the buffer } + if (E.value.hint == ShaderLanguage::ShaderNode::Uniform::HINT_SCREEN_TEXTURE || + E.value.hint == ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL_ROUGHNESS_TEXTURE || + E.value.hint == ShaderLanguage::ShaderNode::Uniform::HINT_DEPTH_TEXTURE) { + continue; + } + if (E.value.scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_GLOBAL) { //this is a global variable, get the index to it - GlobalVariables::Variable *gv = material_storage->global_variables.variables.getptr(E.key); + GlobalShaderUniforms::Variable *gv = material_storage->global_shader_uniforms.variables.getptr(E.key); uint32_t index = 0; if (gv) { index = gv->buffer_index; } else { - WARN_PRINT("Shader uses global uniform '" + E.key + "', but it was removed at some point. Material will not display correctly."); + WARN_PRINT("Shader uses global parameter '" + E.key + "', but it was removed at some point. Material will not display correctly."); } uint32_t offset = p_uniform_offsets[E.value.order]; @@ -967,33 +1005,33 @@ void MaterialData::update_uniform_buffer(const HashMap<StringName, ShaderLanguag if (uses_global_buffer != (global_buffer_E != nullptr)) { if (uses_global_buffer) { - global_buffer_E = material_storage->global_variables.materials_using_buffer.push_back(self); + global_buffer_E = material_storage->global_shader_uniforms.materials_using_buffer.push_back(self); } else { - material_storage->global_variables.materials_using_buffer.erase(global_buffer_E); + material_storage->global_shader_uniforms.materials_using_buffer.erase(global_buffer_E); global_buffer_E = nullptr; } } } -MaterialData::~MaterialData() { +MaterialStorage::MaterialData::~MaterialData() { MaterialStorage *material_storage = MaterialStorage::get_singleton(); if (global_buffer_E) { //unregister global buffers - material_storage->global_variables.materials_using_buffer.erase(global_buffer_E); + material_storage->global_shader_uniforms.materials_using_buffer.erase(global_buffer_E); } if (global_texture_E) { //unregister global textures for (const KeyValue<StringName, uint64_t> &E : used_global_textures) { - GlobalVariables::Variable *v = material_storage->global_variables.variables.getptr(E.key); + GlobalShaderUniforms::Variable *v = material_storage->global_shader_uniforms.variables.getptr(E.key); if (v) { v->texture_materials.erase(self); } } //unregister material from those using global textures - material_storage->global_variables.materials_using_texture.erase(global_texture_E); + material_storage->global_shader_uniforms.materials_using_texture.erase(global_texture_E); } if (uniform_buffer.is_valid()) { @@ -1001,14 +1039,14 @@ MaterialData::~MaterialData() { } } -void MaterialData::update_textures(const HashMap<StringName, Variant> &p_parameters, const HashMap<StringName, HashMap<int, RID>> &p_default_textures, const Vector<ShaderCompiler::GeneratedCode::Texture> &p_texture_uniforms, RID *p_textures, bool p_use_linear_color) { +void MaterialStorage::MaterialData::update_textures(const HashMap<StringName, Variant> &p_parameters, const HashMap<StringName, HashMap<int, RID>> &p_default_textures, const Vector<ShaderCompiler::GeneratedCode::Texture> &p_texture_uniforms, RID *p_textures, bool p_use_linear_color) { TextureStorage *texture_storage = TextureStorage::get_singleton(); MaterialStorage *material_storage = MaterialStorage::get_singleton(); #ifdef TOOLS_ENABLED - Texture *roughness_detect_texture = nullptr; + TextureStorage::Texture *roughness_detect_texture = nullptr; RS::TextureDetectRoughnessChannel roughness_channel = RS::TEXTURE_DETECT_ROUGHNESS_R; - Texture *normal_detect_texture = nullptr; + TextureStorage::Texture *normal_detect_texture = nullptr; #endif bool uses_global_textures = false; @@ -1020,13 +1058,19 @@ void MaterialData::update_textures(const HashMap<StringName, Variant> &p_paramet Vector<RID> textures; + if (p_texture_uniforms[i].hint == ShaderLanguage::ShaderNode::Uniform::HINT_SCREEN_TEXTURE || + p_texture_uniforms[i].hint == ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL_ROUGHNESS_TEXTURE || + p_texture_uniforms[i].hint == ShaderLanguage::ShaderNode::Uniform::HINT_DEPTH_TEXTURE) { + continue; + } + if (p_texture_uniforms[i].global) { uses_global_textures = true; - GlobalVariables::Variable *v = material_storage->global_variables.variables.getptr(uniform_name); + GlobalShaderUniforms::Variable *v = material_storage->global_shader_uniforms.variables.getptr(uniform_name); if (v) { if (v->buffer_index >= 0) { - WARN_PRINT("Shader uses global uniform texture '" + String(uniform_name) + "', but it changed type and is no longer a texture!."); + WARN_PRINT("Shader uses global parameter texture '" + String(uniform_name) + "', but it changed type and is no longer a texture!."); } else { HashMap<StringName, uint64_t>::Iterator E = used_global_textures.find(uniform_name); @@ -1041,7 +1085,7 @@ void MaterialData::update_textures(const HashMap<StringName, Variant> &p_paramet } } else { - WARN_PRINT("Shader uses global uniform texture '" + String(uniform_name) + "', but it was removed at some point. Material will not display correctly."); + WARN_PRINT("Shader uses global parameter texture '" + String(uniform_name) + "', but it was removed at some point. Material will not display correctly."); } } else { HashMap<StringName, Variant>::ConstIterator V = p_parameters.find(uniform_name); @@ -1091,19 +1135,22 @@ void MaterialData::update_textures(const HashMap<StringName, Variant> &p_paramet case ShaderLanguage::TYPE_SAMPLER2D: { switch (p_texture_uniforms[i].hint) { case ShaderLanguage::ShaderNode::Uniform::HINT_DEFAULT_BLACK: { - rd_texture = texture_storage->texture_rd_get_default(DEFAULT_RD_TEXTURE_BLACK); + rd_texture = texture_storage->texture_rd_get_default(TextureStorage::DEFAULT_RD_TEXTURE_BLACK); + } break; + case ShaderLanguage::ShaderNode::Uniform::HINT_DEFAULT_TRANSPARENT: { + rd_texture = texture_storage->texture_rd_get_default(TextureStorage::DEFAULT_RD_TEXTURE_TRANSPARENT); } break; case ShaderLanguage::ShaderNode::Uniform::HINT_ANISOTROPY: { - rd_texture = texture_storage->texture_rd_get_default(DEFAULT_RD_TEXTURE_ANISO); + rd_texture = texture_storage->texture_rd_get_default(TextureStorage::DEFAULT_RD_TEXTURE_ANISO); } break; case ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL: { - rd_texture = texture_storage->texture_rd_get_default(DEFAULT_RD_TEXTURE_NORMAL); + rd_texture = texture_storage->texture_rd_get_default(TextureStorage::DEFAULT_RD_TEXTURE_NORMAL); } break; case ShaderLanguage::ShaderNode::Uniform::HINT_ROUGHNESS_NORMAL: { - rd_texture = texture_storage->texture_rd_get_default(DEFAULT_RD_TEXTURE_NORMAL); + rd_texture = texture_storage->texture_rd_get_default(TextureStorage::DEFAULT_RD_TEXTURE_NORMAL); } break; default: { - rd_texture = texture_storage->texture_rd_get_default(DEFAULT_RD_TEXTURE_WHITE); + rd_texture = texture_storage->texture_rd_get_default(TextureStorage::DEFAULT_RD_TEXTURE_WHITE); } break; } } break; @@ -1111,27 +1158,27 @@ void MaterialData::update_textures(const HashMap<StringName, Variant> &p_paramet case ShaderLanguage::TYPE_SAMPLERCUBE: { switch (p_texture_uniforms[i].hint) { case ShaderLanguage::ShaderNode::Uniform::HINT_DEFAULT_BLACK: { - rd_texture = texture_storage->texture_rd_get_default(DEFAULT_RD_TEXTURE_CUBEMAP_BLACK); + rd_texture = texture_storage->texture_rd_get_default(TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK); } break; default: { - rd_texture = texture_storage->texture_rd_get_default(DEFAULT_RD_TEXTURE_CUBEMAP_WHITE); + rd_texture = texture_storage->texture_rd_get_default(TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_WHITE); } break; } } break; case ShaderLanguage::TYPE_SAMPLERCUBEARRAY: { - rd_texture = texture_storage->texture_rd_get_default(DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK); + rd_texture = texture_storage->texture_rd_get_default(TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK); } break; case ShaderLanguage::TYPE_ISAMPLER3D: case ShaderLanguage::TYPE_USAMPLER3D: case ShaderLanguage::TYPE_SAMPLER3D: { - rd_texture = texture_storage->texture_rd_get_default(DEFAULT_RD_TEXTURE_3D_WHITE); + rd_texture = texture_storage->texture_rd_get_default(TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE); } break; case ShaderLanguage::TYPE_ISAMPLER2DARRAY: case ShaderLanguage::TYPE_USAMPLER2DARRAY: case ShaderLanguage::TYPE_SAMPLER2DARRAY: { - rd_texture = texture_storage->texture_rd_get_default(DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE); + rd_texture = texture_storage->texture_rd_get_default(TextureStorage::DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE); } break; default: { @@ -1153,7 +1200,7 @@ void MaterialData::update_textures(const HashMap<StringName, Variant> &p_paramet bool srgb = p_use_linear_color && p_texture_uniforms[i].use_color; for (int j = 0; j < textures.size(); j++) { - Texture *tex = TextureStorage::get_singleton()->get_texture(textures[j]); + TextureStorage::Texture *tex = TextureStorage::get_singleton()->get_texture(textures[j]); if (tex) { rd_texture = (srgb && tex->rd_texture_srgb.is_valid()) ? tex->rd_texture_srgb : tex->rd_texture; @@ -1175,7 +1222,7 @@ void MaterialData::update_textures(const HashMap<StringName, Variant> &p_paramet #endif } if (rd_texture.is_null()) { - rd_texture = texture_storage->texture_rd_get_default(DEFAULT_RD_TEXTURE_WHITE); + rd_texture = texture_storage->texture_rd_get_default(TextureStorage::DEFAULT_RD_TEXTURE_WHITE); } #ifdef TOOLS_ENABLED if (roughness_detect_texture && normal_detect_texture && !normal_detect_texture->path.is_empty()) { @@ -1193,7 +1240,7 @@ void MaterialData::update_textures(const HashMap<StringName, Variant> &p_paramet if (E.value != global_textures_pass) { to_delete.push_back(E.key); - GlobalVariables::Variable *v = material_storage->global_variables.variables.getptr(E.key); + GlobalShaderUniforms::Variable *v = material_storage->global_shader_uniforms.variables.getptr(E.key); if (v) { v->texture_materials.erase(self); } @@ -1207,23 +1254,23 @@ void MaterialData::update_textures(const HashMap<StringName, Variant> &p_paramet //handle registering/unregistering global textures if (uses_global_textures != (global_texture_E != nullptr)) { if (uses_global_textures) { - global_texture_E = material_storage->global_variables.materials_using_texture.push_back(self); + global_texture_E = material_storage->global_shader_uniforms.materials_using_texture.push_back(self); } else { - material_storage->global_variables.materials_using_texture.erase(global_texture_E); + material_storage->global_shader_uniforms.materials_using_texture.erase(global_texture_E); global_texture_E = nullptr; } } } } -void MaterialData::free_parameters_uniform_set(RID p_uniform_set) { +void MaterialStorage::MaterialData::free_parameters_uniform_set(RID p_uniform_set) { if (p_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(p_uniform_set)) { RD::get_singleton()->uniform_set_set_invalidation_callback(p_uniform_set, nullptr, nullptr); RD::get_singleton()->free(p_uniform_set); } } -bool MaterialData::update_parameters_uniform_set(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty, const HashMap<StringName, ShaderLanguage::ShaderNode::Uniform> &p_uniforms, const uint32_t *p_uniform_offsets, const Vector<ShaderCompiler::GeneratedCode::Texture> &p_texture_uniforms, const HashMap<StringName, HashMap<int, RID>> &p_default_texture_params, uint32_t p_ubo_size, RID &uniform_set, RID p_shader, uint32_t p_shader_uniform_set, uint32_t p_barrier) { +bool MaterialStorage::MaterialData::update_parameters_uniform_set(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty, const HashMap<StringName, ShaderLanguage::ShaderNode::Uniform> &p_uniforms, const uint32_t *p_uniform_offsets, const Vector<ShaderCompiler::GeneratedCode::Texture> &p_texture_uniforms, const HashMap<StringName, HashMap<int, RID>> &p_default_texture_params, uint32_t p_ubo_size, RID &uniform_set, RID p_shader, uint32_t p_shader_uniform_set, bool p_use_linear_color, uint32_t p_barrier) { if ((uint32_t)ubo_data.size() != p_ubo_size) { p_uniform_dirty = true; if (uniform_buffer.is_valid()) { @@ -1247,7 +1294,7 @@ bool MaterialData::update_parameters_uniform_set(const HashMap<StringName, Varia //check whether buffer changed if (p_uniform_dirty && ubo_data.size()) { - update_uniform_buffer(p_uniforms, p_uniform_offsets, p_parameters, ubo_data.ptrw(), ubo_data.size(), true); + update_uniform_buffer(p_uniforms, p_uniform_offsets, p_parameters, ubo_data.ptrw(), ubo_data.size(), p_use_linear_color); RD::get_singleton()->buffer_update(uniform_buffer, 0, ubo_data.size(), ubo_data.ptrw(), p_barrier); } @@ -1272,7 +1319,7 @@ bool MaterialData::update_parameters_uniform_set(const HashMap<StringName, Varia update_textures(p_parameters, p_default_texture_params, p_texture_uniforms, texture_cache.ptrw(), true); } - if (p_ubo_size == 0 && p_texture_uniforms.size() == 0) { + if (p_ubo_size == 0 && (p_texture_uniforms.size() == 0)) { // This material does not require an uniform set, so don't create it. return false; } @@ -1441,22 +1488,22 @@ MaterialStorage::MaterialStorage() { shader_data_request_func[i] = nullptr; } - static_assert(sizeof(GlobalVariables::Value) == 16); + static_assert(sizeof(GlobalShaderUniforms::Value) == 16); - global_variables.buffer_size = MAX(4096, (int)GLOBAL_GET("rendering/limits/global_shader_variables/buffer_size")); - global_variables.buffer_values = memnew_arr(GlobalVariables::Value, global_variables.buffer_size); - memset(global_variables.buffer_values, 0, sizeof(GlobalVariables::Value) * global_variables.buffer_size); - global_variables.buffer_usage = memnew_arr(GlobalVariables::ValueUsage, global_variables.buffer_size); - global_variables.buffer_dirty_regions = memnew_arr(bool, global_variables.buffer_size / GlobalVariables::BUFFER_DIRTY_REGION_SIZE); - memset(global_variables.buffer_dirty_regions, 0, sizeof(bool) * global_variables.buffer_size / GlobalVariables::BUFFER_DIRTY_REGION_SIZE); - global_variables.buffer = RD::get_singleton()->storage_buffer_create(sizeof(GlobalVariables::Value) * global_variables.buffer_size); + global_shader_uniforms.buffer_size = MAX(4096, (int)GLOBAL_GET("rendering/limits/global_shader_variables/buffer_size")); + global_shader_uniforms.buffer_values = memnew_arr(GlobalShaderUniforms::Value, global_shader_uniforms.buffer_size); + memset(global_shader_uniforms.buffer_values, 0, sizeof(GlobalShaderUniforms::Value) * global_shader_uniforms.buffer_size); + global_shader_uniforms.buffer_usage = memnew_arr(GlobalShaderUniforms::ValueUsage, global_shader_uniforms.buffer_size); + global_shader_uniforms.buffer_dirty_regions = memnew_arr(bool, global_shader_uniforms.buffer_size / GlobalShaderUniforms::BUFFER_DIRTY_REGION_SIZE); + memset(global_shader_uniforms.buffer_dirty_regions, 0, sizeof(bool) * global_shader_uniforms.buffer_size / GlobalShaderUniforms::BUFFER_DIRTY_REGION_SIZE); + global_shader_uniforms.buffer = RD::get_singleton()->storage_buffer_create(sizeof(GlobalShaderUniforms::Value) * global_shader_uniforms.buffer_size); } MaterialStorage::~MaterialStorage() { - memdelete_arr(global_variables.buffer_values); - memdelete_arr(global_variables.buffer_usage); - memdelete_arr(global_variables.buffer_dirty_regions); - RD::get_singleton()->free(global_variables.buffer); + memdelete_arr(global_shader_uniforms.buffer_values); + memdelete_arr(global_shader_uniforms.buffer_usage); + memdelete_arr(global_shader_uniforms.buffer_dirty_regions); + RD::get_singleton()->free(global_shader_uniforms.buffer); // buffers @@ -1481,6 +1528,18 @@ MaterialStorage::~MaterialStorage() { singleton = nullptr; } +bool MaterialStorage::free(RID p_rid) { + if (owns_shader(p_rid)) { + shader_free(p_rid); + return true; + } else if (owns_material(p_rid)) { + material_free(p_rid); + return true; + } + + return false; +} + /* Samplers */ void MaterialStorage::sampler_rd_configure_custom(float p_mipmap_bias) { @@ -1577,17 +1636,17 @@ void MaterialStorage::sampler_rd_configure_custom(float p_mipmap_bias) { } } -/* GLOBAL VARIABLE API */ +/* GLOBAL SHADER UNIFORM API */ -int32_t MaterialStorage::_global_variable_allocate(uint32_t p_elements) { +int32_t MaterialStorage::_global_shader_uniform_allocate(uint32_t p_elements) { int32_t idx = 0; - while (idx + p_elements <= global_variables.buffer_size) { - if (global_variables.buffer_usage[idx].elements == 0) { + while (idx + p_elements <= global_shader_uniforms.buffer_size) { + if (global_shader_uniforms.buffer_usage[idx].elements == 0) { bool valid = true; for (uint32_t i = 1; i < p_elements; i++) { - if (global_variables.buffer_usage[idx + i].elements > 0) { + if (global_shader_uniforms.buffer_usage[idx + i].elements > 0) { valid = false; - idx += i + global_variables.buffer_usage[idx + i].elements; + idx += i + global_shader_uniforms.buffer_usage[idx + i].elements; break; } } @@ -1598,17 +1657,17 @@ int32_t MaterialStorage::_global_variable_allocate(uint32_t p_elements) { return idx; } else { - idx += global_variables.buffer_usage[idx].elements; + idx += global_shader_uniforms.buffer_usage[idx].elements; } } return -1; } -void MaterialStorage::_global_variable_store_in_buffer(int32_t p_index, RS::GlobalVariableType p_type, const Variant &p_value) { +void MaterialStorage::_global_shader_uniform_store_in_buffer(int32_t p_index, RS::GlobalShaderParameterType p_type, const Variant &p_value) { switch (p_type) { case RS::GLOBAL_VAR_TYPE_BOOL: { - GlobalVariables::Value &bv = global_variables.buffer_values[p_index]; + GlobalShaderUniforms::Value &bv = global_shader_uniforms.buffer_values[p_index]; bool b = p_value; bv.x = b ? 1.0 : 0.0; bv.y = 0.0; @@ -1617,7 +1676,7 @@ void MaterialStorage::_global_variable_store_in_buffer(int32_t p_index, RS::Glob } break; case RS::GLOBAL_VAR_TYPE_BVEC2: { - GlobalVariables::Value &bv = global_variables.buffer_values[p_index]; + GlobalShaderUniforms::Value &bv = global_shader_uniforms.buffer_values[p_index]; uint32_t bvec = p_value; bv.x = (bvec & 1) ? 1.0 : 0.0; bv.y = (bvec & 2) ? 1.0 : 0.0; @@ -1625,7 +1684,7 @@ void MaterialStorage::_global_variable_store_in_buffer(int32_t p_index, RS::Glob bv.w = 0.0; } break; case RS::GLOBAL_VAR_TYPE_BVEC3: { - GlobalVariables::Value &bv = global_variables.buffer_values[p_index]; + GlobalShaderUniforms::Value &bv = global_shader_uniforms.buffer_values[p_index]; uint32_t bvec = p_value; bv.x = (bvec & 1) ? 1.0 : 0.0; bv.y = (bvec & 2) ? 1.0 : 0.0; @@ -1633,7 +1692,7 @@ void MaterialStorage::_global_variable_store_in_buffer(int32_t p_index, RS::Glob bv.w = 0.0; } break; case RS::GLOBAL_VAR_TYPE_BVEC4: { - GlobalVariables::Value &bv = global_variables.buffer_values[p_index]; + GlobalShaderUniforms::Value &bv = global_shader_uniforms.buffer_values[p_index]; uint32_t bvec = p_value; bv.x = (bvec & 1) ? 1.0 : 0.0; bv.y = (bvec & 2) ? 1.0 : 0.0; @@ -1641,7 +1700,7 @@ void MaterialStorage::_global_variable_store_in_buffer(int32_t p_index, RS::Glob bv.w = (bvec & 8) ? 1.0 : 0.0; } break; case RS::GLOBAL_VAR_TYPE_INT: { - GlobalVariables::ValueInt &bv = *(GlobalVariables::ValueInt *)&global_variables.buffer_values[p_index]; + GlobalShaderUniforms::ValueInt &bv = *(GlobalShaderUniforms::ValueInt *)&global_shader_uniforms.buffer_values[p_index]; int32_t v = p_value; bv.x = v; bv.y = 0; @@ -1649,7 +1708,7 @@ void MaterialStorage::_global_variable_store_in_buffer(int32_t p_index, RS::Glob bv.w = 0; } break; case RS::GLOBAL_VAR_TYPE_IVEC2: { - GlobalVariables::ValueInt &bv = *(GlobalVariables::ValueInt *)&global_variables.buffer_values[p_index]; + GlobalShaderUniforms::ValueInt &bv = *(GlobalShaderUniforms::ValueInt *)&global_shader_uniforms.buffer_values[p_index]; Vector2i v = p_value; bv.x = v.x; bv.y = v.y; @@ -1657,7 +1716,7 @@ void MaterialStorage::_global_variable_store_in_buffer(int32_t p_index, RS::Glob bv.w = 0; } break; case RS::GLOBAL_VAR_TYPE_IVEC3: { - GlobalVariables::ValueInt &bv = *(GlobalVariables::ValueInt *)&global_variables.buffer_values[p_index]; + GlobalShaderUniforms::ValueInt &bv = *(GlobalShaderUniforms::ValueInt *)&global_shader_uniforms.buffer_values[p_index]; Vector3i v = p_value; bv.x = v.x; bv.y = v.y; @@ -1665,7 +1724,7 @@ void MaterialStorage::_global_variable_store_in_buffer(int32_t p_index, RS::Glob bv.w = 0; } break; case RS::GLOBAL_VAR_TYPE_IVEC4: { - GlobalVariables::ValueInt &bv = *(GlobalVariables::ValueInt *)&global_variables.buffer_values[p_index]; + GlobalShaderUniforms::ValueInt &bv = *(GlobalShaderUniforms::ValueInt *)&global_shader_uniforms.buffer_values[p_index]; Vector<int32_t> v = p_value; bv.x = v.size() >= 1 ? v[0] : 0; bv.y = v.size() >= 2 ? v[1] : 0; @@ -1673,7 +1732,7 @@ void MaterialStorage::_global_variable_store_in_buffer(int32_t p_index, RS::Glob bv.w = v.size() >= 4 ? v[3] : 0; } break; case RS::GLOBAL_VAR_TYPE_RECT2I: { - GlobalVariables::ValueInt &bv = *(GlobalVariables::ValueInt *)&global_variables.buffer_values[p_index]; + GlobalShaderUniforms::ValueInt &bv = *(GlobalShaderUniforms::ValueInt *)&global_shader_uniforms.buffer_values[p_index]; Rect2i v = p_value; bv.x = v.position.x; bv.y = v.position.y; @@ -1681,7 +1740,7 @@ void MaterialStorage::_global_variable_store_in_buffer(int32_t p_index, RS::Glob bv.w = v.size.y; } break; case RS::GLOBAL_VAR_TYPE_UINT: { - GlobalVariables::ValueUInt &bv = *(GlobalVariables::ValueUInt *)&global_variables.buffer_values[p_index]; + GlobalShaderUniforms::ValueUInt &bv = *(GlobalShaderUniforms::ValueUInt *)&global_shader_uniforms.buffer_values[p_index]; uint32_t v = p_value; bv.x = v; bv.y = 0; @@ -1689,7 +1748,7 @@ void MaterialStorage::_global_variable_store_in_buffer(int32_t p_index, RS::Glob bv.w = 0; } break; case RS::GLOBAL_VAR_TYPE_UVEC2: { - GlobalVariables::ValueUInt &bv = *(GlobalVariables::ValueUInt *)&global_variables.buffer_values[p_index]; + GlobalShaderUniforms::ValueUInt &bv = *(GlobalShaderUniforms::ValueUInt *)&global_shader_uniforms.buffer_values[p_index]; Vector2i v = p_value; bv.x = v.x; bv.y = v.y; @@ -1697,7 +1756,7 @@ void MaterialStorage::_global_variable_store_in_buffer(int32_t p_index, RS::Glob bv.w = 0; } break; case RS::GLOBAL_VAR_TYPE_UVEC3: { - GlobalVariables::ValueUInt &bv = *(GlobalVariables::ValueUInt *)&global_variables.buffer_values[p_index]; + GlobalShaderUniforms::ValueUInt &bv = *(GlobalShaderUniforms::ValueUInt *)&global_shader_uniforms.buffer_values[p_index]; Vector3i v = p_value; bv.x = v.x; bv.y = v.y; @@ -1705,7 +1764,7 @@ void MaterialStorage::_global_variable_store_in_buffer(int32_t p_index, RS::Glob bv.w = 0; } break; case RS::GLOBAL_VAR_TYPE_UVEC4: { - GlobalVariables::ValueUInt &bv = *(GlobalVariables::ValueUInt *)&global_variables.buffer_values[p_index]; + GlobalShaderUniforms::ValueUInt &bv = *(GlobalShaderUniforms::ValueUInt *)&global_shader_uniforms.buffer_values[p_index]; Vector<int32_t> v = p_value; bv.x = v.size() >= 1 ? v[0] : 0; bv.y = v.size() >= 2 ? v[1] : 0; @@ -1713,7 +1772,7 @@ void MaterialStorage::_global_variable_store_in_buffer(int32_t p_index, RS::Glob bv.w = v.size() >= 4 ? v[3] : 0; } break; case RS::GLOBAL_VAR_TYPE_FLOAT: { - GlobalVariables::Value &bv = global_variables.buffer_values[p_index]; + GlobalShaderUniforms::Value &bv = global_shader_uniforms.buffer_values[p_index]; float v = p_value; bv.x = v; bv.y = 0; @@ -1721,7 +1780,7 @@ void MaterialStorage::_global_variable_store_in_buffer(int32_t p_index, RS::Glob bv.w = 0; } break; case RS::GLOBAL_VAR_TYPE_VEC2: { - GlobalVariables::Value &bv = global_variables.buffer_values[p_index]; + GlobalShaderUniforms::Value &bv = global_shader_uniforms.buffer_values[p_index]; Vector2 v = p_value; bv.x = v.x; bv.y = v.y; @@ -1729,7 +1788,7 @@ void MaterialStorage::_global_variable_store_in_buffer(int32_t p_index, RS::Glob bv.w = 0; } break; case RS::GLOBAL_VAR_TYPE_VEC3: { - GlobalVariables::Value &bv = global_variables.buffer_values[p_index]; + GlobalShaderUniforms::Value &bv = global_shader_uniforms.buffer_values[p_index]; Vector3 v = p_value; bv.x = v.x; bv.y = v.y; @@ -1737,7 +1796,7 @@ void MaterialStorage::_global_variable_store_in_buffer(int32_t p_index, RS::Glob bv.w = 0; } break; case RS::GLOBAL_VAR_TYPE_VEC4: { - GlobalVariables::Value &bv = global_variables.buffer_values[p_index]; + GlobalShaderUniforms::Value &bv = global_shader_uniforms.buffer_values[p_index]; Plane v = p_value; bv.x = v.normal.x; bv.y = v.normal.y; @@ -1745,14 +1804,14 @@ void MaterialStorage::_global_variable_store_in_buffer(int32_t p_index, RS::Glob bv.w = v.d; } break; case RS::GLOBAL_VAR_TYPE_COLOR: { - GlobalVariables::Value &bv = global_variables.buffer_values[p_index]; + GlobalShaderUniforms::Value &bv = global_shader_uniforms.buffer_values[p_index]; Color v = p_value; bv.x = v.r; bv.y = v.g; bv.z = v.b; bv.w = v.a; - GlobalVariables::Value &bv_linear = global_variables.buffer_values[p_index + 1]; + GlobalShaderUniforms::Value &bv_linear = global_shader_uniforms.buffer_values[p_index + 1]; v = v.srgb_to_linear(); bv_linear.x = v.r; bv_linear.y = v.g; @@ -1761,7 +1820,7 @@ void MaterialStorage::_global_variable_store_in_buffer(int32_t p_index, RS::Glob } break; case RS::GLOBAL_VAR_TYPE_RECT2: { - GlobalVariables::Value &bv = global_variables.buffer_values[p_index]; + GlobalShaderUniforms::Value &bv = global_shader_uniforms.buffer_values[p_index]; Rect2 v = p_value; bv.x = v.position.x; bv.y = v.position.y; @@ -1769,7 +1828,7 @@ void MaterialStorage::_global_variable_store_in_buffer(int32_t p_index, RS::Glob bv.w = v.size.y; } break; case RS::GLOBAL_VAR_TYPE_MAT2: { - GlobalVariables::Value *bv = &global_variables.buffer_values[p_index]; + GlobalShaderUniforms::Value *bv = &global_shader_uniforms.buffer_values[p_index]; Vector<float> m2 = p_value; if (m2.size() < 4) { m2.resize(4); @@ -1786,7 +1845,7 @@ void MaterialStorage::_global_variable_store_in_buffer(int32_t p_index, RS::Glob } break; case RS::GLOBAL_VAR_TYPE_MAT3: { - GlobalVariables::Value *bv = &global_variables.buffer_values[p_index]; + GlobalShaderUniforms::Value *bv = &global_shader_uniforms.buffer_values[p_index]; Basis v = p_value; bv[0].x = v.rows[0][0]; bv[0].y = v.rows[1][0]; @@ -1805,7 +1864,7 @@ void MaterialStorage::_global_variable_store_in_buffer(int32_t p_index, RS::Glob } break; case RS::GLOBAL_VAR_TYPE_MAT4: { - GlobalVariables::Value *bv = &global_variables.buffer_values[p_index]; + GlobalShaderUniforms::Value *bv = &global_shader_uniforms.buffer_values[p_index]; Vector<float> m2 = p_value; if (m2.size() < 16) { @@ -1834,7 +1893,7 @@ void MaterialStorage::_global_variable_store_in_buffer(int32_t p_index, RS::Glob } break; case RS::GLOBAL_VAR_TYPE_TRANSFORM_2D: { - GlobalVariables::Value *bv = &global_variables.buffer_values[p_index]; + GlobalShaderUniforms::Value *bv = &global_shader_uniforms.buffer_values[p_index]; Transform2D v = p_value; bv[0].x = v.columns[0][0]; bv[0].y = v.columns[0][1]; @@ -1853,7 +1912,7 @@ void MaterialStorage::_global_variable_store_in_buffer(int32_t p_index, RS::Glob } break; case RS::GLOBAL_VAR_TYPE_TRANSFORM: { - GlobalVariables::Value *bv = &global_variables.buffer_values[p_index]; + GlobalShaderUniforms::Value *bv = &global_shader_uniforms.buffer_values[p_index]; Transform3D v = p_value; bv[0].x = v.basis.rows[0][0]; bv[0].y = v.basis.rows[1][0]; @@ -1882,15 +1941,15 @@ void MaterialStorage::_global_variable_store_in_buffer(int32_t p_index, RS::Glob } } -void MaterialStorage::_global_variable_mark_buffer_dirty(int32_t p_index, int32_t p_elements) { +void MaterialStorage::_global_shader_uniform_mark_buffer_dirty(int32_t p_index, int32_t p_elements) { int32_t prev_chunk = -1; for (int32_t i = 0; i < p_elements; i++) { - int32_t chunk = (p_index + i) / GlobalVariables::BUFFER_DIRTY_REGION_SIZE; + int32_t chunk = (p_index + i) / GlobalShaderUniforms::BUFFER_DIRTY_REGION_SIZE; if (chunk != prev_chunk) { - if (!global_variables.buffer_dirty_regions[chunk]) { - global_variables.buffer_dirty_regions[chunk] = true; - global_variables.buffer_dirty_region_count++; + if (!global_shader_uniforms.buffer_dirty_regions[chunk]) { + global_shader_uniforms.buffer_dirty_regions[chunk] = true; + global_shader_uniforms.buffer_dirty_region_count++; } } @@ -1898,16 +1957,16 @@ void MaterialStorage::_global_variable_mark_buffer_dirty(int32_t p_index, int32_ } } -void MaterialStorage::global_variable_add(const StringName &p_name, RS::GlobalVariableType p_type, const Variant &p_value) { - ERR_FAIL_COND(global_variables.variables.has(p_name)); - GlobalVariables::Variable gv; +void MaterialStorage::global_shader_parameter_add(const StringName &p_name, RS::GlobalShaderParameterType p_type, const Variant &p_value) { + ERR_FAIL_COND(global_shader_uniforms.variables.has(p_name)); + GlobalShaderUniforms::Variable gv; gv.type = p_type; gv.value = p_value; gv.buffer_index = -1; if (p_type >= RS::GLOBAL_VAR_TYPE_SAMPLER2D) { //is texture - global_variables.must_update_texture_materials = true; //normally there are none + global_shader_uniforms.must_update_texture_materials = true; //normally there are none } else { gv.buffer_elements = 1; if (p_type == RS::GLOBAL_VAR_TYPE_COLOR || p_type == RS::GLOBAL_VAR_TYPE_MAT2) { @@ -1924,56 +1983,56 @@ void MaterialStorage::global_variable_add(const StringName &p_name, RS::GlobalVa } //is vector, allocate in buffer and update index - gv.buffer_index = _global_variable_allocate(gv.buffer_elements); + gv.buffer_index = _global_shader_uniform_allocate(gv.buffer_elements); ERR_FAIL_COND_MSG(gv.buffer_index < 0, vformat("Failed allocating global variable '%s' out of buffer memory. Consider increasing it in the Project Settings.", String(p_name))); - global_variables.buffer_usage[gv.buffer_index].elements = gv.buffer_elements; - _global_variable_store_in_buffer(gv.buffer_index, gv.type, gv.value); - _global_variable_mark_buffer_dirty(gv.buffer_index, gv.buffer_elements); + global_shader_uniforms.buffer_usage[gv.buffer_index].elements = gv.buffer_elements; + _global_shader_uniform_store_in_buffer(gv.buffer_index, gv.type, gv.value); + _global_shader_uniform_mark_buffer_dirty(gv.buffer_index, gv.buffer_elements); - global_variables.must_update_buffer_materials = true; //normally there are none + global_shader_uniforms.must_update_buffer_materials = true; //normally there are none } - global_variables.variables[p_name] = gv; + global_shader_uniforms.variables[p_name] = gv; } -void MaterialStorage::global_variable_remove(const StringName &p_name) { - if (!global_variables.variables.has(p_name)) { +void MaterialStorage::global_shader_parameter_remove(const StringName &p_name) { + if (!global_shader_uniforms.variables.has(p_name)) { return; } - const GlobalVariables::Variable &gv = global_variables.variables[p_name]; + const GlobalShaderUniforms::Variable &gv = global_shader_uniforms.variables[p_name]; if (gv.buffer_index >= 0) { - global_variables.buffer_usage[gv.buffer_index].elements = 0; - global_variables.must_update_buffer_materials = true; + global_shader_uniforms.buffer_usage[gv.buffer_index].elements = 0; + global_shader_uniforms.must_update_buffer_materials = true; } else { - global_variables.must_update_texture_materials = true; + global_shader_uniforms.must_update_texture_materials = true; } - global_variables.variables.erase(p_name); + global_shader_uniforms.variables.erase(p_name); } -Vector<StringName> MaterialStorage::global_variable_get_list() const { +Vector<StringName> MaterialStorage::global_shader_parameter_get_list() const { if (!Engine::get_singleton()->is_editor_hint()) { ERR_FAIL_V_MSG(Vector<StringName>(), "This function should never be used outside the editor, it can severely damage performance."); } Vector<StringName> names; - for (const KeyValue<StringName, GlobalVariables::Variable> &E : global_variables.variables) { + for (const KeyValue<StringName, GlobalShaderUniforms::Variable> &E : global_shader_uniforms.variables) { names.push_back(E.key); } names.sort_custom<StringName::AlphCompare>(); return names; } -void MaterialStorage::global_variable_set(const StringName &p_name, const Variant &p_value) { - ERR_FAIL_COND(!global_variables.variables.has(p_name)); - GlobalVariables::Variable &gv = global_variables.variables[p_name]; +void MaterialStorage::global_shader_parameter_set(const StringName &p_name, const Variant &p_value) { + ERR_FAIL_COND(!global_shader_uniforms.variables.has(p_name)); + GlobalShaderUniforms::Variable &gv = global_shader_uniforms.variables[p_name]; gv.value = p_value; if (gv.override.get_type() == Variant::NIL) { if (gv.buffer_index >= 0) { //buffer - _global_variable_store_in_buffer(gv.buffer_index, gv.type, gv.value); - _global_variable_mark_buffer_dirty(gv.buffer_index, gv.buffer_elements); + _global_shader_uniform_store_in_buffer(gv.buffer_index, gv.type, gv.value); + _global_shader_uniform_mark_buffer_dirty(gv.buffer_index, gv.buffer_elements); } else { //texture MaterialStorage *material_storage = MaterialStorage::get_singleton(); @@ -1986,26 +2045,26 @@ void MaterialStorage::global_variable_set(const StringName &p_name, const Varian } } -void MaterialStorage::global_variable_set_override(const StringName &p_name, const Variant &p_value) { - if (!global_variables.variables.has(p_name)) { +void MaterialStorage::global_shader_parameter_set_override(const StringName &p_name, const Variant &p_value) { + if (!global_shader_uniforms.variables.has(p_name)) { return; //variable may not exist } ERR_FAIL_COND(p_value.get_type() == Variant::OBJECT); - GlobalVariables::Variable &gv = global_variables.variables[p_name]; + GlobalShaderUniforms::Variable &gv = global_shader_uniforms.variables[p_name]; gv.override = p_value; if (gv.buffer_index >= 0) { //buffer if (gv.override.get_type() == Variant::NIL) { - _global_variable_store_in_buffer(gv.buffer_index, gv.type, gv.value); + _global_shader_uniform_store_in_buffer(gv.buffer_index, gv.type, gv.value); } else { - _global_variable_store_in_buffer(gv.buffer_index, gv.type, gv.override); + _global_shader_uniform_store_in_buffer(gv.buffer_index, gv.type, gv.override); } - _global_variable_mark_buffer_dirty(gv.buffer_index, gv.buffer_elements); + _global_shader_uniform_mark_buffer_dirty(gv.buffer_index, gv.buffer_elements); } else { //texture MaterialStorage *material_storage = MaterialStorage::get_singleton(); @@ -2017,35 +2076,35 @@ void MaterialStorage::global_variable_set_override(const StringName &p_name, con } } -Variant MaterialStorage::global_variable_get(const StringName &p_name) const { +Variant MaterialStorage::global_shader_parameter_get(const StringName &p_name) const { if (!Engine::get_singleton()->is_editor_hint()) { ERR_FAIL_V_MSG(Variant(), "This function should never be used outside the editor, it can severely damage performance."); } - if (!global_variables.variables.has(p_name)) { + if (!global_shader_uniforms.variables.has(p_name)) { return Variant(); } - return global_variables.variables[p_name].value; + return global_shader_uniforms.variables[p_name].value; } -RS::GlobalVariableType MaterialStorage::global_variable_get_type_internal(const StringName &p_name) const { - if (!global_variables.variables.has(p_name)) { +RS::GlobalShaderParameterType MaterialStorage::global_shader_parameter_get_type_internal(const StringName &p_name) const { + if (!global_shader_uniforms.variables.has(p_name)) { return RS::GLOBAL_VAR_TYPE_MAX; } - return global_variables.variables[p_name].type; + return global_shader_uniforms.variables[p_name].type; } -RS::GlobalVariableType MaterialStorage::global_variable_get_type(const StringName &p_name) const { +RS::GlobalShaderParameterType MaterialStorage::global_shader_parameter_get_type(const StringName &p_name) const { if (!Engine::get_singleton()->is_editor_hint()) { ERR_FAIL_V_MSG(RS::GLOBAL_VAR_TYPE_MAX, "This function should never be used outside the editor, it can severely damage performance."); } - return global_variable_get_type_internal(p_name); + return global_shader_parameter_get_type_internal(p_name); } -void MaterialStorage::global_variables_load_settings(bool p_load_textures) { +void MaterialStorage::global_shader_parameters_load_settings(bool p_load_textures) { List<PropertyInfo> settings; ProjectSettings::get_singleton()->get_property_list(&settings); @@ -2090,11 +2149,11 @@ void MaterialStorage::global_variables_load_settings(bool p_load_textures) { "samplerCube", }; - RS::GlobalVariableType gvtype = RS::GLOBAL_VAR_TYPE_MAX; + RS::GlobalShaderParameterType gvtype = RS::GLOBAL_VAR_TYPE_MAX; for (int i = 0; i < RS::GLOBAL_VAR_TYPE_MAX; i++) { if (global_var_type_names[i] == type) { - gvtype = RS::GlobalVariableType(i); + gvtype = RS::GlobalShaderParameterType(i); break; } } @@ -2116,47 +2175,47 @@ void MaterialStorage::global_variables_load_settings(bool p_load_textures) { value = resource; } - if (global_variables.variables.has(name)) { + if (global_shader_uniforms.variables.has(name)) { //has it, update it - global_variable_set(name, value); + global_shader_parameter_set(name, value); } else { - global_variable_add(name, gvtype, value); + global_shader_parameter_add(name, gvtype, value); } } } } -void MaterialStorage::global_variables_clear() { - global_variables.variables.clear(); //not right but for now enough +void MaterialStorage::global_shader_parameters_clear() { + global_shader_uniforms.variables.clear(); //not right but for now enough } -RID MaterialStorage::global_variables_get_storage_buffer() const { - return global_variables.buffer; +RID MaterialStorage::global_shader_uniforms_get_storage_buffer() const { + return global_shader_uniforms.buffer; } -int32_t MaterialStorage::global_variables_instance_allocate(RID p_instance) { - ERR_FAIL_COND_V(global_variables.instance_buffer_pos.has(p_instance), -1); - int32_t pos = _global_variable_allocate(ShaderLanguage::MAX_INSTANCE_UNIFORM_INDICES); - global_variables.instance_buffer_pos[p_instance] = pos; //save anyway +int32_t MaterialStorage::global_shader_parameters_instance_allocate(RID p_instance) { + ERR_FAIL_COND_V(global_shader_uniforms.instance_buffer_pos.has(p_instance), -1); + int32_t pos = _global_shader_uniform_allocate(ShaderLanguage::MAX_INSTANCE_UNIFORM_INDICES); + global_shader_uniforms.instance_buffer_pos[p_instance] = pos; //save anyway ERR_FAIL_COND_V_MSG(pos < 0, -1, "Too many instances using shader instance variables. Increase buffer size in Project Settings."); - global_variables.buffer_usage[pos].elements = ShaderLanguage::MAX_INSTANCE_UNIFORM_INDICES; + global_shader_uniforms.buffer_usage[pos].elements = ShaderLanguage::MAX_INSTANCE_UNIFORM_INDICES; return pos; } -void MaterialStorage::global_variables_instance_free(RID p_instance) { - ERR_FAIL_COND(!global_variables.instance_buffer_pos.has(p_instance)); - int32_t pos = global_variables.instance_buffer_pos[p_instance]; +void MaterialStorage::global_shader_parameters_instance_free(RID p_instance) { + ERR_FAIL_COND(!global_shader_uniforms.instance_buffer_pos.has(p_instance)); + int32_t pos = global_shader_uniforms.instance_buffer_pos[p_instance]; if (pos >= 0) { - global_variables.buffer_usage[pos].elements = 0; + global_shader_uniforms.buffer_usage[pos].elements = 0; } - global_variables.instance_buffer_pos.erase(p_instance); + global_shader_uniforms.instance_buffer_pos.erase(p_instance); } -void MaterialStorage::global_variables_instance_update(RID p_instance, int p_index, const Variant &p_value) { - if (!global_variables.instance_buffer_pos.has(p_instance)) { +void MaterialStorage::global_shader_parameters_instance_update(RID p_instance, int p_index, const Variant &p_value) { + if (!global_shader_uniforms.instance_buffer_pos.has(p_instance)) { return; //just not allocated, ignore } - int32_t pos = global_variables.instance_buffer_pos[p_instance]; + int32_t pos = global_shader_uniforms.instance_buffer_pos[p_instance]; if (pos < 0) { return; //again, not allocated, ignore @@ -2177,11 +2236,14 @@ void MaterialStorage::global_variables_instance_update(RID p_instance, int p_ind ShaderLanguage::TYPE_VEC3, // vec3 ShaderLanguage::TYPE_IVEC3, //vec3i ShaderLanguage::TYPE_MAX, //xform2d not supported here + ShaderLanguage::TYPE_VEC4, //vec4 + ShaderLanguage::TYPE_IVEC4, //vec4i ShaderLanguage::TYPE_VEC4, //plane ShaderLanguage::TYPE_VEC4, //quat ShaderLanguage::TYPE_MAX, //aabb not supported here ShaderLanguage::TYPE_MAX, //basis not supported here ShaderLanguage::TYPE_MAX, //xform not supported here + ShaderLanguage::TYPE_MAX, //projection not supported here ShaderLanguage::TYPE_VEC4 //color }; @@ -2191,57 +2253,57 @@ void MaterialStorage::global_variables_instance_update(RID p_instance, int p_ind pos += p_index; - _fill_std140_variant_ubo_value(datatype, 0, p_value, (uint8_t *)&global_variables.buffer_values[pos], true); //instances always use linear color in this renderer - _global_variable_mark_buffer_dirty(pos, 1); + _fill_std140_variant_ubo_value(datatype, 0, p_value, (uint8_t *)&global_shader_uniforms.buffer_values[pos], true); //instances always use linear color in this renderer + _global_shader_uniform_mark_buffer_dirty(pos, 1); } -void MaterialStorage::_update_global_variables() { +void MaterialStorage::_update_global_shader_uniforms() { MaterialStorage *material_storage = MaterialStorage::get_singleton(); - if (global_variables.buffer_dirty_region_count > 0) { - uint32_t total_regions = global_variables.buffer_size / GlobalVariables::BUFFER_DIRTY_REGION_SIZE; - if (total_regions / global_variables.buffer_dirty_region_count <= 4) { + if (global_shader_uniforms.buffer_dirty_region_count > 0) { + uint32_t total_regions = global_shader_uniforms.buffer_size / GlobalShaderUniforms::BUFFER_DIRTY_REGION_SIZE; + if (total_regions / global_shader_uniforms.buffer_dirty_region_count <= 4) { // 25% of regions dirty, just update all buffer - RD::get_singleton()->buffer_update(global_variables.buffer, 0, sizeof(GlobalVariables::Value) * global_variables.buffer_size, global_variables.buffer_values); - memset(global_variables.buffer_dirty_regions, 0, sizeof(bool) * total_regions); + RD::get_singleton()->buffer_update(global_shader_uniforms.buffer, 0, sizeof(GlobalShaderUniforms::Value) * global_shader_uniforms.buffer_size, global_shader_uniforms.buffer_values); + memset(global_shader_uniforms.buffer_dirty_regions, 0, sizeof(bool) * total_regions); } else { - uint32_t region_byte_size = sizeof(GlobalVariables::Value) * GlobalVariables::BUFFER_DIRTY_REGION_SIZE; + uint32_t region_byte_size = sizeof(GlobalShaderUniforms::Value) * GlobalShaderUniforms::BUFFER_DIRTY_REGION_SIZE; for (uint32_t i = 0; i < total_regions; i++) { - if (global_variables.buffer_dirty_regions[i]) { - RD::get_singleton()->buffer_update(global_variables.buffer, i * region_byte_size, region_byte_size, &global_variables.buffer_values[i * GlobalVariables::BUFFER_DIRTY_REGION_SIZE]); + if (global_shader_uniforms.buffer_dirty_regions[i]) { + RD::get_singleton()->buffer_update(global_shader_uniforms.buffer, i * region_byte_size, region_byte_size, &global_shader_uniforms.buffer_values[i * GlobalShaderUniforms::BUFFER_DIRTY_REGION_SIZE]); - global_variables.buffer_dirty_regions[i] = false; + global_shader_uniforms.buffer_dirty_regions[i] = false; } } } - global_variables.buffer_dirty_region_count = 0; + global_shader_uniforms.buffer_dirty_region_count = 0; } - if (global_variables.must_update_buffer_materials) { + if (global_shader_uniforms.must_update_buffer_materials) { // only happens in the case of a buffer variable added or removed, // so not often. - for (const RID &E : global_variables.materials_using_buffer) { + for (const RID &E : global_shader_uniforms.materials_using_buffer) { Material *material = material_storage->get_material(E); ERR_CONTINUE(!material); //wtf material_storage->_material_queue_update(material, true, false); } - global_variables.must_update_buffer_materials = false; + global_shader_uniforms.must_update_buffer_materials = false; } - if (global_variables.must_update_texture_materials) { + if (global_shader_uniforms.must_update_texture_materials) { // only happens in the case of a buffer variable added or removed, // so not often. - for (const RID &E : global_variables.materials_using_texture) { + for (const RID &E : global_shader_uniforms.materials_using_texture) { Material *material = material_storage->get_material(E); ERR_CONTINUE(!material); //wtf material_storage->_material_queue_update(material, false, true); } - global_variables.must_update_texture_materials = false; + global_shader_uniforms.must_update_texture_materials = false; } } @@ -2334,13 +2396,14 @@ void MaterialStorage::shader_set_code(RID p_shader, const String &p_code) { if (shader->data) { for (const KeyValue<StringName, HashMap<int, RID>> &E : shader->default_texture_parameter) { for (const KeyValue<int, RID> &E2 : E.value) { - shader->data->set_default_texture_param(E.key, E2.value, E2.key); + shader->data->set_default_texture_parameter(E.key, E2.value, E2.key); } } } } if (shader->data) { + shader->data->set_path_hint(shader->path_hint); shader->data->set_code(p_code); } @@ -2351,21 +2414,31 @@ void MaterialStorage::shader_set_code(RID p_shader, const String &p_code) { } } +void MaterialStorage::shader_set_path_hint(RID p_shader, const String &p_path) { + Shader *shader = shader_owner.get_or_null(p_shader); + ERR_FAIL_COND(!shader); + + shader->path_hint = p_path; + if (shader->data) { + shader->data->set_path_hint(p_path); + } +} + String MaterialStorage::shader_get_code(RID p_shader) const { Shader *shader = shader_owner.get_or_null(p_shader); ERR_FAIL_COND_V(!shader, String()); return shader->code; } -void MaterialStorage::shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const { +void MaterialStorage::get_shader_parameter_list(RID p_shader, List<PropertyInfo> *p_param_list) const { Shader *shader = shader_owner.get_or_null(p_shader); ERR_FAIL_COND(!shader); if (shader->data) { - return shader->data->get_param_list(p_param_list); + return shader->data->get_shader_uniform_list(p_param_list); } } -void MaterialStorage::shader_set_default_texture_param(RID p_shader, const StringName &p_name, RID p_texture, int p_index) { +void MaterialStorage::shader_set_default_texture_parameter(RID p_shader, const StringName &p_name, RID p_texture, int p_index) { Shader *shader = shader_owner.get_or_null(p_shader); ERR_FAIL_COND(!shader); @@ -2384,7 +2457,7 @@ void MaterialStorage::shader_set_default_texture_param(RID p_shader, const Strin } } if (shader->data) { - shader->data->set_default_texture_param(p_name, p_texture, p_index); + shader->data->set_default_texture_parameter(p_name, p_texture, p_index); } for (Material *E : shader->owners) { Material *material = E; @@ -2392,7 +2465,7 @@ void MaterialStorage::shader_set_default_texture_param(RID p_shader, const Strin } } -RID MaterialStorage::shader_get_default_texture_param(RID p_shader, const StringName &p_name, int p_index) const { +RID MaterialStorage::shader_get_default_texture_parameter(RID p_shader, const StringName &p_name, int p_index) const { Shader *shader = shader_owner.get_or_null(p_shader); ERR_FAIL_COND_V(!shader, RID()); if (shader->default_texture_parameter.has(p_name) && shader->default_texture_parameter[p_name].has(p_index)) { @@ -2402,7 +2475,7 @@ RID MaterialStorage::shader_get_default_texture_param(RID p_shader, const String return RID(); } -Variant MaterialStorage::shader_get_param_default(RID p_shader, const StringName &p_param) const { +Variant MaterialStorage::shader_get_parameter_default(RID p_shader, const StringName &p_param) const { Shader *shader = shader_owner.get_or_null(p_shader); ERR_FAIL_COND_V(!shader, Variant()); if (shader->data) { @@ -2465,7 +2538,7 @@ void MaterialStorage::_update_queued_materials() { material_update_list.remove(&material->update_element); if (uniforms_changed) { - //some implementations such as 3D renderer cache the matreial uniform set, so update is required + //some implementations such as 3D renderer cache the material uniform set, so update is required material->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_MATERIAL); } } @@ -2534,6 +2607,15 @@ void MaterialStorage::material_set_shader(RID p_material, RID p_shader) { _material_queue_update(material, true, true); } +MaterialStorage::ShaderData *MaterialStorage::material_get_shader_data(RID p_material) { + const MaterialStorage::Material *material = MaterialStorage::get_singleton()->get_material(p_material); + if (material && material->shader && material->shader->data) { + return material->shader->data; + } + + return nullptr; +} + void MaterialStorage::material_set_param(RID p_material, const StringName &p_param, const Variant &p_value) { Material *material = material_owner.get_or_null(p_material); ERR_FAIL_COND(!material); @@ -2546,7 +2628,7 @@ void MaterialStorage::material_set_param(RID p_material, const StringName &p_par } if (material->shader && material->shader->data) { //shader is valid - bool is_texture = material->shader->data->is_param_texture(p_param); + bool is_texture = material->shader->data->is_parameter_texture(p_param); _material_queue_update(material, !is_texture, is_texture); } else { _material_queue_update(material, true, true); @@ -2635,12 +2717,12 @@ void MaterialStorage::material_update_dependency(RID p_material, DependencyTrack } } -void MaterialStorage::material_set_data_request_function(ShaderType p_shader_type, MaterialDataRequestFunction p_function) { +void MaterialStorage::material_set_data_request_function(ShaderType p_shader_type, MaterialStorage::MaterialDataRequestFunction p_function) { ERR_FAIL_INDEX(p_shader_type, SHADER_TYPE_MAX); material_data_request_func[p_shader_type] = p_function; } -MaterialDataRequestFunction MaterialStorage::material_get_data_request_function(ShaderType p_shader_type) { +MaterialStorage::MaterialDataRequestFunction MaterialStorage::material_get_data_request_function(ShaderType p_shader_type) { ERR_FAIL_INDEX_V(p_shader_type, SHADER_TYPE_MAX, nullptr); return material_data_request_func[p_shader_type]; } diff --git a/servers/rendering/renderer_rd/storage_rd/material_storage.h b/servers/rendering/renderer_rd/storage_rd/material_storage.h index e35d5e7669..19c2f39553 100644 --- a/servers/rendering/renderer_rd/storage_rd/material_storage.h +++ b/servers/rendering/renderer_rd/storage_rd/material_storage.h @@ -31,7 +31,7 @@ #ifndef MATERIAL_STORAGE_RD_H #define MATERIAL_STORAGE_RD_H -#include "core/math/camera_matrix.h" +#include "core/math/projection.h" #include "core/templates/local_vector.h" #include "core/templates/rid_owner.h" #include "core/templates/self_list.h" @@ -42,159 +42,62 @@ namespace RendererRD { -class MaterialStorage; - -/* SHADER Structs */ - -enum ShaderType { - SHADER_TYPE_2D, - SHADER_TYPE_3D, - SHADER_TYPE_PARTICLES, - SHADER_TYPE_SKY, - SHADER_TYPE_FOG, - SHADER_TYPE_MAX -}; - -struct ShaderData { - virtual void set_code(const String &p_Code) = 0; - virtual void set_default_texture_param(const StringName &p_name, RID p_texture, int p_index) = 0; - virtual void get_param_list(List<PropertyInfo> *p_param_list) const = 0; - - virtual void get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const = 0; - virtual bool is_param_texture(const StringName &p_param) const = 0; - virtual bool is_animated() const = 0; - virtual bool casts_shadows() const = 0; - virtual Variant get_default_parameter(const StringName &p_parameter) const = 0; - virtual RS::ShaderNativeSourceCode get_native_source_code() const { return RS::ShaderNativeSourceCode(); } - - virtual ~ShaderData() {} -}; - -typedef ShaderData *(*ShaderDataRequestFunction)(); - -struct Material; - -struct Shader { - ShaderData *data = nullptr; - String code; - ShaderType type; - HashMap<StringName, HashMap<int, RID>> default_texture_parameter; - HashSet<Material *> owners; -}; - -/* Material structs */ - -struct MaterialData { - void update_uniform_buffer(const HashMap<StringName, ShaderLanguage::ShaderNode::Uniform> &p_uniforms, const uint32_t *p_uniform_offsets, const HashMap<StringName, Variant> &p_parameters, uint8_t *p_buffer, uint32_t p_buffer_size, bool p_use_linear_color); - void update_textures(const HashMap<StringName, Variant> &p_parameters, const HashMap<StringName, HashMap<int, RID>> &p_default_textures, const Vector<ShaderCompiler::GeneratedCode::Texture> &p_texture_uniforms, RID *p_textures, bool p_use_linear_color); - - virtual void set_render_priority(int p_priority) = 0; - virtual void set_next_pass(RID p_pass) = 0; - virtual bool update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) = 0; - virtual ~MaterialData(); - - //to be used internally by update_parameters, in the most common configuration of material parameters - bool update_parameters_uniform_set(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty, const HashMap<StringName, ShaderLanguage::ShaderNode::Uniform> &p_uniforms, const uint32_t *p_uniform_offsets, const Vector<ShaderCompiler::GeneratedCode::Texture> &p_texture_uniforms, const HashMap<StringName, HashMap<int, RID>> &p_default_texture_params, uint32_t p_ubo_size, RID &uniform_set, RID p_shader, uint32_t p_shader_uniform_set, uint32_t p_barrier = RD::BARRIER_MASK_ALL); - void free_parameters_uniform_set(RID p_uniform_set); - -private: - friend class MaterialStorage; - RID self; - List<RID>::Element *global_buffer_E = nullptr; - List<RID>::Element *global_texture_E = nullptr; - uint64_t global_textures_pass = 0; - HashMap<StringName, uint64_t> used_global_textures; - - //internally by update_parameters_uniform_set - Vector<uint8_t> ubo_data; - RID uniform_buffer; - Vector<RID> texture_cache; -}; - -typedef MaterialData *(*MaterialDataRequestFunction)(ShaderData *); - -struct Material { - RID self; - MaterialData *data = nullptr; - Shader *shader = nullptr; - //shortcut to shader data and type - ShaderType shader_type = SHADER_TYPE_MAX; - uint32_t shader_id = 0; - bool uniform_dirty = false; - bool texture_dirty = false; - HashMap<StringName, Variant> params; - int32_t priority = 0; - RID next_pass; - SelfList<Material> update_element; - - Dependency dependency; - - Material() : - update_element(this) {} -}; - -/* Global variable structs */ -struct GlobalVariables { - enum { - BUFFER_DIRTY_REGION_SIZE = 1024 - }; - struct Variable { - HashSet<RID> texture_materials; // materials using this - - RS::GlobalVariableType type; - Variant value; - Variant override; - int32_t buffer_index; //for vectors - int32_t buffer_elements; //for vectors +class MaterialStorage : public RendererMaterialStorage { +public: + enum ShaderType { + SHADER_TYPE_2D, + SHADER_TYPE_3D, + SHADER_TYPE_PARTICLES, + SHADER_TYPE_SKY, + SHADER_TYPE_FOG, + SHADER_TYPE_MAX }; - HashMap<StringName, Variable> variables; - - struct Value { - float x; - float y; - float z; - float w; - }; + struct ShaderData { + virtual void set_code(const String &p_Code) = 0; + virtual void set_path_hint(const String &p_hint) = 0; + virtual void set_default_texture_parameter(const StringName &p_name, RID p_texture, int p_index) = 0; + virtual void get_shader_uniform_list(List<PropertyInfo> *p_param_list) const = 0; - struct ValueInt { - int32_t x; - int32_t y; - int32_t z; - int32_t w; - }; + virtual void get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const = 0; + virtual bool is_parameter_texture(const StringName &p_param) const = 0; + virtual bool is_animated() const = 0; + virtual bool casts_shadows() const = 0; + virtual Variant get_default_parameter(const StringName &p_parameter) const = 0; + virtual RS::ShaderNativeSourceCode get_native_source_code() const { return RS::ShaderNativeSourceCode(); } - struct ValueUInt { - uint32_t x; - uint32_t y; - uint32_t z; - uint32_t w; + virtual ~ShaderData() {} }; - struct ValueUsage { - uint32_t elements = 0; - }; + struct MaterialData { + void update_uniform_buffer(const HashMap<StringName, ShaderLanguage::ShaderNode::Uniform> &p_uniforms, const uint32_t *p_uniform_offsets, const HashMap<StringName, Variant> &p_parameters, uint8_t *p_buffer, uint32_t p_buffer_size, bool p_use_linear_color); + void update_textures(const HashMap<StringName, Variant> &p_parameters, const HashMap<StringName, HashMap<int, RID>> &p_default_textures, const Vector<ShaderCompiler::GeneratedCode::Texture> &p_texture_uniforms, RID *p_textures, bool p_use_linear_color); - List<RID> materials_using_buffer; - List<RID> materials_using_texture; + virtual void set_render_priority(int p_priority) = 0; + virtual void set_next_pass(RID p_pass) = 0; + virtual bool update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) = 0; + virtual ~MaterialData(); - RID buffer; - Value *buffer_values = nullptr; - ValueUsage *buffer_usage = nullptr; - bool *buffer_dirty_regions = nullptr; - uint32_t buffer_dirty_region_count = 0; + //to be used internally by update_parameters, in the most common configuration of material parameters + bool update_parameters_uniform_set(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty, const HashMap<StringName, ShaderLanguage::ShaderNode::Uniform> &p_uniforms, const uint32_t *p_uniform_offsets, const Vector<ShaderCompiler::GeneratedCode::Texture> &p_texture_uniforms, const HashMap<StringName, HashMap<int, RID>> &p_default_texture_params, uint32_t p_ubo_size, RID &uniform_set, RID p_shader, uint32_t p_shader_uniform_set, bool p_use_linear_color, uint32_t p_barrier = RD::BARRIER_MASK_ALL); + void free_parameters_uniform_set(RID p_uniform_set); - uint32_t buffer_size; + private: + friend class MaterialStorage; - bool must_update_texture_materials = false; - bool must_update_buffer_materials = false; + RID self; + List<RID>::Element *global_buffer_E = nullptr; + List<RID>::Element *global_texture_E = nullptr; + uint64_t global_textures_pass = 0; + HashMap<StringName, uint64_t> used_global_textures; - HashMap<RID, int32_t> instance_buffer_pos; -}; + //internally by update_parameters_uniform_set + Vector<uint8_t> ubo_data; + RID uniform_buffer; + Vector<RID> texture_cache; + }; -class MaterialStorage : public RendererMaterialStorage { private: - friend struct MaterialData; static MaterialStorage *singleton; /* Samplers */ @@ -207,22 +110,116 @@ private: RID quad_index_buffer; RID quad_index_array; - /* GLOBAL VARIABLE API */ + /* GLOBAL SHADER UNIFORM API */ + + struct GlobalShaderUniforms { + enum { + BUFFER_DIRTY_REGION_SIZE = 1024 + }; + struct Variable { + HashSet<RID> texture_materials; // materials using this + + RS::GlobalShaderParameterType type; + Variant value; + Variant override; + int32_t buffer_index; //for vectors + int32_t buffer_elements; //for vectors + }; + + HashMap<StringName, Variable> variables; + + struct Value { + float x; + float y; + float z; + float w; + }; + + struct ValueInt { + int32_t x; + int32_t y; + int32_t z; + int32_t w; + }; + + struct ValueUInt { + uint32_t x; + uint32_t y; + uint32_t z; + uint32_t w; + }; + + struct ValueUsage { + uint32_t elements = 0; + }; + + List<RID> materials_using_buffer; + List<RID> materials_using_texture; + + RID buffer; + Value *buffer_values = nullptr; + ValueUsage *buffer_usage = nullptr; + bool *buffer_dirty_regions = nullptr; + uint32_t buffer_dirty_region_count = 0; + + uint32_t buffer_size; + + bool must_update_texture_materials = false; + bool must_update_buffer_materials = false; + + HashMap<RID, int32_t> instance_buffer_pos; + } global_shader_uniforms; + + int32_t _global_shader_uniform_allocate(uint32_t p_elements); + void _global_shader_uniform_store_in_buffer(int32_t p_index, RS::GlobalShaderParameterType p_type, const Variant &p_value); + void _global_shader_uniform_mark_buffer_dirty(int32_t p_index, int32_t p_elements); - GlobalVariables global_variables; + /* SHADER API */ - int32_t _global_variable_allocate(uint32_t p_elements); - void _global_variable_store_in_buffer(int32_t p_index, RS::GlobalVariableType p_type, const Variant &p_value); - void _global_variable_mark_buffer_dirty(int32_t p_index, int32_t p_elements); + struct Material; - /* SHADER API */ + struct Shader { + ShaderData *data = nullptr; + String code; + String path_hint; + ShaderType type; + HashMap<StringName, HashMap<int, RID>> default_texture_parameter; + HashSet<Material *> owners; + }; + typedef ShaderData *(*ShaderDataRequestFunction)(); ShaderDataRequestFunction shader_data_request_func[SHADER_TYPE_MAX]; + mutable RID_Owner<Shader, true> shader_owner; + Shader *get_shader(RID p_rid) { return shader_owner.get_or_null(p_rid); } /* MATERIAL API */ + + typedef MaterialData *(*MaterialDataRequestFunction)(ShaderData *); + + struct Material { + RID self; + MaterialData *data = nullptr; + Shader *shader = nullptr; + //shortcut to shader data and type + ShaderType shader_type = SHADER_TYPE_MAX; + uint32_t shader_id = 0; + bool uniform_dirty = false; + bool texture_dirty = false; + HashMap<StringName, Variant> params; + int32_t priority = 0; + RID next_pass; + SelfList<Material> update_element; + + Dependency dependency; + + Material() : + update_element(this) {} + }; + MaterialDataRequestFunction material_data_request_func[SHADER_TYPE_MAX]; mutable RID_Owner<Material, true> material_owner; + Material *get_material(RID p_rid) { return material_owner.get_or_null(p_rid); }; SelfList<Material>::List material_update_list; @@ -234,6 +231,8 @@ public: MaterialStorage(); virtual ~MaterialStorage(); + bool free(RID p_rid); + /* Helpers */ static _FORCE_INLINE_ void store_transform(const Transform3D &p_mtx, float *p_array) { @@ -300,10 +299,10 @@ public: p_array[11] = p_mtx.origin.z; } - static _FORCE_INLINE_ void store_camera(const CameraMatrix &p_mtx, float *p_array) { + static _FORCE_INLINE_ void store_camera(const Projection &p_mtx, float *p_array) { for (int i = 0; i < 4; i++) { for (int j = 0; j < 4; j++) { - p_array[i * 4 + j] = p_mtx.matrix[i][j]; + p_array[i * 4 + j] = p_mtx.columns[i][j]; } } } @@ -314,6 +313,18 @@ public: } } + // http://andrewthall.org/papers/df64_qf128.pdf +#ifdef REAL_T_IS_DOUBLE + static _FORCE_INLINE_ void split_double(double a, float *ahi, float *alo) { + const double SPLITTER = (1 << 29) + 1; + double t = a * SPLITTER; + double thi = t - (t - a); + double tlo = a - thi; + *ahi = (float)thi; + *alo = (float)tlo; + } +#endif + /* Samplers */ _FORCE_INLINE_ RID sampler_rd_get_default(RS::CanvasItemTextureFilter p_filter, RS::CanvasItemTextureRepeat p_repeat) { @@ -331,32 +342,31 @@ public: RID get_quad_index_array() { return quad_index_array; } - /* GLOBAL VARIABLE API */ + /* GLOBAL SHADER UNIFORM API */ - void _update_global_variables(); + void _update_global_shader_uniforms(); - virtual void global_variable_add(const StringName &p_name, RS::GlobalVariableType p_type, const Variant &p_value) override; - virtual void global_variable_remove(const StringName &p_name) override; - virtual Vector<StringName> global_variable_get_list() const override; + virtual void global_shader_parameter_add(const StringName &p_name, RS::GlobalShaderParameterType p_type, const Variant &p_value) override; + virtual void global_shader_parameter_remove(const StringName &p_name) override; + virtual Vector<StringName> global_shader_parameter_get_list() const override; - virtual void global_variable_set(const StringName &p_name, const Variant &p_value) override; - virtual void global_variable_set_override(const StringName &p_name, const Variant &p_value) override; - virtual Variant global_variable_get(const StringName &p_name) const override; - virtual RS::GlobalVariableType global_variable_get_type(const StringName &p_name) const override; - RS::GlobalVariableType global_variable_get_type_internal(const StringName &p_name) const; + virtual void global_shader_parameter_set(const StringName &p_name, const Variant &p_value) override; + virtual void global_shader_parameter_set_override(const StringName &p_name, const Variant &p_value) override; + virtual Variant global_shader_parameter_get(const StringName &p_name) const override; + virtual RS::GlobalShaderParameterType global_shader_parameter_get_type(const StringName &p_name) const override; + RS::GlobalShaderParameterType global_shader_parameter_get_type_internal(const StringName &p_name) const; - virtual void global_variables_load_settings(bool p_load_textures = true) override; - virtual void global_variables_clear() override; + virtual void global_shader_parameters_load_settings(bool p_load_textures = true) override; + virtual void global_shader_parameters_clear() override; - virtual int32_t global_variables_instance_allocate(RID p_instance) override; - virtual void global_variables_instance_free(RID p_instance) override; - virtual void global_variables_instance_update(RID p_instance, int p_index, const Variant &p_value) override; + virtual int32_t global_shader_parameters_instance_allocate(RID p_instance) override; + virtual void global_shader_parameters_instance_free(RID p_instance) override; + virtual void global_shader_parameters_instance_update(RID p_instance, int p_index, const Variant &p_value) override; - RID global_variables_get_storage_buffer() const; + RID global_shader_uniforms_get_storage_buffer() const; /* SHADER API */ - Shader *get_shader(RID p_rid) { return shader_owner.get_or_null(p_rid); }; bool owns_shader(RID p_rid) { return shader_owner.owns(p_rid); }; virtual RID shader_allocate() override; @@ -364,19 +374,19 @@ public: virtual void shader_free(RID p_rid) override; virtual void shader_set_code(RID p_shader, const String &p_code) override; + virtual void shader_set_path_hint(RID p_shader, const String &p_path) override; virtual String shader_get_code(RID p_shader) const override; - virtual void shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const override; + virtual void get_shader_parameter_list(RID p_shader, List<PropertyInfo> *p_param_list) const override; - virtual void shader_set_default_texture_param(RID p_shader, const StringName &p_name, RID p_texture, int p_index) override; - virtual RID shader_get_default_texture_param(RID p_shader, const StringName &p_name, int p_index) const override; - virtual Variant shader_get_param_default(RID p_shader, const StringName &p_param) const override; + virtual void shader_set_default_texture_parameter(RID p_shader, const StringName &p_name, RID p_texture, int p_index) override; + virtual RID shader_get_default_texture_parameter(RID p_shader, const StringName &p_name, int p_index) const override; + virtual Variant shader_get_parameter_default(RID p_shader, const StringName &p_param) const override; void shader_set_data_request_function(ShaderType p_shader_type, ShaderDataRequestFunction p_function); virtual RS::ShaderNativeSourceCode shader_get_native_source_code(RID p_shader) const override; /* MATERIAL API */ - Material *get_material(RID p_rid) { return material_owner.get_or_null(p_rid); }; bool owns_material(RID p_rid) { return material_owner.owns(p_rid); }; void _material_queue_update(Material *material, bool p_uniform, bool p_texture); @@ -387,6 +397,7 @@ public: virtual void material_free(RID p_rid) override; virtual void material_set_shader(RID p_material, RID p_shader) override; + ShaderData *material_get_shader_data(RID p_material); virtual void material_set_param(RID p_material, const StringName &p_param, const Variant &p_value) override; virtual Variant material_get_param(RID p_material, const StringName &p_param) const override; @@ -421,4 +432,4 @@ public: } // namespace RendererRD -#endif // !MATERIAL_STORAGE_RD_H +#endif // MATERIAL_STORAGE_RD_H diff --git a/servers/rendering/renderer_rd/storage_rd/mesh_storage.cpp b/servers/rendering/renderer_rd/storage_rd/mesh_storage.cpp index 3875eb6615..1e74d31383 100644 --- a/servers/rendering/renderer_rd/storage_rd/mesh_storage.cpp +++ b/servers/rendering/renderer_rd/storage_rd/mesh_storage.cpp @@ -29,6 +29,7 @@ /*************************************************************************/ #include "mesh_storage.h" +#include "../../rendering_server_globals.h" using namespace RendererRD; @@ -196,6 +197,24 @@ MeshStorage::~MeshStorage() { singleton = nullptr; } +bool MeshStorage::free(RID p_rid) { + if (owns_mesh(p_rid)) { + mesh_free(p_rid); + return true; + } else if (owns_mesh_instance(p_rid)) { + mesh_instance_free(p_rid); + return true; + } else if (owns_multimesh(p_rid)) { + multimesh_free(p_rid); + return true; + } else if (owns_skeleton(p_rid)) { + skeleton_free(p_rid); + return true; + } + + return false; +} + /* MESH API */ RID MeshStorage::mesh_allocate() { @@ -327,8 +346,10 @@ void MeshStorage::mesh_add_surface(RID p_mesh, const RS::SurfaceData &p_surface) bool use_as_storage = (p_surface.skin_data.size() || mesh->blend_shape_count > 0); - s->vertex_buffer = RD::get_singleton()->vertex_buffer_create(p_surface.vertex_data.size(), p_surface.vertex_data, use_as_storage); - s->vertex_buffer_size = p_surface.vertex_data.size(); + if (p_surface.vertex_data.size()) { + s->vertex_buffer = RD::get_singleton()->vertex_buffer_create(p_surface.vertex_data.size(), p_surface.vertex_data, use_as_storage); + s->vertex_buffer_size = p_surface.vertex_data.size(); + } if (p_surface.attribute_data.size()) { s->attribute_buffer = RD::get_singleton()->vertex_buffer_create(p_surface.attribute_data.size(), p_surface.attribute_data); @@ -345,7 +366,7 @@ void MeshStorage::mesh_add_surface(RID p_mesh, const RS::SurfaceData &p_surface) } if (p_surface.index_count) { - bool is_index_16 = p_surface.vertex_count <= 65536; + bool is_index_16 = p_surface.vertex_count <= 65536 && p_surface.vertex_count > 0; s->index_buffer = RD::get_singleton()->index_buffer_create(p_surface.index_count, is_index_16 ? RD::INDEX_BUFFER_FORMAT_UINT16 : RD::INDEX_BUFFER_FORMAT_UINT32, p_surface.index_data, false); s->index_count = p_surface.index_count; @@ -364,6 +385,8 @@ void MeshStorage::mesh_add_surface(RID p_mesh, const RS::SurfaceData &p_surface) } } + ERR_FAIL_COND_MSG(!p_surface.index_count && !p_surface.vertex_count, "Meshes must contain a vertex array, an index array, or both"); + s->aabb = p_surface.aabb; s->bone_aabbs = p_surface.bone_aabbs; //only really useful for returning them. @@ -377,7 +400,11 @@ void MeshStorage::mesh_add_surface(RID p_mesh, const RS::SurfaceData &p_surface) RD::Uniform u; u.binding = 0; u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; - u.append_id(s->vertex_buffer); + if (s->vertex_buffer.is_valid()) { + u.append_id(s->vertex_buffer); + } else { + u.append_id(default_rd_storage_buffer); + } uniforms.push_back(u); } { @@ -416,7 +443,10 @@ void MeshStorage::mesh_add_surface(RID p_mesh, const RS::SurfaceData &p_surface) mesh->bone_aabbs.resize(p_surface.bone_aabbs.size()); } for (int i = 0; i < p_surface.bone_aabbs.size(); i++) { - mesh->bone_aabbs.write[i].merge_with(p_surface.bone_aabbs[i]); + const AABB &bone = p_surface.bone_aabbs[i]; + if (bone.has_volume()) { + mesh->bone_aabbs.write[i].merge_with(bone); + } } mesh->aabb.merge_with(p_surface.aabb); } @@ -467,6 +497,7 @@ void MeshStorage::mesh_surface_update_vertex_region(RID p_mesh, int p_surface, i ERR_FAIL_COND(!mesh); ERR_FAIL_UNSIGNED_INDEX((uint32_t)p_surface, mesh->surface_count); ERR_FAIL_COND(p_data.size() == 0); + ERR_FAIL_COND(mesh->surfaces[p_surface]->vertex_buffer.is_null()); uint64_t data_size = p_data.size(); const uint8_t *r = p_data.ptr(); @@ -524,7 +555,9 @@ RS::SurfaceData MeshStorage::mesh_get_surface(RID p_mesh, int p_surface) const { RS::SurfaceData sd; sd.format = s.format; - sd.vertex_data = RD::get_singleton()->buffer_get_data(s.vertex_buffer); + if (s.vertex_buffer.is_valid()) { + sd.vertex_data = RD::get_singleton()->buffer_get_data(s.vertex_buffer); + } if (s.attribute_buffer.is_valid()) { sd.attribute_data = RD::get_singleton()->buffer_get_data(s.attribute_buffer); } @@ -702,7 +735,9 @@ void MeshStorage::mesh_clear(RID p_mesh) { ERR_FAIL_COND(!mesh); for (uint32_t i = 0; i < mesh->surface_count; i++) { Mesh::Surface &s = *mesh->surfaces[i]; - RD::get_singleton()->free(s.vertex_buffer); //clears arrays as dependency automatically, including all versions + if (s.vertex_buffer.is_valid()) { + RD::get_singleton()->free(s.vertex_buffer); //clears arrays as dependency automatically, including all versions + } if (s.attribute_buffer.is_valid()) { RD::get_singleton()->free(s.attribute_buffer); } @@ -758,6 +793,13 @@ bool MeshStorage::mesh_needs_instance(RID p_mesh, bool p_has_skeleton) { return mesh->blend_shape_count > 0 || (mesh->has_bone_weights && p_has_skeleton); } +Dependency *MeshStorage::mesh_get_dependency(RID p_mesh) const { + Mesh *mesh = mesh_owner.get_or_null(p_mesh); + ERR_FAIL_COND_V(!mesh, nullptr); + + return &mesh->dependency; +} + /* MESH INSTANCE */ RID MeshStorage::mesh_instance_create(RID p_base) { @@ -841,7 +883,7 @@ void MeshStorage::_mesh_instance_add_surface(MeshInstance *mi, Mesh *mesh, uint3 } MeshInstance::Surface s; - if (mesh->blend_shape_count > 0 || (mesh->surfaces[p_surface]->format & RS::ARRAY_FORMAT_BONES)) { + if ((mesh->blend_shape_count > 0 || (mesh->surfaces[p_surface]->format & RS::ARRAY_FORMAT_BONES)) && mesh->surfaces[p_surface]->vertex_buffer_size > 0) { //surface warrants transform s.vertex_buffer = RD::get_singleton()->vertex_buffer_create(mesh->surfaces[p_surface]->vertex_buffer_size, Vector<uint8_t>(), true); @@ -1050,10 +1092,9 @@ void MeshStorage::_mesh_surface_generate_version_for_input_mask(Mesh::Surface::V } break; case RS::ARRAY_NORMAL: { vd.offset = stride; + vd.format = RD::DATA_FORMAT_R16G16_UNORM; + stride += sizeof(uint16_t) * 2; - vd.format = RD::DATA_FORMAT_A2B10G10R10_UNORM_PACK32; - - stride += sizeof(uint32_t); if (mis) { buffer = mis->vertex_buffer; } else { @@ -1062,9 +1103,9 @@ void MeshStorage::_mesh_surface_generate_version_for_input_mask(Mesh::Surface::V } break; case RS::ARRAY_TANGENT: { vd.offset = stride; + vd.format = RD::DATA_FORMAT_R16G16_UNORM; + stride += sizeof(uint16_t) * 2; - vd.format = RD::DATA_FORMAT_A2B10G10R10_UNORM_PACK32; - stride += sizeof(uint32_t); if (mis) { buffer = mis->vertex_buffer; } else { @@ -1189,7 +1230,13 @@ void MeshStorage::multimesh_allocate_data(RID p_multimesh, int p_instances, RS:: if (multimesh->data_cache_dirty_regions) { memdelete_arr(multimesh->data_cache_dirty_regions); multimesh->data_cache_dirty_regions = nullptr; - multimesh->data_cache_used_dirty_regions = 0; + multimesh->data_cache_dirty_region_count = 0; + } + + if (multimesh->previous_data_cache_dirty_regions) { + memdelete_arr(multimesh->previous_data_cache_dirty_regions); + multimesh->previous_data_cache_dirty_regions = nullptr; + multimesh->previous_data_cache_dirty_region_count = 0; } multimesh->instances = p_instances; @@ -1206,14 +1253,67 @@ void MeshStorage::multimesh_allocate_data(RID p_multimesh, int p_instances, RS:: multimesh->aabb = AABB(); multimesh->aabb_dirty = false; multimesh->visible_instances = MIN(multimesh->visible_instances, multimesh->instances); + multimesh->motion_vectors_current_offset = 0; + multimesh->motion_vectors_previous_offset = 0; + multimesh->motion_vectors_last_change = -1; if (multimesh->instances) { - multimesh->buffer = RD::get_singleton()->storage_buffer_create(multimesh->instances * multimesh->stride_cache * 4); + uint32_t buffer_size = multimesh->instances * multimesh->stride_cache * sizeof(float); + if (multimesh->motion_vectors_enabled) { + buffer_size *= 2; + } + multimesh->buffer = RD::get_singleton()->storage_buffer_create(buffer_size); } multimesh->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_MULTIMESH); } +bool MeshStorage::_multimesh_enable_motion_vectors(RID p_multimesh) { + MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh); + ERR_FAIL_COND_V(!multimesh, false); + + if (multimesh->motion_vectors_enabled) { + return false; + } + + multimesh->motion_vectors_enabled = true; + + multimesh->motion_vectors_current_offset = 0; + multimesh->motion_vectors_previous_offset = 0; + multimesh->motion_vectors_last_change = -1; + + if (!multimesh->data_cache.is_empty()) { + multimesh->data_cache.append_array(multimesh->data_cache); + } + + if (multimesh->buffer_set) { + RD::get_singleton()->barrier(); + Vector<uint8_t> buffer_data = RD::get_singleton()->buffer_get_data(multimesh->buffer); + if (!multimesh->data_cache.is_empty()) { + memcpy(buffer_data.ptrw(), multimesh->data_cache.ptr(), buffer_data.size()); + } + + RD::get_singleton()->free(multimesh->buffer); + uint32_t buffer_size = multimesh->instances * multimesh->stride_cache * sizeof(float) * 2; + multimesh->buffer = RD::get_singleton()->storage_buffer_create(buffer_size); + RD::get_singleton()->buffer_update(multimesh->buffer, 0, buffer_data.size(), buffer_data.ptr(), RD::BARRIER_MASK_NO_BARRIER); + RD::get_singleton()->buffer_update(multimesh->buffer, buffer_data.size(), buffer_data.size(), buffer_data.ptr()); + multimesh->uniform_set_3d = RID(); // Cleared by dependency + return true; + } + return false; // Update the transforms uniform set cache +} + +void MeshStorage::_multimesh_get_motion_vectors_offsets(RID p_multimesh, uint32_t &r_current_offset, uint32_t &r_prev_offset) { + MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh); + ERR_FAIL_COND(!multimesh); + r_current_offset = multimesh->motion_vectors_current_offset; + if (RSG::rasterizer->get_frame_number() - multimesh->motion_vectors_last_change >= 2) { + multimesh->motion_vectors_previous_offset = multimesh->motion_vectors_current_offset; + } + r_prev_offset = multimesh->motion_vectors_previous_offset; +} + int MeshStorage::multimesh_get_instance_count(RID p_multimesh) const { MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh); ERR_FAIL_COND_V(!multimesh, 0); @@ -1239,7 +1339,7 @@ void MeshStorage::multimesh_set_mesh(RID p_multimesh, RID p_mesh) { //need to re-create AABB unfortunately, calling this has a penalty if (multimesh->buffer_set) { Vector<uint8_t> buffer = RD::get_singleton()->buffer_get_data(multimesh->buffer); - const uint8_t *r = buffer.ptr(); + const uint8_t *r = buffer.ptr() + multimesh->motion_vectors_current_offset * multimesh->stride_cache * sizeof(float); const float *data = reinterpret_cast<const float *>(r); _multimesh_re_create_aabb(multimesh, data, multimesh->instances); } @@ -1254,10 +1354,14 @@ void MeshStorage::_multimesh_make_local(MultiMesh *multimesh) const { if (multimesh->data_cache.size() > 0) { return; //already local } - ERR_FAIL_COND(multimesh->data_cache.size() > 0); + // this means that the user wants to load/save individual elements, // for this, the data must reside on CPU, so just copy it there. - multimesh->data_cache.resize(multimesh->instances * multimesh->stride_cache); + uint32_t buffer_size = multimesh->instances * multimesh->stride_cache; + if (multimesh->motion_vectors_enabled) { + buffer_size *= 2; + } + multimesh->data_cache.resize(buffer_size); { float *w = multimesh->data_cache.ptrw(); @@ -1268,15 +1372,48 @@ void MeshStorage::_multimesh_make_local(MultiMesh *multimesh) const { memcpy(w, r, buffer.size()); } } else { - memset(w, 0, (size_t)multimesh->instances * multimesh->stride_cache * sizeof(float)); + memset(w, 0, buffer_size * sizeof(float)); } } uint32_t data_cache_dirty_region_count = (multimesh->instances - 1) / MULTIMESH_DIRTY_REGION_SIZE + 1; multimesh->data_cache_dirty_regions = memnew_arr(bool, data_cache_dirty_region_count); - for (uint32_t i = 0; i < data_cache_dirty_region_count; i++) { - multimesh->data_cache_dirty_regions[i] = false; + memset(multimesh->data_cache_dirty_regions, 0, data_cache_dirty_region_count * sizeof(bool)); + multimesh->data_cache_dirty_region_count = 0; + + multimesh->previous_data_cache_dirty_regions = memnew_arr(bool, data_cache_dirty_region_count); + memset(multimesh->previous_data_cache_dirty_regions, 0, data_cache_dirty_region_count * sizeof(bool)); + multimesh->previous_data_cache_dirty_region_count = 0; +} + +void MeshStorage::_multimesh_update_motion_vectors_data_cache(MultiMesh *multimesh) { + ERR_FAIL_COND(multimesh->data_cache.is_empty()); + + if (!multimesh->motion_vectors_enabled) { + return; + } + + uint32_t frame = RSG::rasterizer->get_frame_number(); + if (multimesh->motion_vectors_last_change != frame) { + multimesh->motion_vectors_previous_offset = multimesh->motion_vectors_current_offset; + multimesh->motion_vectors_current_offset = multimesh->instances - multimesh->motion_vectors_current_offset; + multimesh->motion_vectors_last_change = frame; + + if (multimesh->previous_data_cache_dirty_region_count > 0) { + uint8_t *data = (uint8_t *)multimesh->data_cache.ptrw(); + uint32_t current_ofs = multimesh->motion_vectors_current_offset * multimesh->stride_cache * sizeof(float); + uint32_t previous_ofs = multimesh->motion_vectors_previous_offset * multimesh->stride_cache * sizeof(float); + uint32_t visible_instances = multimesh->visible_instances >= 0 ? multimesh->visible_instances : multimesh->instances; + uint32_t visible_region_count = visible_instances == 0 ? 0 : (visible_instances - 1) / MULTIMESH_DIRTY_REGION_SIZE + 1; + uint32_t region_size = multimesh->stride_cache * MULTIMESH_DIRTY_REGION_SIZE * sizeof(float); + uint32_t size = multimesh->stride_cache * (uint32_t)multimesh->instances * (uint32_t)sizeof(float); + for (uint32_t i = 0; i < visible_region_count; i++) { + if (multimesh->previous_data_cache_dirty_regions[i]) { + uint32_t offset = i * region_size; + memcpy(data + current_ofs + offset, data + previous_ofs + offset, MIN(region_size, size - offset)); + } + } + } } - multimesh->data_cache_used_dirty_regions = 0; } void MeshStorage::_multimesh_mark_dirty(MultiMesh *multimesh, int p_index, bool p_aabb) { @@ -1287,7 +1424,7 @@ void MeshStorage::_multimesh_mark_dirty(MultiMesh *multimesh, int p_index, bool #endif if (!multimesh->data_cache_dirty_regions[region_index]) { multimesh->data_cache_dirty_regions[region_index] = true; - multimesh->data_cache_used_dirty_regions++; + multimesh->data_cache_dirty_region_count++; } if (p_aabb) { @@ -1308,7 +1445,7 @@ void MeshStorage::_multimesh_mark_all_dirty(MultiMesh *multimesh, bool p_data, b for (uint32_t i = 0; i < data_cache_dirty_region_count; i++) { if (!multimesh->data_cache_dirty_regions[i]) { multimesh->data_cache_dirty_regions[i] = true; - multimesh->data_cache_used_dirty_regions++; + multimesh->data_cache_dirty_region_count++; } } } @@ -1373,11 +1510,12 @@ void MeshStorage::multimesh_instance_set_transform(RID p_multimesh, int p_index, ERR_FAIL_COND(multimesh->xform_format != RS::MULTIMESH_TRANSFORM_3D); _multimesh_make_local(multimesh); + _multimesh_update_motion_vectors_data_cache(multimesh); { float *w = multimesh->data_cache.ptrw(); - float *dataptr = w + p_index * multimesh->stride_cache; + float *dataptr = w + (multimesh->motion_vectors_current_offset + p_index) * multimesh->stride_cache; dataptr[0] = p_transform.basis.rows[0][0]; dataptr[1] = p_transform.basis.rows[0][1]; @@ -1403,11 +1541,12 @@ void MeshStorage::multimesh_instance_set_transform_2d(RID p_multimesh, int p_ind ERR_FAIL_COND(multimesh->xform_format != RS::MULTIMESH_TRANSFORM_2D); _multimesh_make_local(multimesh); + _multimesh_update_motion_vectors_data_cache(multimesh); { float *w = multimesh->data_cache.ptrw(); - float *dataptr = w + p_index * multimesh->stride_cache; + float *dataptr = w + (multimesh->motion_vectors_current_offset + p_index) * multimesh->stride_cache; dataptr[0] = p_transform.columns[0][0]; dataptr[1] = p_transform.columns[1][0]; @@ -1429,11 +1568,12 @@ void MeshStorage::multimesh_instance_set_color(RID p_multimesh, int p_index, con ERR_FAIL_COND(!multimesh->uses_colors); _multimesh_make_local(multimesh); + _multimesh_update_motion_vectors_data_cache(multimesh); { float *w = multimesh->data_cache.ptrw(); - float *dataptr = w + p_index * multimesh->stride_cache + multimesh->color_offset_cache; + float *dataptr = w + (multimesh->motion_vectors_current_offset + p_index) * multimesh->stride_cache + multimesh->color_offset_cache; dataptr[0] = p_color.r; dataptr[1] = p_color.g; @@ -1451,11 +1591,12 @@ void MeshStorage::multimesh_instance_set_custom_data(RID p_multimesh, int p_inde ERR_FAIL_COND(!multimesh->uses_custom_data); _multimesh_make_local(multimesh); + _multimesh_update_motion_vectors_data_cache(multimesh); { float *w = multimesh->data_cache.ptrw(); - float *dataptr = w + p_index * multimesh->stride_cache + multimesh->custom_data_offset_cache; + float *dataptr = w + (multimesh->motion_vectors_current_offset + p_index) * multimesh->stride_cache + multimesh->custom_data_offset_cache; dataptr[0] = p_color.r; dataptr[1] = p_color.g; @@ -1473,6 +1614,13 @@ RID MeshStorage::multimesh_get_mesh(RID p_multimesh) const { return multimesh->mesh; } +Dependency *MeshStorage::multimesh_get_dependency(RID p_multimesh) const { + MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh); + ERR_FAIL_COND_V(!multimesh, nullptr); + + return &multimesh->dependency; +} + Transform3D MeshStorage::multimesh_instance_get_transform(RID p_multimesh, int p_index) const { MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh); ERR_FAIL_COND_V(!multimesh, Transform3D()); @@ -1485,7 +1633,7 @@ Transform3D MeshStorage::multimesh_instance_get_transform(RID p_multimesh, int p { const float *r = multimesh->data_cache.ptr(); - const float *dataptr = r + p_index * multimesh->stride_cache; + const float *dataptr = r + (multimesh->motion_vectors_current_offset + p_index) * multimesh->stride_cache; t.basis.rows[0][0] = dataptr[0]; t.basis.rows[0][1] = dataptr[1]; @@ -1516,7 +1664,7 @@ Transform2D MeshStorage::multimesh_instance_get_transform_2d(RID p_multimesh, in { const float *r = multimesh->data_cache.ptr(); - const float *dataptr = r + p_index * multimesh->stride_cache; + const float *dataptr = r + (multimesh->motion_vectors_current_offset + p_index) * multimesh->stride_cache; t.columns[0][0] = dataptr[0]; t.columns[1][0] = dataptr[1]; @@ -1541,7 +1689,7 @@ Color MeshStorage::multimesh_instance_get_color(RID p_multimesh, int p_index) co { const float *r = multimesh->data_cache.ptr(); - const float *dataptr = r + p_index * multimesh->stride_cache + multimesh->color_offset_cache; + const float *dataptr = r + (multimesh->motion_vectors_current_offset + p_index) * multimesh->stride_cache + multimesh->color_offset_cache; c.r = dataptr[0]; c.g = dataptr[1]; @@ -1564,7 +1712,7 @@ Color MeshStorage::multimesh_instance_get_custom_data(RID p_multimesh, int p_ind { const float *r = multimesh->data_cache.ptr(); - const float *dataptr = r + p_index * multimesh->stride_cache + multimesh->custom_data_offset_cache; + const float *dataptr = r + (multimesh->motion_vectors_current_offset + p_index) * multimesh->stride_cache + multimesh->custom_data_offset_cache; c.r = dataptr[0]; c.g = dataptr[1]; @@ -1580,25 +1728,26 @@ void MeshStorage::multimesh_set_buffer(RID p_multimesh, const Vector<float> &p_b ERR_FAIL_COND(!multimesh); ERR_FAIL_COND(p_buffer.size() != (multimesh->instances * (int)multimesh->stride_cache)); + if (multimesh->motion_vectors_enabled) { + uint32_t frame = RSG::rasterizer->get_frame_number(); + + if (multimesh->motion_vectors_last_change != frame) { + multimesh->motion_vectors_previous_offset = multimesh->motion_vectors_current_offset; + multimesh->motion_vectors_current_offset = multimesh->instances - multimesh->motion_vectors_current_offset; + multimesh->motion_vectors_last_change = frame; + } + } + { const float *r = p_buffer.ptr(); - RD::get_singleton()->buffer_update(multimesh->buffer, 0, p_buffer.size() * sizeof(float), r); + RD::get_singleton()->buffer_update(multimesh->buffer, multimesh->motion_vectors_current_offset * multimesh->stride_cache * sizeof(float), p_buffer.size() * sizeof(float), r); multimesh->buffer_set = true; } if (multimesh->data_cache.size()) { - //if we have a data cache, just update it - multimesh->data_cache = p_buffer; - { - //clear dirty since nothing will be dirty anymore - uint32_t data_cache_dirty_region_count = (multimesh->instances - 1) / MULTIMESH_DIRTY_REGION_SIZE + 1; - for (uint32_t i = 0; i < data_cache_dirty_region_count; i++) { - multimesh->data_cache_dirty_regions[i] = false; - } - multimesh->data_cache_used_dirty_regions = 0; - } - - _multimesh_mark_all_dirty(multimesh, false, true); //update AABB + float *cache_data = multimesh->data_cache.ptrw(); + memcpy(cache_data + (multimesh->motion_vectors_current_offset * multimesh->stride_cache), p_buffer.ptr(), p_buffer.size() * sizeof(float)); + _multimesh_mark_all_dirty(multimesh, true, true); //update AABB } else if (multimesh->mesh.is_valid()) { //if we have a mesh set, we need to re-generate the AABB from the new data const float *data = p_buffer.ptr(); @@ -1613,20 +1762,19 @@ Vector<float> MeshStorage::multimesh_get_buffer(RID p_multimesh) const { ERR_FAIL_COND_V(!multimesh, Vector<float>()); if (multimesh->buffer.is_null()) { return Vector<float>(); - } else if (multimesh->data_cache.size()) { - return multimesh->data_cache; } else { - //get from memory - - Vector<uint8_t> buffer = RD::get_singleton()->buffer_get_data(multimesh->buffer); Vector<float> ret; ret.resize(multimesh->instances * multimesh->stride_cache); - { - float *w = ret.ptrw(); - const uint8_t *r = buffer.ptr(); - memcpy(w, r, buffer.size()); - } + float *w = ret.ptrw(); + if (multimesh->data_cache.size()) { + const uint8_t *r = (uint8_t *)multimesh->data_cache.ptr() + multimesh->motion_vectors_current_offset * multimesh->stride_cache * sizeof(float); + memcpy(w, r, ret.size() * sizeof(float)); + } else { + Vector<uint8_t> buffer = RD::get_singleton()->buffer_get_data(multimesh->buffer); + const uint8_t *r = buffer.ptr() + multimesh->motion_vectors_current_offset * multimesh->stride_cache * sizeof(float); + memcpy(w, r, ret.size() * sizeof(float)); + } return ret; } } @@ -1669,36 +1817,38 @@ void MeshStorage::_update_dirty_multimeshes() { MultiMesh *multimesh = multimesh_dirty_list; if (multimesh->data_cache.size()) { //may have been cleared, so only process if it exists - const float *data = multimesh->data_cache.ptr(); uint32_t visible_instances = multimesh->visible_instances >= 0 ? multimesh->visible_instances : multimesh->instances; + uint32_t buffer_offset = multimesh->motion_vectors_current_offset * multimesh->stride_cache; + const float *data = multimesh->data_cache.ptr() + buffer_offset; - if (multimesh->data_cache_used_dirty_regions) { + uint32_t total_dirty_regions = multimesh->data_cache_dirty_region_count + multimesh->previous_data_cache_dirty_region_count; + if (total_dirty_regions != 0) { uint32_t data_cache_dirty_region_count = (multimesh->instances - 1) / MULTIMESH_DIRTY_REGION_SIZE + 1; uint32_t visible_region_count = visible_instances == 0 ? 0 : (visible_instances - 1) / MULTIMESH_DIRTY_REGION_SIZE + 1; uint32_t region_size = multimesh->stride_cache * MULTIMESH_DIRTY_REGION_SIZE * sizeof(float); - - if (multimesh->data_cache_used_dirty_regions > 32 || multimesh->data_cache_used_dirty_regions > visible_region_count / 2) { + if (total_dirty_regions > 32 || total_dirty_regions > visible_region_count / 2) { //if there too many dirty regions, or represent the majority of regions, just copy all, else transfer cost piles up too much - RD::get_singleton()->buffer_update(multimesh->buffer, 0, MIN(visible_region_count * region_size, multimesh->instances * (uint32_t)multimesh->stride_cache * (uint32_t)sizeof(float)), data); + RD::get_singleton()->buffer_update(multimesh->buffer, buffer_offset * sizeof(float), MIN(visible_region_count * region_size, multimesh->instances * (uint32_t)multimesh->stride_cache * (uint32_t)sizeof(float)), data); } else { //not that many regions? update them all for (uint32_t i = 0; i < visible_region_count; i++) { - if (multimesh->data_cache_dirty_regions[i]) { + if (multimesh->data_cache_dirty_regions[i] || multimesh->previous_data_cache_dirty_regions[i]) { uint32_t offset = i * region_size; uint32_t size = multimesh->stride_cache * (uint32_t)multimesh->instances * (uint32_t)sizeof(float); uint32_t region_start_index = multimesh->stride_cache * MULTIMESH_DIRTY_REGION_SIZE * i; - RD::get_singleton()->buffer_update(multimesh->buffer, offset, MIN(region_size, size - offset), &data[region_start_index]); + RD::get_singleton()->buffer_update(multimesh->buffer, buffer_offset * sizeof(float) + offset, MIN(region_size, size - offset), &data[region_start_index], RD::BARRIER_MASK_NO_BARRIER); } } + RD::get_singleton()->barrier(RD::BARRIER_MASK_NO_BARRIER, RD::BARRIER_MASK_ALL); } - for (uint32_t i = 0; i < data_cache_dirty_region_count; i++) { - multimesh->data_cache_dirty_regions[i] = false; - } + memcpy(multimesh->previous_data_cache_dirty_regions, multimesh->data_cache_dirty_regions, data_cache_dirty_region_count * sizeof(bool)); + memset(multimesh->data_cache_dirty_regions, 0, data_cache_dirty_region_count * sizeof(bool)); - multimesh->data_cache_used_dirty_regions = 0; + multimesh->previous_data_cache_dirty_region_count = multimesh->data_cache_dirty_region_count; + multimesh->data_cache_dirty_region_count = 0; } if (multimesh->aabb_dirty) { @@ -1889,6 +2039,7 @@ Transform2D MeshStorage::skeleton_bone_get_transform_2d(RID p_skeleton, int p_bo void MeshStorage::skeleton_set_base_transform_2d(RID p_skeleton, const Transform2D &p_base_transform) { Skeleton *skeleton = skeleton_owner.get_or_null(p_skeleton); + ERR_FAIL_NULL(skeleton); ERR_FAIL_COND(!skeleton->use_2d); skeleton->base_transform_2d = p_base_transform; diff --git a/servers/rendering/renderer_rd/storage_rd/mesh_storage.h b/servers/rendering/renderer_rd/storage_rd/mesh_storage.h index 9cdda6bfca..c8a33bd4d7 100644 --- a/servers/rendering/renderer_rd/storage_rd/mesh_storage.h +++ b/servers/rendering/renderer_rd/storage_rd/mesh_storage.h @@ -40,240 +40,151 @@ namespace RendererRD { -/* Mesh */ - -enum DefaultRDBuffer { - DEFAULT_RD_BUFFER_VERTEX, - DEFAULT_RD_BUFFER_NORMAL, - DEFAULT_RD_BUFFER_TANGENT, - DEFAULT_RD_BUFFER_COLOR, - DEFAULT_RD_BUFFER_TEX_UV, - DEFAULT_RD_BUFFER_TEX_UV2, - DEFAULT_RD_BUFFER_CUSTOM0, - DEFAULT_RD_BUFFER_CUSTOM1, - DEFAULT_RD_BUFFER_CUSTOM2, - DEFAULT_RD_BUFFER_CUSTOM3, - DEFAULT_RD_BUFFER_BONES, - DEFAULT_RD_BUFFER_WEIGHTS, - DEFAULT_RD_BUFFER_MAX, -}; +class MeshStorage : public RendererMeshStorage { +public: + enum DefaultRDBuffer { + DEFAULT_RD_BUFFER_VERTEX, + DEFAULT_RD_BUFFER_NORMAL, + DEFAULT_RD_BUFFER_TANGENT, + DEFAULT_RD_BUFFER_COLOR, + DEFAULT_RD_BUFFER_TEX_UV, + DEFAULT_RD_BUFFER_TEX_UV2, + DEFAULT_RD_BUFFER_CUSTOM0, + DEFAULT_RD_BUFFER_CUSTOM1, + DEFAULT_RD_BUFFER_CUSTOM2, + DEFAULT_RD_BUFFER_CUSTOM3, + DEFAULT_RD_BUFFER_BONES, + DEFAULT_RD_BUFFER_WEIGHTS, + DEFAULT_RD_BUFFER_MAX, + }; -struct MeshInstance; - -struct Mesh { - struct Surface { - RS::PrimitiveType primitive = RS::PRIMITIVE_POINTS; - uint32_t format = 0; - - RID vertex_buffer; - RID attribute_buffer; - RID skin_buffer; - uint32_t vertex_count = 0; - uint32_t vertex_buffer_size = 0; - uint32_t skin_buffer_size = 0; - - // A different pipeline needs to be allocated - // depending on the inputs available in the - // material. - // There are never that many geometry/material - // combinations, so a simple array is the most - // cache-efficient structure. - - struct Version { - uint32_t input_mask = 0; - RD::VertexFormatID vertex_format = 0; - RID vertex_array; - }; +private: + static MeshStorage *singleton; - SpinLock version_lock; //needed to access versions - Version *versions = nullptr; //allocated on demand - uint32_t version_count = 0; + RID default_rd_storage_buffer; - RID index_buffer; - RID index_array; - uint32_t index_count = 0; + /* Mesh */ + + RID mesh_default_rd_buffers[DEFAULT_RD_BUFFER_MAX]; + + struct MeshInstance; + + struct Mesh { + struct Surface { + RS::PrimitiveType primitive = RS::PRIMITIVE_POINTS; + uint32_t format = 0; + + RID vertex_buffer; + RID attribute_buffer; + RID skin_buffer; + uint32_t vertex_count = 0; + uint32_t vertex_buffer_size = 0; + uint32_t skin_buffer_size = 0; + + // A different pipeline needs to be allocated + // depending on the inputs available in the + // material. + // There are never that many geometry/material + // combinations, so a simple array is the most + // cache-efficient structure. + + struct Version { + uint32_t input_mask = 0; + RD::VertexFormatID vertex_format = 0; + RID vertex_array; + }; + + SpinLock version_lock; //needed to access versions + Version *versions = nullptr; //allocated on demand + uint32_t version_count = 0; - struct LOD { - float edge_length = 0.0; - uint32_t index_count = 0; RID index_buffer; RID index_array; - }; - - LOD *lods = nullptr; - uint32_t lod_count = 0; + uint32_t index_count = 0; - AABB aabb; + struct LOD { + float edge_length = 0.0; + uint32_t index_count = 0; + RID index_buffer; + RID index_array; + }; - Vector<AABB> bone_aabbs; + LOD *lods = nullptr; + uint32_t lod_count = 0; - RID blend_shape_buffer; + AABB aabb; - RID material; + Vector<AABB> bone_aabbs; - uint32_t render_index = 0; - uint64_t render_pass = 0; + RID blend_shape_buffer; - uint32_t multimesh_render_index = 0; - uint64_t multimesh_render_pass = 0; + RID material; - uint32_t particles_render_index = 0; - uint64_t particles_render_pass = 0; + uint32_t render_index = 0; + uint64_t render_pass = 0; - RID uniform_set; - }; + uint32_t multimesh_render_index = 0; + uint64_t multimesh_render_pass = 0; - uint32_t blend_shape_count = 0; - RS::BlendShapeMode blend_shape_mode = RS::BLEND_SHAPE_MODE_NORMALIZED; + uint32_t particles_render_index = 0; + uint64_t particles_render_pass = 0; - Surface **surfaces = nullptr; - uint32_t surface_count = 0; - - Vector<AABB> bone_aabbs; + RID uniform_set; + }; - bool has_bone_weights = false; + uint32_t blend_shape_count = 0; + RS::BlendShapeMode blend_shape_mode = RS::BLEND_SHAPE_MODE_NORMALIZED; - AABB aabb; - AABB custom_aabb; + Surface **surfaces = nullptr; + uint32_t surface_count = 0; - Vector<RID> material_cache; + Vector<AABB> bone_aabbs; - List<MeshInstance *> instances; + bool has_bone_weights = false; - RID shadow_mesh; - HashSet<Mesh *> shadow_owners; + AABB aabb; + AABB custom_aabb; - Dependency dependency; -}; + Vector<RID> material_cache; -/* Mesh Instance */ + List<MeshInstance *> instances; -struct MeshInstance { - Mesh *mesh = nullptr; - RID skeleton; - struct Surface { - RID vertex_buffer; - RID uniform_set; + RID shadow_mesh; + HashSet<Mesh *> shadow_owners; - Mesh::Surface::Version *versions = nullptr; //allocated on demand - uint32_t version_count = 0; + Dependency dependency; }; - LocalVector<Surface> surfaces; - LocalVector<float> blend_weights; - - RID blend_weights_buffer; - List<MeshInstance *>::Element *I = nullptr; //used to erase itself - uint64_t skeleton_version = 0; - bool dirty = false; - bool weights_dirty = false; - SelfList<MeshInstance> weight_update_list; - SelfList<MeshInstance> array_update_list; - MeshInstance() : - weight_update_list(this), array_update_list(this) {} -}; - -/* MultiMesh */ - -struct MultiMesh { - RID mesh; - int instances = 0; - RS::MultimeshTransformFormat xform_format = RS::MULTIMESH_TRANSFORM_3D; - bool uses_colors = false; - bool uses_custom_data = false; - int visible_instances = -1; - AABB aabb; - bool aabb_dirty = false; - bool buffer_set = false; - uint32_t stride_cache = 0; - uint32_t color_offset_cache = 0; - uint32_t custom_data_offset_cache = 0; - - Vector<float> data_cache; //used if individual setting is used - bool *data_cache_dirty_regions = nullptr; - uint32_t data_cache_used_dirty_regions = 0; - - RID buffer; //storage buffer - RID uniform_set_3d; - RID uniform_set_2d; - - bool dirty = false; - MultiMesh *dirty_list = nullptr; - - Dependency dependency; -}; - -/* Skeleton */ -struct SkeletonShader { - struct PushConstant { - uint32_t has_normal; - uint32_t has_tangent; - uint32_t has_skeleton; - uint32_t has_blend_shape; + mutable RID_Owner<Mesh, true> mesh_owner; - uint32_t vertex_count; - uint32_t vertex_stride; - uint32_t skin_stride; - uint32_t skin_weight_offset; + /* Mesh Instance API */ - uint32_t blend_shape_count; - uint32_t normalized_blend_shapes; - uint32_t pad0; - uint32_t pad1; - }; + struct MeshInstance { + Mesh *mesh = nullptr; + RID skeleton; + struct Surface { + RID vertex_buffer; + RID uniform_set; - enum { - UNIFORM_SET_INSTANCE = 0, - UNIFORM_SET_SURFACE = 1, - UNIFORM_SET_SKELETON = 2, - }; - enum { - SHADER_MODE_2D, - SHADER_MODE_3D, - SHADER_MODE_MAX + Mesh::Surface::Version *versions = nullptr; //allocated on demand + uint32_t version_count = 0; + }; + LocalVector<Surface> surfaces; + LocalVector<float> blend_weights; + + RID blend_weights_buffer; + List<MeshInstance *>::Element *I = nullptr; //used to erase itself + uint64_t skeleton_version = 0; + bool dirty = false; + bool weights_dirty = false; + SelfList<MeshInstance> weight_update_list; + SelfList<MeshInstance> array_update_list; + MeshInstance() : + weight_update_list(this), array_update_list(this) {} }; - SkeletonShaderRD shader; - RID version; - RID version_shader[SHADER_MODE_MAX]; - RID pipeline[SHADER_MODE_MAX]; - - RID default_skeleton_uniform_set; -}; - -struct Skeleton { - bool use_2d = false; - int size = 0; - Vector<float> data; - RID buffer; - - bool dirty = false; - Skeleton *dirty_list = nullptr; - Transform2D base_transform_2d; - - RID uniform_set_3d; - RID uniform_set_mi; - - uint64_t version = 1; - - Dependency dependency; -}; - -class MeshStorage : public RendererMeshStorage { -private: - static MeshStorage *singleton; - - RID mesh_default_rd_buffers[DEFAULT_RD_BUFFER_MAX]; - RID default_rd_storage_buffer; - - /* Mesh */ - - mutable RID_Owner<Mesh, true> mesh_owner; - void _mesh_surface_generate_version_for_input_mask(Mesh::Surface::Version &v, Mesh::Surface *s, uint32_t p_input_mask, MeshInstance::Surface *mis = nullptr); - /* Mesh Instance API */ - void _mesh_instance_clear(MeshInstance *mi); void _mesh_instance_add_surface(MeshInstance *mi, Mesh *mesh, uint32_t p_surface); @@ -284,18 +195,106 @@ private: /* MultiMesh */ + struct MultiMesh { + RID mesh; + int instances = 0; + RS::MultimeshTransformFormat xform_format = RS::MULTIMESH_TRANSFORM_3D; + bool uses_colors = false; + bool uses_custom_data = false; + int visible_instances = -1; + AABB aabb; + bool aabb_dirty = false; + bool buffer_set = false; + bool motion_vectors_enabled = false; + uint32_t motion_vectors_current_offset = 0; + uint32_t motion_vectors_previous_offset = 0; + uint64_t motion_vectors_last_change = -1; + uint32_t stride_cache = 0; + uint32_t color_offset_cache = 0; + uint32_t custom_data_offset_cache = 0; + + Vector<float> data_cache; //used if individual setting is used + bool *data_cache_dirty_regions = nullptr; + uint32_t data_cache_dirty_region_count = 0; + bool *previous_data_cache_dirty_regions = nullptr; + uint32_t previous_data_cache_dirty_region_count = 0; + + RID buffer; //storage buffer + RID uniform_set_3d; + RID uniform_set_2d; + + bool dirty = false; + MultiMesh *dirty_list = nullptr; + + Dependency dependency; + }; + mutable RID_Owner<MultiMesh, true> multimesh_owner; MultiMesh *multimesh_dirty_list = nullptr; _FORCE_INLINE_ void _multimesh_make_local(MultiMesh *multimesh) const; + _FORCE_INLINE_ void _multimesh_update_motion_vectors_data_cache(MultiMesh *multimesh); _FORCE_INLINE_ void _multimesh_mark_dirty(MultiMesh *multimesh, int p_index, bool p_aabb); _FORCE_INLINE_ void _multimesh_mark_all_dirty(MultiMesh *multimesh, bool p_data, bool p_aabb); _FORCE_INLINE_ void _multimesh_re_create_aabb(MultiMesh *multimesh, const float *p_data, int p_instances); /* Skeleton */ - SkeletonShader skeleton_shader; + struct SkeletonShader { + struct PushConstant { + uint32_t has_normal; + uint32_t has_tangent; + uint32_t has_skeleton; + uint32_t has_blend_shape; + + uint32_t vertex_count; + uint32_t vertex_stride; + uint32_t skin_stride; + uint32_t skin_weight_offset; + + uint32_t blend_shape_count; + uint32_t normalized_blend_shapes; + uint32_t pad0; + uint32_t pad1; + }; + + enum { + UNIFORM_SET_INSTANCE = 0, + UNIFORM_SET_SURFACE = 1, + UNIFORM_SET_SKELETON = 2, + }; + enum { + SHADER_MODE_2D, + SHADER_MODE_3D, + SHADER_MODE_MAX + }; + + SkeletonShaderRD shader; + RID version; + RID version_shader[SHADER_MODE_MAX]; + RID pipeline[SHADER_MODE_MAX]; + + RID default_skeleton_uniform_set; + } skeleton_shader; + + struct Skeleton { + bool use_2d = false; + int size = 0; + Vector<float> data; + RID buffer; + + bool dirty = false; + Skeleton *dirty_list = nullptr; + Transform2D base_transform_2d; + + RID uniform_set_3d; + RID uniform_set_mi; + + uint64_t version = 1; + + Dependency dependency; + }; mutable RID_Owner<Skeleton, true> skeleton_owner; @@ -309,11 +308,12 @@ public: MeshStorage(); virtual ~MeshStorage(); - RID get_default_rd_storage_buffer() { return default_rd_storage_buffer; } + bool free(RID p_rid); + + RID get_default_rd_storage_buffer() const { return default_rd_storage_buffer; } /* MESH API */ - Mesh *get_mesh(RID p_rid) { return mesh_owner.get_or_null(p_rid); }; bool owns_mesh(RID p_rid) { return mesh_owner.owns(p_rid); }; virtual RID mesh_allocate() override; @@ -542,10 +542,11 @@ public: return s->particles_render_index; } + Dependency *mesh_get_dependency(RID p_mesh) const; + /* MESH INSTANCE API */ - MeshInstance *get_mesh_instance(RID p_rid) { return mesh_instance_owner.get_or_null(p_rid); }; - bool owns_mesh_instance(RID p_rid) { return mesh_instance_owner.owns(p_rid); }; + bool owns_mesh_instance(RID p_rid) const { return mesh_instance_owner.owns(p_rid); }; virtual RID mesh_instance_create(RID p_base) override; virtual void mesh_instance_free(RID p_rid) override; @@ -556,7 +557,6 @@ public: /* MULTIMESH API */ - MultiMesh *get_multimesh(RID p_rid) { return multimesh_owner.get_or_null(p_rid); }; bool owns_multimesh(RID p_rid) { return multimesh_owner.owns(p_rid); }; virtual RID multimesh_allocate() override; @@ -588,6 +588,8 @@ public: virtual AABB multimesh_get_aabb(RID p_multimesh) const override; void _update_dirty_multimeshes(); + bool _multimesh_enable_motion_vectors(RID p_multimesh); + void _multimesh_get_motion_vectors_offsets(RID p_multimesh, uint32_t &r_current_offset, uint32_t &r_prev_offset); _FORCE_INLINE_ RS::MultimeshTransformFormat multimesh_get_transform_format(RID p_multimesh) const { MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh); @@ -654,10 +656,11 @@ public: return multimesh->uniform_set_2d; } + Dependency *multimesh_get_dependency(RID p_multimesh) const; + /* SKELETON API */ - Skeleton *get_skeleton(RID p_rid) { return skeleton_owner.get_or_null(p_rid); }; - bool owns_skeleton(RID p_rid) { return skeleton_owner.owns(p_rid); }; + bool owns_skeleton(RID p_rid) const { return skeleton_owner.owns(p_rid); }; virtual RID skeleton_allocate() override; virtual void skeleton_initialize(RID p_skeleton) override; @@ -703,4 +706,4 @@ public: } // namespace RendererRD -#endif // !MESH_STORAGE_RD_H +#endif // MESH_STORAGE_RD_H diff --git a/servers/rendering/renderer_rd/storage_rd/particles_storage.cpp b/servers/rendering/renderer_rd/storage_rd/particles_storage.cpp index 5200e0d318..240f743387 100644 --- a/servers/rendering/renderer_rd/storage_rd/particles_storage.cpp +++ b/servers/rendering/renderer_rd/storage_rd/particles_storage.cpp @@ -29,6 +29,7 @@ /*************************************************************************/ #include "particles_storage.h" + #include "servers/rendering/renderer_rd/renderer_compositor_rd.h" #include "servers/rendering/rendering_server_globals.h" #include "texture_storage.h" @@ -54,8 +55,8 @@ ParticlesStorage::ParticlesStorage() { particles_modes.push_back(""); particles_shader.shader.initialize(particles_modes, String()); } - MaterialStorage::get_singleton()->shader_set_data_request_function(SHADER_TYPE_PARTICLES, _create_particles_shader_funcs); - MaterialStorage::get_singleton()->material_set_data_request_function(SHADER_TYPE_PARTICLES, _create_particles_material_funcs); + MaterialStorage::get_singleton()->shader_set_data_request_function(MaterialStorage::SHADER_TYPE_PARTICLES, _create_particles_shader_funcs); + MaterialStorage::get_singleton()->material_set_data_request_function(MaterialStorage::SHADER_TYPE_PARTICLES, _create_particles_material_funcs); { ShaderCompiler::DefaultIdentifierActions actions; @@ -102,7 +103,7 @@ ParticlesStorage::ParticlesStorage() { actions.render_mode_defines["disable_force"] = "#define DISABLE_FORCE\n"; actions.render_mode_defines["disable_velocity"] = "#define DISABLE_VELOCITY\n"; actions.render_mode_defines["keep_data"] = "#define ENABLE_KEEP_DATA\n"; - actions.render_mode_defines["collision_use_scale"] = "#define USE_COLLISON_SCALE\n"; + actions.render_mode_defines["collision_use_scale"] = "#define USE_COLLISION_SCALE\n"; actions.sampler_array_name = "material_samplers"; actions.base_texture_binding_index = 1; @@ -112,7 +113,7 @@ ParticlesStorage::ParticlesStorage() { actions.default_filter = ShaderLanguage::FILTER_LINEAR_MIPMAP; actions.default_repeat = ShaderLanguage::REPEAT_ENABLE; - actions.global_buffer_array_variable = "global_variables.data"; + actions.global_buffer_array_variable = "global_shader_uniforms.data"; particles_shader.compiler.initialize(actions); } @@ -134,7 +135,7 @@ void process() { material_storage->material_initialize(particles_shader.default_material); material_storage->material_set_shader(particles_shader.default_material, particles_shader.default_shader); - ParticlesMaterialData *md = static_cast<ParticlesMaterialData *>(material_storage->material_get_data(particles_shader.default_material, SHADER_TYPE_PARTICLES)); + ParticleProcessMaterialData *md = static_cast<ParticleProcessMaterialData *>(material_storage->material_get_data(particles_shader.default_material, MaterialStorage::SHADER_TYPE_PARTICLES)); particles_shader.default_shader_rd = particles_shader.shader.version_get_shader(md->shader_data->version, 0); Vector<RD::Uniform> uniforms; @@ -164,7 +165,7 @@ void process() { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; u.binding = 2; - u.append_id(material_storage->global_variables_get_storage_buffer()); + u.append_id(material_storage->global_shader_uniforms_get_storage_buffer()); uniforms.push_back(u); } @@ -208,6 +209,21 @@ ParticlesStorage::~ParticlesStorage() { singleton = nullptr; } +bool ParticlesStorage::free(RID p_rid) { + if (owns_particles(p_rid)) { + particles_free(p_rid); + return true; + } else if (owns_particles_collision(p_rid)) { + particles_collision_free(p_rid); + return true; + } else if (owns_particles_collision_instance(p_rid)) { + particles_collision_instance_free(p_rid); + return true; + } + + return false; +} + /* PARTICLES */ RID ParticlesStorage::particles_allocate() { @@ -987,14 +1003,13 @@ void ParticlesStorage::_particles_process(Particles *p_particles, double p_delta for (uint32_t i = 0; i < ParticlesFrameParams::MAX_3D_TEXTURES; i++) { RID rd_tex; if (i < collision_3d_textures_used) { - Texture *t = TextureStorage::get_singleton()->get_texture(collision_3d_textures[i]); - if (t && t->type == Texture::TYPE_3D) { - rd_tex = t->rd_texture; + if (TextureStorage::get_singleton()->texture_get_type(collision_3d_textures[i]) == TextureStorage::TYPE_3D) { + rd_tex = TextureStorage::get_singleton()->texture_get_rd_texture(collision_3d_textures[i]); } } if (rd_tex == RID()) { - rd_tex = texture_storage->texture_rd_get_default(DEFAULT_RD_TEXTURE_3D_WHITE); + rd_tex = texture_storage->texture_rd_get_default(TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE); } u.append_id(rd_tex); } @@ -1007,7 +1022,7 @@ void ParticlesStorage::_particles_process(Particles *p_particles, double p_delta if (collision_heightmap_texture.is_valid()) { u.append_id(collision_heightmap_texture); } else { - u.append_id(texture_storage->texture_rd_get_default(DEFAULT_RD_TEXTURE_BLACK)); + u.append_id(texture_storage->texture_rd_get_default(TextureStorage::DEFAULT_RD_TEXTURE_BLACK)); } uniforms.push_back(u); } @@ -1073,9 +1088,9 @@ void ParticlesStorage::_particles_process(Particles *p_particles, double p_delta RD::get_singleton()->buffer_update(p_particles->frame_params_buffer, 0, sizeof(ParticlesFrameParams) * p_particles->trail_params.size(), p_particles->trail_params.ptr()); - ParticlesMaterialData *m = static_cast<ParticlesMaterialData *>(material_storage->material_get_data(p_particles->process_material, SHADER_TYPE_PARTICLES)); + ParticleProcessMaterialData *m = static_cast<ParticleProcessMaterialData *>(material_storage->material_get_data(p_particles->process_material, MaterialStorage::SHADER_TYPE_PARTICLES)); if (!m) { - m = static_cast<ParticlesMaterialData *>(material_storage->material_get_data(particles_shader.default_material, SHADER_TYPE_PARTICLES)); + m = static_cast<ParticleProcessMaterialData *>(material_storage->material_get_data(particles_shader.default_material, MaterialStorage::SHADER_TYPE_PARTICLES)); } ERR_FAIL_COND(!m); @@ -1228,10 +1243,10 @@ void ParticlesStorage::particles_set_view_axis(RID p_particles, const Vector3 &p void ParticlesStorage::_particles_update_buffers(Particles *particles) { uint32_t userdata_count = 0; - const Material *material = MaterialStorage::get_singleton()->get_material(particles->process_material); - if (material && material->shader && material->shader->data) { - const ParticlesShaderData *shader_data = static_cast<const ParticlesShaderData *>(material->shader->data); - userdata_count = shader_data->userdata_count; + MaterialStorage::ShaderData *shader_data = MaterialStorage::get_singleton()->material_get_shader_data(particles->process_material); + if (shader_data) { + const ParticlesShaderData *particle_shader_data = static_cast<const ParticlesShaderData *>(shader_data); + userdata_count = particle_shader_data->userdata_count; } if (userdata_count != particles->userdata_count) { @@ -1320,10 +1335,7 @@ void ParticlesStorage::update_particles() { } } -#ifndef _MSC_VER -#warning Should use display refresh rate for all this -#endif - + // TODO: Should use display refresh rate for all this. float screen_hz = 60; int fixed_fps = 0; @@ -1503,6 +1515,13 @@ void ParticlesStorage::update_particles() { } } +Dependency *ParticlesStorage::particles_get_dependency(RID p_particles) const { + Particles *particles = particles_owner.get_or_null(p_particles); + ERR_FAIL_NULL_V(particles, nullptr); + + return &particles->dependency; +} + bool ParticlesStorage::particles_is_inactive(RID p_particles) const { ERR_FAIL_COND_V_MSG(RSG::threaded, false, "This function should never be used with threaded rendering, as it stalls the renderer."); const Particles *particles = particles_owner.get_or_null(p_particles); @@ -1512,6 +1531,9 @@ bool ParticlesStorage::particles_is_inactive(RID p_particles) const { /* Particles SHADER */ +void ParticlesStorage::ParticlesShaderData::set_path_hint(const String &p_path) { + path = p_path; +} void ParticlesStorage::ParticlesShaderData::set_code(const String &p_code) { ParticlesStorage *particles_storage = ParticlesStorage::get_singleton(); //compile @@ -1577,7 +1599,7 @@ void ParticlesStorage::ParticlesShaderData::set_code(const String &p_code) { valid = true; } -void ParticlesStorage::ParticlesShaderData::set_default_texture_param(const StringName &p_name, RID p_texture, int p_index) { +void ParticlesStorage::ParticlesShaderData::set_default_texture_parameter(const StringName &p_name, RID p_texture, int p_index) { if (!p_texture.is_valid()) { if (default_texture_params.has(p_name) && default_texture_params[p_name].has(p_index)) { default_texture_params[p_name].erase(p_index); @@ -1594,7 +1616,7 @@ void ParticlesStorage::ParticlesShaderData::set_default_texture_param(const Stri } } -void ParticlesStorage::ParticlesShaderData::get_param_list(List<PropertyInfo> *p_param_list) const { +void ParticlesStorage::ParticlesShaderData::get_shader_uniform_list(List<PropertyInfo> *p_param_list) const { HashMap<int, StringName> order; for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) { @@ -1609,7 +1631,22 @@ void ParticlesStorage::ParticlesShaderData::get_param_list(List<PropertyInfo> *p } } + String last_group; for (const KeyValue<int, StringName> &E : order) { + String group = uniforms[E.value].group; + if (!uniforms[E.value].subgroup.is_empty()) { + group += "::" + uniforms[E.value].subgroup; + } + + if (group != last_group) { + PropertyInfo pi; + pi.usage = PROPERTY_USAGE_GROUP; + pi.name = group; + p_param_list->push_back(pi); + + last_group = group; + } + PropertyInfo pi = ShaderLanguage::uniform_to_property_info(uniforms[E.value]); pi.name = E.value; p_param_list->push_back(pi); @@ -1631,7 +1668,7 @@ void ParticlesStorage::ParticlesShaderData::get_instance_param_list(List<Rendere } } -bool ParticlesStorage::ParticlesShaderData::is_param_texture(const StringName &p_param) const { +bool ParticlesStorage::ParticlesShaderData::is_parameter_texture(const StringName &p_param) const { if (!uniforms.has(p_param)) { return false; } @@ -1667,21 +1704,21 @@ ParticlesStorage::ParticlesShaderData::~ParticlesShaderData() { } } -ShaderData *ParticlesStorage::_create_particles_shader_func() { +MaterialStorage::ShaderData *ParticlesStorage::_create_particles_shader_func() { ParticlesShaderData *shader_data = memnew(ParticlesShaderData); return shader_data; } -bool ParticlesStorage::ParticlesMaterialData::update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) { - return update_parameters_uniform_set(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size, uniform_set, ParticlesStorage::get_singleton()->particles_shader.shader.version_get_shader(shader_data->version, 0), 3); +bool ParticlesStorage::ParticleProcessMaterialData::update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) { + return update_parameters_uniform_set(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size, uniform_set, ParticlesStorage::get_singleton()->particles_shader.shader.version_get_shader(shader_data->version, 0), 3, true); } -ParticlesStorage::ParticlesMaterialData::~ParticlesMaterialData() { +ParticlesStorage::ParticleProcessMaterialData::~ParticleProcessMaterialData() { free_parameters_uniform_set(uniform_set); } -MaterialData *ParticlesStorage::_create_particles_material_func(ParticlesShaderData *p_shader) { - ParticlesMaterialData *material_data = memnew(ParticlesMaterialData); +MaterialStorage::MaterialData *ParticlesStorage::_create_particles_material_func(ParticlesShaderData *p_shader) { + ParticleProcessMaterialData *material_data = memnew(ParticleProcessMaterialData); material_data->shader_data = p_shader; //update will happen later anyway so do nothing. return material_data; @@ -1850,8 +1887,6 @@ AABB ParticlesStorage::particles_collision_get_aabb(RID p_particles_collision) c return aabb; } } - - return AABB(); } Vector3 ParticlesStorage::particles_collision_get_extents(RID p_particles_collision) const { @@ -1866,6 +1901,15 @@ bool ParticlesStorage::particles_collision_is_heightfield(RID p_particles_collis return particles_collision->type == RS::PARTICLES_COLLISION_TYPE_HEIGHTFIELD_COLLIDE; } +Dependency *ParticlesStorage::particles_collision_get_dependency(RID p_particles_collision) const { + ParticlesCollision *pc = particles_collision_owner.get_or_null(p_particles_collision); + ERR_FAIL_NULL_V(pc, nullptr); + + return &pc->dependency; +} + +/* Particles collision instance */ + RID ParticlesStorage::particles_collision_instance_create(RID p_collision) { ParticlesCollisionInstance pci; pci.collision = p_collision; diff --git a/servers/rendering/renderer_rd/storage_rd/particles_storage.h b/servers/rendering/renderer_rd/storage_rd/particles_storage.h index 70ac6f0349..017844626f 100644 --- a/servers/rendering/renderer_rd/storage_rd/particles_storage.h +++ b/servers/rendering/renderer_rd/storage_rd/particles_storage.h @@ -43,231 +43,203 @@ namespace RendererRD { -/* PARTICLES */ - -struct ParticleData { - float xform[16]; - float velocity[3]; - uint32_t active; - float color[4]; - float custom[3]; - float lifetime; -}; +class ParticlesStorage : public RendererParticlesStorage { +private: + static ParticlesStorage *singleton; -struct ParticlesFrameParams { - enum { - MAX_ATTRACTORS = 32, - MAX_COLLIDERS = 32, - MAX_3D_TEXTURES = 7 - }; + /* PARTICLES */ - enum AttractorType { - ATTRACTOR_TYPE_SPHERE, - ATTRACTOR_TYPE_BOX, - ATTRACTOR_TYPE_VECTOR_FIELD, + struct ParticleData { + float xform[16]; + float velocity[3]; + uint32_t active; + float color[4]; + float custom[3]; + float lifetime; }; - struct Attractor { - float transform[16]; - float extents[3]; //exents or radius - uint32_t type; + struct ParticlesFrameParams { + enum { + MAX_ATTRACTORS = 32, + MAX_COLLIDERS = 32, + MAX_3D_TEXTURES = 7 + }; - uint32_t texture_index; //texture index for vector field - float strength; - float attenuation; - float directionality; - }; + enum AttractorType { + ATTRACTOR_TYPE_SPHERE, + ATTRACTOR_TYPE_BOX, + ATTRACTOR_TYPE_VECTOR_FIELD, + }; - enum CollisionType { - COLLISION_TYPE_SPHERE, - COLLISION_TYPE_BOX, - COLLISION_TYPE_SDF, - COLLISION_TYPE_HEIGHT_FIELD, - COLLISION_TYPE_2D_SDF, + struct Attractor { + float transform[16]; + float extents[3]; //exents or radius + uint32_t type; - }; + uint32_t texture_index; //texture index for vector field + float strength; + float attenuation; + float directionality; + }; - struct Collider { - float transform[16]; - float extents[3]; //exents or radius - uint32_t type; + enum CollisionType { + COLLISION_TYPE_SPHERE, + COLLISION_TYPE_BOX, + COLLISION_TYPE_SDF, + COLLISION_TYPE_HEIGHT_FIELD, + COLLISION_TYPE_2D_SDF, - uint32_t texture_index; //texture index for vector field - real_t scale; - uint32_t pad[2]; - }; + }; - uint32_t emitting; - float system_phase; - float prev_system_phase; - uint32_t cycle; + struct Collider { + float transform[16]; + float extents[3]; //exents or radius + uint32_t type; - real_t explosiveness; - real_t randomness; - float time; - float delta; + uint32_t texture_index; //texture index for vector field + real_t scale; + uint32_t pad[2]; + }; - uint32_t frame; - uint32_t pad0; - uint32_t pad1; - uint32_t pad2; + uint32_t emitting; + float system_phase; + float prev_system_phase; + uint32_t cycle; - uint32_t random_seed; - uint32_t attractor_count; - uint32_t collider_count; - float particle_size; + real_t explosiveness; + real_t randomness; + float time; + float delta; - float emission_transform[16]; + uint32_t frame; + uint32_t pad0; + uint32_t pad1; + uint32_t pad2; - Attractor attractors[MAX_ATTRACTORS]; - Collider colliders[MAX_COLLIDERS]; -}; + uint32_t random_seed; + uint32_t attractor_count; + uint32_t collider_count; + float particle_size; -struct ParticleEmissionBufferData { -}; + float emission_transform[16]; -struct ParticleEmissionBuffer { - struct Data { - float xform[16]; - float velocity[3]; - uint32_t flags; - float color[4]; - float custom[4]; + Attractor attractors[MAX_ATTRACTORS]; + Collider colliders[MAX_COLLIDERS]; }; - int32_t particle_count; - int32_t particle_max; - uint32_t pad1; - uint32_t pad2; - Data data[1]; //its 2020 and empty arrays are still non standard in C++ -}; - -struct Particles { - RS::ParticlesMode mode = RS::PARTICLES_MODE_3D; - bool inactive = true; - double inactive_time = 0.0; - bool emitting = false; - bool one_shot = false; - int amount = 0; - double lifetime = 1.0; - double pre_process_time = 0.0; - real_t explosiveness = 0.0; - real_t randomness = 0.0; - bool restart_request = false; - AABB custom_aabb = AABB(Vector3(-4, -4, -4), Vector3(8, 8, 8)); - bool use_local_coords = true; - bool has_collision_cache = false; - - bool has_sdf_collision = false; - Transform2D sdf_collision_transform; - Rect2 sdf_collision_to_screen; - RID sdf_collision_texture; - - RID process_material; - uint32_t frame_counter = 0; - RS::ParticlesTransformAlign transform_align = RS::PARTICLES_TRANSFORM_ALIGN_DISABLED; - - RS::ParticlesDrawOrder draw_order = RS::PARTICLES_DRAW_ORDER_INDEX; - - Vector<RID> draw_passes; - Vector<Transform3D> trail_bind_poses; - bool trail_bind_poses_dirty = false; - RID trail_bind_pose_buffer; - RID trail_bind_pose_uniform_set; - - RID particle_buffer; - RID particle_instance_buffer; - RID frame_params_buffer; - - uint32_t userdata_count = 0; - - RID particles_material_uniform_set; - RID particles_copy_uniform_set; - RID particles_transforms_buffer_uniform_set; - RID collision_textures_uniform_set; - - RID collision_3d_textures[ParticlesFrameParams::MAX_3D_TEXTURES]; - uint32_t collision_3d_textures_used = 0; - RID collision_heightmap_texture; + struct ParticleEmissionBufferData { + }; - RID particles_sort_buffer; - RID particles_sort_uniform_set; + struct ParticleEmissionBuffer { + struct Data { + float xform[16]; + float velocity[3]; + uint32_t flags; + float color[4]; + float custom[4]; + }; - bool dirty = false; - Particles *update_list = nullptr; + int32_t particle_count; + int32_t particle_max; + uint32_t pad1; + uint32_t pad2; + Data data[1]; //its 2020 and empty arrays are still non standard in C++ + }; - RID sub_emitter; + struct Particles { + RS::ParticlesMode mode = RS::PARTICLES_MODE_3D; + bool inactive = true; + double inactive_time = 0.0; + bool emitting = false; + bool one_shot = false; + int amount = 0; + double lifetime = 1.0; + double pre_process_time = 0.0; + real_t explosiveness = 0.0; + real_t randomness = 0.0; + bool restart_request = false; + AABB custom_aabb = AABB(Vector3(-4, -4, -4), Vector3(8, 8, 8)); + bool use_local_coords = false; + bool has_collision_cache = false; + + bool has_sdf_collision = false; + Transform2D sdf_collision_transform; + Rect2 sdf_collision_to_screen; + RID sdf_collision_texture; + + RID process_material; + uint32_t frame_counter = 0; + RS::ParticlesTransformAlign transform_align = RS::PARTICLES_TRANSFORM_ALIGN_DISABLED; + + RS::ParticlesDrawOrder draw_order = RS::PARTICLES_DRAW_ORDER_INDEX; + + Vector<RID> draw_passes; + Vector<Transform3D> trail_bind_poses; + bool trail_bind_poses_dirty = false; + RID trail_bind_pose_buffer; + RID trail_bind_pose_uniform_set; + + RID particle_buffer; + RID particle_instance_buffer; + RID frame_params_buffer; - double phase = 0.0; - double prev_phase = 0.0; - uint64_t prev_ticks = 0; - uint32_t random_seed = 0; + uint32_t userdata_count = 0; - uint32_t cycle_number = 0; + RID particles_material_uniform_set; + RID particles_copy_uniform_set; + RID particles_transforms_buffer_uniform_set; + RID collision_textures_uniform_set; - double speed_scale = 1.0; + RID collision_3d_textures[ParticlesFrameParams::MAX_3D_TEXTURES]; + uint32_t collision_3d_textures_used = 0; + RID collision_heightmap_texture; - int fixed_fps = 30; - bool interpolate = true; - bool fractional_delta = false; - double frame_remainder = 0; - real_t collision_base_size = 0.01; + RID particles_sort_buffer; + RID particles_sort_uniform_set; - bool clear = true; + bool dirty = false; + Particles *update_list = nullptr; - bool force_sub_emit = false; + RID sub_emitter; - Transform3D emission_transform; + double phase = 0.0; + double prev_phase = 0.0; + uint64_t prev_ticks = 0; + uint32_t random_seed = 0; - Vector<uint8_t> emission_buffer_data; + uint32_t cycle_number = 0; - ParticleEmissionBuffer *emission_buffer = nullptr; - RID emission_storage_buffer; + double speed_scale = 1.0; - HashSet<RID> collisions; + int fixed_fps = 30; + bool interpolate = true; + bool fractional_delta = false; + double frame_remainder = 0; + real_t collision_base_size = 0.01; - Dependency dependency; + bool clear = true; - double trail_length = 1.0; - bool trails_enabled = false; - LocalVector<ParticlesFrameParams> frame_history; - LocalVector<ParticlesFrameParams> trail_params; + bool force_sub_emit = false; - Particles() { - } -}; + Transform3D emission_transform; -/* Particles Collision */ + Vector<uint8_t> emission_buffer_data; -struct ParticlesCollision { - RS::ParticlesCollisionType type = RS::PARTICLES_COLLISION_TYPE_SPHERE_ATTRACT; - uint32_t cull_mask = 0xFFFFFFFF; - float radius = 1.0; - Vector3 extents = Vector3(1, 1, 1); - float attractor_strength = 1.0; - float attractor_attenuation = 1.0; - float attractor_directionality = 0.0; - RID field_texture; - RID heightfield_texture; - RID heightfield_fb; - Size2i heightfield_fb_size; + ParticleEmissionBuffer *emission_buffer = nullptr; + RID emission_storage_buffer; - RS::ParticlesCollisionHeightfieldResolution heightfield_resolution = RS::PARTICLES_COLLISION_HEIGHTFIELD_RESOLUTION_1024; + HashSet<RID> collisions; - Dependency dependency; -}; + Dependency dependency; -struct ParticlesCollisionInstance { - RID collision; - Transform3D transform; - bool active = false; -}; + double trail_length = 1.0; + bool trails_enabled = false; + LocalVector<ParticlesFrameParams> frame_history; + LocalVector<ParticlesFrameParams> trail_params; -class ParticlesStorage : public RendererParticlesStorage { -private: - static ParticlesStorage *singleton; - - /* PARTICLES */ + Particles() { + } + }; void _particles_process(Particles *p_particles, double p_delta); void _particles_allocate_emission_buffer(Particles *particles); @@ -340,7 +312,7 @@ private: /* Particle Shader */ - struct ParticlesShaderData : public ShaderData { + struct ParticlesShaderData : public MaterialStorage::ShaderData { bool valid = false; RID version; bool uses_collision = false; @@ -363,10 +335,11 @@ private: uint32_t userdata_count = 0; virtual void set_code(const String &p_Code); - virtual void set_default_texture_param(const StringName &p_name, RID p_texture, int p_index); - virtual void get_param_list(List<PropertyInfo> *p_param_list) const; + virtual void set_path_hint(const String &p_hint); + virtual void set_default_texture_parameter(const StringName &p_name, RID p_texture, int p_index); + virtual void get_shader_uniform_list(List<PropertyInfo> *p_param_list) const; virtual void get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const; - virtual bool is_param_texture(const StringName &p_param) const; + virtual bool is_parameter_texture(const StringName &p_param) const; virtual bool is_animated() const; virtual bool casts_shadows() const; virtual Variant get_default_parameter(const StringName &p_parameter) const; @@ -376,28 +349,52 @@ private: virtual ~ParticlesShaderData(); }; - ShaderData *_create_particles_shader_func(); - static ShaderData *_create_particles_shader_funcs() { + MaterialStorage::ShaderData *_create_particles_shader_func(); + static MaterialStorage::ShaderData *_create_particles_shader_funcs() { return ParticlesStorage::get_singleton()->_create_particles_shader_func(); } - struct ParticlesMaterialData : public MaterialData { + struct ParticleProcessMaterialData : public MaterialStorage::MaterialData { ParticlesShaderData *shader_data = nullptr; RID uniform_set; virtual void set_render_priority(int p_priority) {} virtual void set_next_pass(RID p_pass) {} virtual bool update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty); - virtual ~ParticlesMaterialData(); + virtual ~ParticleProcessMaterialData(); }; - MaterialData *_create_particles_material_func(ParticlesShaderData *p_shader); - static MaterialData *_create_particles_material_funcs(ShaderData *p_shader) { + MaterialStorage::MaterialData *_create_particles_material_func(ParticlesShaderData *p_shader); + static MaterialStorage::MaterialData *_create_particles_material_funcs(MaterialStorage::ShaderData *p_shader) { return ParticlesStorage::get_singleton()->_create_particles_material_func(static_cast<ParticlesShaderData *>(p_shader)); } /* Particles Collision */ + struct ParticlesCollision { + RS::ParticlesCollisionType type = RS::PARTICLES_COLLISION_TYPE_SPHERE_ATTRACT; + uint32_t cull_mask = 0xFFFFFFFF; + float radius = 1.0; + Vector3 extents = Vector3(1, 1, 1); + float attractor_strength = 1.0; + float attractor_attenuation = 1.0; + float attractor_directionality = 0.0; + RID field_texture; + RID heightfield_texture; + RID heightfield_fb; + Size2i heightfield_fb_size; + + RS::ParticlesCollisionHeightfieldResolution heightfield_resolution = RS::PARTICLES_COLLISION_HEIGHTFIELD_RESOLUTION_1024; + + Dependency dependency; + }; + + struct ParticlesCollisionInstance { + RID collision; + Transform3D transform; + bool active = false; + }; + mutable RID_Owner<ParticlesCollision, true> particles_collision_owner; mutable RID_Owner<ParticlesCollisionInstance> particles_collision_instance_owner; @@ -408,9 +405,10 @@ public: ParticlesStorage(); virtual ~ParticlesStorage(); + bool free(RID p_rid); + /* PARTICLES */ - Particles *get_particles(RID p_rid) { return particles_owner.get_or_null(p_rid); } bool owns_particles(RID p_rid) { return particles_owner.owns(p_rid); } virtual RID particles_allocate() override; @@ -525,9 +523,10 @@ public: virtual void update_particles() override; + Dependency *particles_get_dependency(RID p_particles) const; + /* Particles Collision */ - ParticlesCollision *get_particles_collision(RID p_rid) { return particles_collision_owner.get_or_null(p_rid); } bool owns_particles_collision(RID p_rid) { return particles_collision_owner.owns(p_rid); } virtual RID particles_collision_allocate() override; @@ -549,8 +548,9 @@ public: virtual bool particles_collision_is_heightfield(RID p_particles_collision) const override; virtual RID particles_collision_get_heightfield_framebuffer(RID p_particles_collision) const override; + Dependency *particles_collision_get_dependency(RID p_particles) const; + //used from 2D and 3D - ParticlesCollisionInstance *get_particles_collision_instance(RID p_rid) { return particles_collision_instance_owner.get_or_null(p_rid); } bool owns_particles_collision_instance(RID p_rid) { return particles_collision_instance_owner.owns(p_rid); } virtual RID particles_collision_instance_create(RID p_collision) override; @@ -561,4 +561,4 @@ public: } // namespace RendererRD -#endif // !PARTICLES_STORAGE_RD_H +#endif // PARTICLES_STORAGE_RD_H diff --git a/servers/rendering/renderer_rd/storage_rd/render_buffer_custom_data_rd.h b/servers/rendering/renderer_rd/storage_rd/render_buffer_custom_data_rd.h new file mode 100644 index 0000000000..d904012914 --- /dev/null +++ b/servers/rendering/renderer_rd/storage_rd/render_buffer_custom_data_rd.h @@ -0,0 +1,48 @@ +/*************************************************************************/ +/* render_buffer_custom_data_rd.h */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/*************************************************************************/ + +#ifndef RENDER_BUFFER_CUSTOM_DATA_RD_H +#define RENDER_BUFFER_CUSTOM_DATA_RD_H + +#include "core/object/ref_counted.h" + +class RenderSceneBuffersRD; + +class RenderBufferCustomDataRD : public RefCounted { + GDCLASS(RenderBufferCustomDataRD, RefCounted); + +public: + virtual void configure(RenderSceneBuffersRD *p_render_buffers) = 0; + virtual void free_data() = 0; // called on cleanup + +private: +}; + +#endif // RENDER_BUFFER_CUSTOM_DATA_RD_H diff --git a/servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.cpp b/servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.cpp new file mode 100644 index 0000000000..0c2092f03e --- /dev/null +++ b/servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.cpp @@ -0,0 +1,587 @@ +/*************************************************************************/ +/* render_scene_buffers_rd.cpp */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/*************************************************************************/ + +#include "render_scene_buffers_rd.h" +#include "servers/rendering/renderer_rd/renderer_scene_render_rd.h" +#include "servers/rendering/renderer_rd/storage_rd/material_storage.h" +#include "servers/rendering/renderer_rd/storage_rd/texture_storage.h" + +RenderSceneBuffersRD::RenderSceneBuffersRD() { +} + +RenderSceneBuffersRD::~RenderSceneBuffersRD() { + cleanup(); + + data_buffers.clear(); +} + +void RenderSceneBuffersRD::_bind_methods() { + ClassDB::bind_method(D_METHOD("has_texture", "context", "name"), &RenderSceneBuffersRD::has_texture); + // FIXME we can't pass RD::DataFormat, RD::TextureSamples and RD::TextureView in ClassDB, need to solve views differently... + // ClassDB::bind_method(D_METHOD("create_texture", "context", "name", "data_format", "usage_bits", "texture_samples", "size", "layers", "mipmaps", "unique"), &RenderSceneBuffersRD::create_texture); + // ClassDB::bind_method(D_METHOD("create_texture_from_format", "context", "name", "format", "view", "unique"), &RenderSceneBuffersRD::create_texture_from_format); + // ClassDB::bind_method(D_METHOD("create_texture_view", "context", "name", "view_name", "view"), &RenderSceneBuffersRD::has_texture); + ClassDB::bind_method(D_METHOD("get_texture", "context", "name"), &RenderSceneBuffersRD::get_texture); + // ClassDB::bind_method(D_METHOD("get_texture_format", "context", "name"), &RenderSceneBuffersRD::get_texture_format); + ClassDB::bind_method(D_METHOD("get_texture_slice", "context", "name", "layer", "mipmap"), &RenderSceneBuffersRD::get_texture_slice); + ClassDB::bind_method(D_METHOD("get_texture_slice_size", "context", "name", "layer", "mipmap"), &RenderSceneBuffersRD::get_texture_slice_size); + ClassDB::bind_method(D_METHOD("clear_context", "context"), &RenderSceneBuffersRD::clear_context); +} + +void RenderSceneBuffersRD::update_sizes(NamedTexture &p_named_texture) { + ERR_FAIL_COND(p_named_texture.texture.is_null()); + + uint32_t size = p_named_texture.format.array_layers * p_named_texture.format.mipmaps; + p_named_texture.sizes.resize(size); + + Size2i mipmap_size = Size2i(p_named_texture.format.width, p_named_texture.format.height); + + for (uint32_t mipmap = 0; mipmap < p_named_texture.format.mipmaps; mipmap++) { + for (uint32_t layer = 0; layer < p_named_texture.format.array_layers; layer++) { + uint32_t index = layer * p_named_texture.format.mipmaps + mipmap; + + p_named_texture.sizes.ptrw()[index] = mipmap_size; + } + + mipmap_size.width = MAX(1, mipmap_size.width >> 1); + mipmap_size.height = MAX(1, mipmap_size.height >> 1); + } +} + +void RenderSceneBuffersRD::free_named_texture(NamedTexture &p_named_texture) { + if (p_named_texture.texture.is_valid()) { + RD::get_singleton()->free(p_named_texture.texture); + } + p_named_texture.texture = RID(); + p_named_texture.slices.clear(); // slices should be freed automatically as dependents... +} + +void RenderSceneBuffersRD::cleanup() { + // Free our data buffers (but don't destroy them) + for (KeyValue<StringName, Ref<RenderBufferCustomDataRD>> &E : data_buffers) { + E.value->free_data(); + } + + // Clear our named textures + for (KeyValue<NTKey, NamedTexture> &E : named_textures) { + free_named_texture(E.value); + } + named_textures.clear(); + + // old stuff, to be re-evaluated... + + for (int i = 0; i < luminance.fb.size(); i++) { + RD::get_singleton()->free(luminance.fb[i]); + } + luminance.fb.clear(); + + for (int i = 0; i < luminance.reduce.size(); i++) { + RD::get_singleton()->free(luminance.reduce[i]); + } + luminance.reduce.clear(); + + if (luminance.current_fb.is_valid()) { + RD::get_singleton()->free(luminance.current_fb); + luminance.current_fb = RID(); + } + + if (luminance.current.is_valid()) { + RD::get_singleton()->free(luminance.current); + luminance.current = RID(); + } +} + +void RenderSceneBuffersRD::configure(RID p_render_target, const Size2i p_internal_size, const Size2i p_target_size, float p_fsr_sharpness, float p_texture_mipmap_bias, RS::ViewportMSAA p_msaa_3d, RenderingServer::ViewportScreenSpaceAA p_screen_space_aa, bool p_use_taa, bool p_use_debanding, uint32_t p_view_count) { + RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton(); + RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton(); + + ERR_FAIL_COND_MSG(p_view_count == 0, "Must have at least 1 view"); + + target_size = p_target_size; + internal_size = p_internal_size; + + // FIXME, right now we do this because only our clustered renderer supports FSR upscale + // this does mean that with linear upscale if we use subpasses, we could get into trouble. + if (!can_be_storage) { + internal_size = target_size; + } + + if (p_use_taa) { + // Use negative mipmap LOD bias when TAA is enabled to compensate for loss of sharpness. + // This restores sharpness in still images to be roughly at the same level as without TAA, + // but moving scenes will still be blurrier. + p_texture_mipmap_bias -= 0.5; + } + + if (p_screen_space_aa == RS::VIEWPORT_SCREEN_SPACE_AA_FXAA) { + // Use negative mipmap LOD bias when FXAA is enabled to compensate for loss of sharpness. + // If both TAA and FXAA are enabled, combine their negative LOD biases together. + p_texture_mipmap_bias -= 0.25; + } + + material_storage->sampler_rd_configure_custom(p_texture_mipmap_bias); + + // need to check if we really need to do this here.. + RendererSceneRenderRD::get_singleton()->update_uniform_sets(); + + render_target = p_render_target; + fsr_sharpness = p_fsr_sharpness; + msaa_3d = p_msaa_3d; + screen_space_aa = p_screen_space_aa; + use_taa = p_use_taa; + use_debanding = p_use_debanding; + view_count = p_view_count; + + // cleanout any old buffers we had. + cleanup(); + + // create our 3D render buffers + { + // Create our color buffer(s) + uint32_t usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | (can_be_storage ? RD::TEXTURE_USAGE_STORAGE_BIT : 0) | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT; + usage_bits |= RD::TEXTURE_USAGE_INPUT_ATTACHMENT_BIT; // only needed when using subpasses in the mobile renderer + + // our internal texture should have MSAA support if applicable + if (msaa_3d != RS::VIEWPORT_MSAA_DISABLED) { + usage_bits |= RD::TEXTURE_USAGE_CAN_COPY_TO_BIT; + } + + create_texture(RB_SCOPE_BUFFERS, RB_TEX_COLOR, base_data_format, usage_bits); + } + + // Create our depth buffer + { + // TODO Lazy create this in case we've got an external depth buffer + + RD::DataFormat format; + uint32_t usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT; + + if (msaa_3d == RS::VIEWPORT_MSAA_DISABLED) { + format = RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_D24_UNORM_S8_UINT, (RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT)) ? RD::DATA_FORMAT_D24_UNORM_S8_UINT : RD::DATA_FORMAT_D32_SFLOAT_S8_UINT; + usage_bits |= RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT; + } else { + format = RD::DATA_FORMAT_R32_SFLOAT; + usage_bits |= RD::TEXTURE_USAGE_CAN_COPY_TO_BIT | RD::TEXTURE_USAGE_STORAGE_BIT; + } + + create_texture(RB_SCOPE_BUFFERS, RB_TEX_DEPTH, format, usage_bits); + } + + // VRS (note, our vrs object will only be set if VRS is supported) + RID vrs_texture; + RS::ViewportVRSMode vrs_mode = texture_storage->render_target_get_vrs_mode(p_render_target); + if (vrs && vrs_mode != RS::VIEWPORT_VRS_DISABLED) { + uint32_t usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_VRS_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT; + vrs_texture = create_texture(RB_SCOPE_VRS, RB_TEXTURE, RD::DATA_FORMAT_R8_UINT, usage_bits, RD::TEXTURE_SAMPLES_1, vrs->get_vrs_texture_size(internal_size)); + } + + for (KeyValue<StringName, Ref<RenderBufferCustomDataRD>> &E : data_buffers) { + E.value->configure(this); + } +} + +void RenderSceneBuffersRD::set_fsr_sharpness(float p_fsr_sharpness) { + fsr_sharpness = p_fsr_sharpness; +} + +void RenderSceneBuffersRD::set_texture_mipmap_bias(float p_texture_mipmap_bias) { + RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton(); + material_storage->sampler_rd_configure_custom(p_texture_mipmap_bias); +} + +void RenderSceneBuffersRD::set_use_debanding(bool p_use_debanding) { + use_debanding = p_use_debanding; +} + +// Named textures + +bool RenderSceneBuffersRD::has_texture(const StringName &p_context, const StringName &p_texture_name) const { + NTKey key(p_context, p_texture_name); + + return named_textures.has(key); +} + +RID RenderSceneBuffersRD::create_texture(const StringName &p_context, const StringName &p_texture_name, const RD::DataFormat p_data_format, const uint32_t p_usage_bits, const RD::TextureSamples p_texture_samples, const Size2i p_size, const uint32_t p_layers, const uint32_t p_mipmaps, bool p_unique) { + // Keep some useful data, we use default values when these are 0. + Size2i size = p_size == Size2i(0, 0) ? internal_size : p_size; + uint32_t layers = p_layers == 0 ? view_count : p_layers; + uint32_t mipmaps = p_mipmaps == 0 ? 1 : p_mipmaps; + + // Create our texture + RD::TextureFormat tf; + tf.format = p_data_format; + if (layers > 1) { + tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY; + } + + tf.width = size.x; + tf.height = size.y; + tf.depth = 1; + tf.array_layers = layers; + tf.mipmaps = mipmaps; + tf.usage_bits = p_usage_bits; + tf.samples = p_texture_samples; + + return create_texture_from_format(p_context, p_texture_name, tf, RD::TextureView(), p_unique); +} + +RID RenderSceneBuffersRD::create_texture_from_format(const StringName &p_context, const StringName &p_texture_name, const RD::TextureFormat &p_texture_format, RD::TextureView p_view, bool p_unique) { + // TODO p_unique, if p_unique is true, this is a texture that can be shared. This will be implemented later as an optimisation. + + NTKey key(p_context, p_texture_name); + + // check if this is a known texture + if (named_textures.has(key)) { + return named_textures[key].texture; + } + + // Add a new entry.. + NamedTexture &named_texture = named_textures[key]; + named_texture.format = p_texture_format; + named_texture.is_unique = p_unique; + named_texture.texture = RD::get_singleton()->texture_create(p_texture_format, p_view); + + Array arr; + arr.push_back(p_context); + arr.push_back(p_texture_name); + RD::get_singleton()->set_resource_name(named_texture.texture, String("RenderBuffer {0}/{1}").format(arr)); + + update_sizes(named_texture); + + // The rest is lazy created.. + + return named_texture.texture; +} + +RID RenderSceneBuffersRD::create_texture_view(const StringName &p_context, const StringName &p_texture_name, const StringName p_view_name, RD::TextureView p_view) { + NTKey view_key(p_context, p_view_name); + + // check if this is a known texture + if (named_textures.has(view_key)) { + return named_textures[view_key].texture; + } + + NTKey key(p_context, p_texture_name); + + ERR_FAIL_COND_V(!named_textures.has(key), RID()); + + NamedTexture &named_texture = named_textures[key]; + NamedTexture &view_texture = named_textures[view_key]; + + view_texture.format = named_texture.format; + view_texture.is_unique = named_texture.is_unique; + + view_texture.texture = RD::get_singleton()->texture_create_shared(p_view, named_texture.texture); + + Array arr; + arr.push_back(p_context); + arr.push_back(p_view_name); + RD::get_singleton()->set_resource_name(view_texture.texture, String("RenderBuffer View {0}/{1}").format(arr)); + + update_sizes(named_texture); + + return view_texture.texture; +} + +RID RenderSceneBuffersRD::get_texture(const StringName &p_context, const StringName &p_texture_name) const { + NTKey key(p_context, p_texture_name); + + ERR_FAIL_COND_V(!named_textures.has(key), RID()); + + return named_textures[key].texture; +} + +const RD::TextureFormat RenderSceneBuffersRD::get_texture_format(const StringName &p_context, const StringName &p_texture_name) const { + NTKey key(p_context, p_texture_name); + + ERR_FAIL_COND_V(!named_textures.has(key), RD::TextureFormat()); + + return named_textures[key].format; +} + +RID RenderSceneBuffersRD::get_texture_slice(const StringName &p_context, const StringName &p_texture_name, const uint32_t p_layer, const uint32_t p_mipmap) { + NTKey key(p_context, p_texture_name); + + // check if this is a known texture + ERR_FAIL_COND_V(!named_textures.has(key), RID()); + NamedTexture &named_texture = named_textures[key]; + ERR_FAIL_COND_V(named_texture.texture.is_null(), RID()); + + // check if we're in bounds + ERR_FAIL_UNSIGNED_INDEX_V(p_layer, named_texture.format.array_layers, RID()); + ERR_FAIL_UNSIGNED_INDEX_V(p_mipmap, named_texture.format.mipmaps, RID()); + + // if we don't have multiple layers or mipmaps, we can just return our texture as is + if (named_texture.format.array_layers == 1 && named_texture.format.mipmaps == 1) { + return named_texture.texture; + } + + // get our index and make sure we have enough entries in our slices vector + uint32_t index = p_layer * named_texture.format.mipmaps + p_mipmap; + while (named_texture.slices.size() <= int(index)) { + named_texture.slices.push_back(RID()); + } + + // create our slice if we don't have it already + if (named_texture.slices[index].is_null()) { + named_texture.slices.ptrw()[index] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), named_texture.texture, p_layer, p_mipmap); + + Array arr; + arr.push_back(p_context); + arr.push_back(p_texture_name); + arr.push_back(itos(p_layer)); + arr.push_back(itos(p_mipmap)); + RD::get_singleton()->set_resource_name(named_texture.slices[index], String("RenderBuffer {0}/{1} slice {2}/{3}").format(arr)); + } + + // and return our slice + return named_texture.slices[index]; +} + +Size2i RenderSceneBuffersRD::get_texture_slice_size(const StringName &p_context, const StringName &p_texture_name, const uint32_t p_layer, const uint32_t p_mipmap) { + NTKey key(p_context, p_texture_name); + + // check if this is a known texture + ERR_FAIL_COND_V(!named_textures.has(key), Size2i()); + NamedTexture &named_texture = named_textures[key]; + ERR_FAIL_COND_V(named_texture.texture.is_null(), Size2i()); + + // check if we're in bounds + ERR_FAIL_UNSIGNED_INDEX_V(p_layer, named_texture.format.array_layers, Size2i()); + ERR_FAIL_UNSIGNED_INDEX_V(p_mipmap, named_texture.format.mipmaps, Size2i()); + + // get our index + uint32_t index = p_layer * named_texture.format.mipmaps + p_mipmap; + + // and return our size + return named_texture.sizes[index]; +} + +void RenderSceneBuffersRD::clear_context(const StringName &p_context) { + Vector<NTKey> to_free; // free these + + // Find all entries for our context, we don't want to free them yet or our loop fails. + for (KeyValue<NTKey, NamedTexture> &E : named_textures) { + if (E.key.context == p_context) { + to_free.push_back(E.key); + } + } + + // Now free these and remove them from our textures + for (NTKey &key : to_free) { + free_named_texture(named_textures[key]); + named_textures.erase(key); + } +} + +// Allocate shared buffers +void RenderSceneBuffersRD::allocate_blur_textures() { + if (has_texture(RB_SCOPE_BUFFERS, RB_TEX_BLUR_0)) { + // already allocated... + return; + } + + uint32_t mipmaps_required = Image::get_image_required_mipmaps(internal_size.x, internal_size.y, Image::FORMAT_RGBAH); + + uint32_t usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT; + if (can_be_storage) { + usage_bits += RD::TEXTURE_USAGE_STORAGE_BIT; + } else { + usage_bits += RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT; + } + + create_texture(RB_SCOPE_BUFFERS, RB_TEX_BLUR_0, base_data_format, usage_bits, RD::TEXTURE_SAMPLES_1, internal_size, view_count, mipmaps_required); + create_texture(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1, base_data_format, usage_bits, RD::TEXTURE_SAMPLES_1, Size2i(internal_size.x >> 1, internal_size.y >> 1), view_count, mipmaps_required - 1); + + // if !can_be_storage we need a half width version + if (!can_be_storage) { + create_texture(RB_SCOPE_BUFFERS, RB_TEX_HALF_BLUR, base_data_format, usage_bits, RD::TEXTURE_SAMPLES_1, Size2i(internal_size.x >> 1, internal_size.y), 1, mipmaps_required); + } + + // TODO redo this: + if (!can_be_storage) { + // create 4 weight textures, 2 full size, 2 half size + + RD::TextureFormat tf; + tf.format = RD::DATA_FORMAT_R16_SFLOAT; // We could probably use DATA_FORMAT_R8_SNORM if we don't pre-multiply by blur_size but that depends on whether we can remove DEPTH_GAP + tf.width = internal_size.x; + tf.height = internal_size.y; + tf.texture_type = RD::TEXTURE_TYPE_2D; + tf.array_layers = 1; // Our DOF effect handles one eye per turn + tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT; + tf.mipmaps = 1; + for (uint32_t i = 0; i < 4; i++) { + // associated blur texture + RID texture; + if (i == 1) { + texture = get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BLUR_0, 0, 0); + } else if (i == 2) { + texture = get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1, 0, 0); + } else if (i == 3) { + texture = get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BLUR_0, 0, 1); + } + + // create weight texture + weight_buffers[i].weight = RD::get_singleton()->texture_create(tf, RD::TextureView()); + + // create frame buffer + Vector<RID> fb; + if (i != 0) { + fb.push_back(texture); + } + fb.push_back(weight_buffers[i].weight); + weight_buffers[i].fb = RD::get_singleton()->framebuffer_create(fb); + + if (i == 1) { + // next 2 are half size + tf.width = MAX(1u, tf.width >> 1); + tf.height = MAX(1u, tf.height >> 1); + } + } + } +} + +// Data buffers + +bool RenderSceneBuffersRD::has_custom_data(const StringName &p_name) { + return data_buffers.has(p_name); +} + +void RenderSceneBuffersRD::set_custom_data(const StringName &p_name, Ref<RenderBufferCustomDataRD> p_data) { + if (p_data.is_valid()) { + data_buffers[p_name] = p_data; + } else if (has_custom_data(p_name)) { + data_buffers.erase(p_name); + } +} + +Ref<RenderBufferCustomDataRD> RenderSceneBuffersRD::get_custom_data(const StringName &p_name) const { + ERR_FAIL_COND_V(!data_buffers.has(p_name), Ref<RenderBufferCustomDataRD>()); + + Ref<RenderBufferCustomDataRD> ret = data_buffers[p_name]; + + return ret; +} + +// Depth texture + +RID RenderSceneBuffersRD::get_depth_texture() { + RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton(); + RID depth = texture_storage->render_target_get_override_depth(render_target); + if (depth.is_valid()) { + return depth; + } else { + return get_texture(RB_SCOPE_BUFFERS, RB_TEX_DEPTH); + } +} + +RID RenderSceneBuffersRD::get_depth_texture(const uint32_t p_layer) { + RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton(); + RID depth_slice = texture_storage->render_target_get_override_depth_slice(render_target, p_layer); + if (depth_slice.is_valid()) { + return depth_slice; + } else { + return get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_DEPTH, p_layer, 0); + } +} + +// Velocity texture. + +void RenderSceneBuffersRD::ensure_velocity() { + if (!has_texture(RB_SCOPE_BUFFERS, RB_TEX_VELOCITY)) { + uint32_t usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT; + + if (msaa_3d != RS::VIEWPORT_MSAA_DISABLED) { + uint32_t msaa_usage_bits = usage_bits | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT; + usage_bits |= RD::TEXTURE_USAGE_CAN_COPY_TO_BIT; + + const RD::TextureSamples ts[RS::VIEWPORT_MSAA_MAX] = { + RD::TEXTURE_SAMPLES_1, + RD::TEXTURE_SAMPLES_2, + RD::TEXTURE_SAMPLES_4, + RD::TEXTURE_SAMPLES_8, + }; + + RD::TextureSamples texture_samples = ts[msaa_3d]; + + create_texture(RB_SCOPE_BUFFERS, RB_TEX_VELOCITY_MSAA, RD::DATA_FORMAT_R16G16_SFLOAT, msaa_usage_bits, texture_samples); + } + + create_texture(RB_SCOPE_BUFFERS, RB_TEX_VELOCITY, RD::DATA_FORMAT_R16G16_SFLOAT, usage_bits); + } +} + +bool RenderSceneBuffersRD::has_velocity_buffer(bool p_has_msaa) { + if (p_has_msaa) { + return has_texture(RB_SCOPE_BUFFERS, RB_TEX_VELOCITY_MSAA); + } else { + RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton(); + RID velocity = texture_storage->render_target_get_override_velocity(render_target); + if (velocity.is_valid()) { + return true; + } else { + return has_texture(RB_SCOPE_BUFFERS, RB_TEX_VELOCITY); + } + } +} + +RID RenderSceneBuffersRD::get_velocity_buffer(bool p_get_msaa) { + if (p_get_msaa) { + if (!has_texture(RB_SCOPE_BUFFERS, RB_TEX_VELOCITY_MSAA)) { + return RID(); + } else { + return get_texture(RB_SCOPE_BUFFERS, RB_TEX_VELOCITY_MSAA); + } + } else { + RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton(); + RID velocity = texture_storage->render_target_get_override_velocity(render_target); + if (velocity.is_valid()) { + return velocity; + } else if (!has_texture(RB_SCOPE_BUFFERS, RB_TEX_VELOCITY)) { + return RID(); + } else { + return get_texture(RB_SCOPE_BUFFERS, RB_TEX_VELOCITY); + } + } +} + +RID RenderSceneBuffersRD::get_velocity_buffer(bool p_get_msaa, uint32_t p_layer) { + if (p_get_msaa) { + return get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_VELOCITY_MSAA, p_layer, 0); + } else { + RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton(); + RID velocity_slice = texture_storage->render_target_get_override_velocity_slice(render_target, p_layer); + if (velocity_slice.is_valid()) { + return velocity_slice; + } else { + return get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_VELOCITY, p_layer, 0); + } + } +} diff --git a/servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.h b/servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.h new file mode 100644 index 0000000000..6907f69b93 --- /dev/null +++ b/servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.h @@ -0,0 +1,226 @@ +/*************************************************************************/ +/* render_scene_buffers_rd.h */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/*************************************************************************/ + +#ifndef RENDER_SCENE_BUFFERS_RD_H +#define RENDER_SCENE_BUFFERS_RD_H + +#include "../effects/vrs.h" +#include "../framebuffer_cache_rd.h" +#include "core/templates/hash_map.h" +#include "render_buffer_custom_data_rd.h" +#include "servers/rendering/rendering_device.h" +#include "servers/rendering/rendering_method.h" +#include "servers/rendering/storage/render_scene_buffers.h" + +#define RB_SCOPE_BUFFERS SNAME("render_buffers") +#define RB_SCOPE_VRS SNAME("VRS") + +#define RB_TEXTURE SNAME("texture") +#define RB_TEX_COLOR SNAME("color") +#define RB_TEX_COLOR_MSAA SNAME("color_msaa") +#define RB_TEX_DEPTH SNAME("depth") +#define RB_TEX_DEPTH_MSAA SNAME("depth_msaa") +#define RB_TEX_VELOCITY SNAME("velocity") +#define RB_TEX_VELOCITY_MSAA SNAME("velocity_msaa") + +#define RB_TEX_BLUR_0 SNAME("blur_0") +#define RB_TEX_BLUR_1 SNAME("blur_1") +#define RB_TEX_HALF_BLUR SNAME("half_blur") // only for raster! + +#define RB_TEX_BACK_DEPTH SNAME("back_depth") + +class RenderSceneBuffersRD : public RenderSceneBuffers { + GDCLASS(RenderSceneBuffersRD, RenderSceneBuffers); + +private: + bool can_be_storage = true; + uint32_t max_cluster_elements = 512; + RD::DataFormat base_data_format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT; + RendererRD::VRS *vrs = nullptr; + uint64_t auto_exposure_version = 1; + + // Our render target represents our final destination that we display on screen. + RID render_target; + Size2i target_size = Size2i(0, 0); + uint32_t view_count = 1; + + // The internal size of the textures we render 3D to in case we render at a lower resolution and upscale + Size2i internal_size = Size2i(0, 0); + float fsr_sharpness = 0.2f; + + // Aliassing settings + RS::ViewportMSAA msaa_3d = RS::VIEWPORT_MSAA_DISABLED; + RS::ViewportScreenSpaceAA screen_space_aa = RS::VIEWPORT_SCREEN_SPACE_AA_DISABLED; + bool use_taa = false; + bool use_debanding = false; + + // Named Textures + + struct NTKey { + StringName context; + StringName buffer_name; + + bool operator==(const NTKey &p_val) const { + return (context == p_val.context) && (buffer_name == p_val.buffer_name); + } + + static uint32_t hash(const NTKey &p_val) { + // FIXME, properly hash two stringnames together + uint32_t h = p_val.context.hash(); + h = hash_murmur3_one_32(p_val.buffer_name.hash(), h); + return hash_fmix32(h); + } + + NTKey() {} + NTKey(const StringName p_context, const StringName p_texture_name) { + context = p_context; + buffer_name = p_texture_name; + } + }; + + struct NamedTexture { + // Cache the data used to create our texture + RD::TextureFormat format; + bool is_unique; // If marked as unique, we return it into our pool + + // Our texture objects, slices are lazy (i.e. only created when requested). + RID texture; + Vector<RID> slices; + Vector<Size2i> sizes; + }; + + mutable HashMap<NTKey, NamedTexture, NTKey> named_textures; + void update_sizes(NamedTexture &p_named_texture); + void free_named_texture(NamedTexture &p_named_texture); + + // Data buffers + mutable HashMap<StringName, Ref<RenderBufferCustomDataRD>> data_buffers; + +protected: + static void _bind_methods(); + +public: + RenderSceneBuffersRD(); + virtual ~RenderSceneBuffersRD(); + + // info from our renderer + void set_can_be_storage(const bool p_can_be_storage) { can_be_storage = p_can_be_storage; } + void set_max_cluster_elements(const uint32_t p_max_elements) { max_cluster_elements = p_max_elements; } + uint32_t get_max_cluster_elements() { return max_cluster_elements; } + void set_base_data_format(const RD::DataFormat p_base_data_format) { base_data_format = p_base_data_format; } + RD::DataFormat get_base_data_format() const { return base_data_format; } + void set_vrs(RendererRD::VRS *p_vrs) { vrs = p_vrs; } + + void cleanup(); + virtual void configure(RID p_render_target, const Size2i p_internal_size, const Size2i p_target_size, float p_fsr_sharpness, float p_texture_mipmap_bias, RS::ViewportMSAA p_msaa_3d, RenderingServer::ViewportScreenSpaceAA p_screen_space_aa, bool p_use_taa, bool p_use_debanding, uint32_t p_view_count) override; + virtual void set_fsr_sharpness(float p_fsr_sharpness) override; + virtual void set_texture_mipmap_bias(float p_texture_mipmap_bias) override; + virtual void set_use_debanding(bool p_use_debanding) override; + + // Named Textures + + bool has_texture(const StringName &p_context, const StringName &p_texture_name) const; + RID create_texture(const StringName &p_context, const StringName &p_texture_name, const RD::DataFormat p_data_format, const uint32_t p_usage_bits, const RD::TextureSamples p_texture_samples = RD::TEXTURE_SAMPLES_1, const Size2i p_size = Size2i(0, 0), const uint32_t p_layers = 0, const uint32_t p_mipmaps = 1, bool p_unique = true); + RID create_texture_from_format(const StringName &p_context, const StringName &p_texture_name, const RD::TextureFormat &p_texture_format, RD::TextureView p_view = RD::TextureView(), bool p_unique = true); + RID create_texture_view(const StringName &p_context, const StringName &p_texture_name, const StringName p_view_name, RD::TextureView p_view = RD::TextureView()); + RID get_texture(const StringName &p_context, const StringName &p_texture_name) const; + const RD::TextureFormat get_texture_format(const StringName &p_context, const StringName &p_texture_name) const; + RID get_texture_slice(const StringName &p_context, const StringName &p_texture_name, const uint32_t p_layer, const uint32_t p_mipmap); + Size2i get_texture_slice_size(const StringName &p_context, const StringName &p_texture_name, const uint32_t p_layer, const uint32_t p_mipmap); + + void clear_context(const StringName &p_context); + + // Allocate shared buffers + void allocate_blur_textures(); + + // Custom data + bool has_custom_data(const StringName &p_name); + void set_custom_data(const StringName &p_name, Ref<RenderBufferCustomDataRD> p_data); + Ref<RenderBufferCustomDataRD> get_custom_data(const StringName &p_name) const; + + // Getters + + _FORCE_INLINE_ RID get_render_target() const { return render_target; } + _FORCE_INLINE_ uint32_t get_view_count() const { return view_count; } + _FORCE_INLINE_ Size2i get_internal_size() const { return internal_size; } + _FORCE_INLINE_ Size2i get_target_size() const { return target_size; } + _FORCE_INLINE_ float get_fsr_sharpness() const { return fsr_sharpness; } + _FORCE_INLINE_ RS::ViewportMSAA get_msaa_3d() const { return msaa_3d; } + _FORCE_INLINE_ RS::ViewportScreenSpaceAA get_screen_space_aa() const { return screen_space_aa; } + _FORCE_INLINE_ bool get_use_taa() const { return use_taa; } + _FORCE_INLINE_ bool get_use_debanding() const { return use_debanding; } + + uint64_t get_auto_exposure_version() const { return auto_exposure_version; } + void set_auto_exposure_version(const uint64_t p_auto_exposure_version) { auto_exposure_version = p_auto_exposure_version; } + + // For our internal textures we provide some easy access methods. + + _FORCE_INLINE_ RID get_internal_texture() const { + return get_texture(RB_SCOPE_BUFFERS, RB_TEX_COLOR); + } + _FORCE_INLINE_ RID get_internal_texture(const uint32_t p_layer) { + return get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_COLOR, p_layer, 0); + } + + RID get_depth_texture(); + RID get_depth_texture(const uint32_t p_layer); + + // back buffer (color) + RID get_back_buffer_texture() const { return has_texture(RB_SCOPE_BUFFERS, RB_TEX_BLUR_0) ? get_texture(RB_SCOPE_BUFFERS, RB_TEX_BLUR_0) : RID(); } // We (re)use our blur texture here. + + // Velocity, currently only used by TAA (Clustered) but we'll be using this in other places soon too. + + void ensure_velocity(); + bool has_velocity_buffer(bool p_has_msaa); + RID get_velocity_buffer(bool p_get_msaa); + RID get_velocity_buffer(bool p_get_msaa, uint32_t p_layer); + + //////////////////////////////////////////////////////////////////////////////////////////////////////////// + // Everything after this needs to be re-evaluated, this is all old implementation + + struct WeightBuffers { + RID weight; + RID fb; // FB with both texture and weight writing into one level lower + }; + + // 2 full size, 2 half size + WeightBuffers weight_buffers[4]; // Only used in raster + + struct Luminance { + Vector<RID> reduce; + RID current; + + // used only on mobile renderer + Vector<RID> fb; + RID current_fb; + } luminance; +}; + +#endif // RENDER_SCENE_BUFFERS_RD_H diff --git a/servers/rendering/renderer_rd/storage_rd/render_scene_data_rd.cpp b/servers/rendering/renderer_rd/storage_rd/render_scene_data_rd.cpp new file mode 100644 index 0000000000..7dd790d1da --- /dev/null +++ b/servers/rendering/renderer_rd/storage_rd/render_scene_data_rd.cpp @@ -0,0 +1,252 @@ +/*************************************************************************/ +/* render_scene_data_rd.cpp */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/*************************************************************************/ + +#include "render_scene_data_rd.h" +#include "servers/rendering/renderer_rd/renderer_scene_render_rd.h" +#include "servers/rendering/renderer_rd/storage_rd/light_storage.h" +#include "servers/rendering/renderer_rd/storage_rd/texture_storage.h" +#include "servers/rendering/rendering_server_default.h" + +RID RenderSceneDataRD::create_uniform_buffer() { + return RD::get_singleton()->uniform_buffer_create(sizeof(UBODATA)); +} + +void RenderSceneDataRD::update_ubo(RID p_uniform_buffer, RS::ViewportDebugDraw p_debug_mode, RID p_env, RID p_reflection_probe_instance, RID p_camera_attributes, bool p_flip_y, bool p_pancake_shadows, const Size2i &p_screen_size, const Color &p_default_bg_color, float p_luminance_multiplier, bool p_opaque_render_buffers) { + RendererSceneRenderRD *render_scene_render = RendererSceneRenderRD::get_singleton(); + + UBODATA ubo_data; + memset(&ubo_data, 0, sizeof(UBODATA)); + + // just for easy access.. + UBO &ubo = ubo_data.ubo; + UBO &prev_ubo = ubo_data.prev_ubo; + + Projection correction; + correction.set_depth_correction(p_flip_y); + correction.add_jitter_offset(taa_jitter); + Projection projection = correction * cam_projection; + + //store camera into ubo + RendererRD::MaterialStorage::store_camera(projection, ubo.projection_matrix); + RendererRD::MaterialStorage::store_camera(projection.inverse(), ubo.inv_projection_matrix); + RendererRD::MaterialStorage::store_transform(cam_transform, ubo.inv_view_matrix); + RendererRD::MaterialStorage::store_transform(cam_transform.affine_inverse(), ubo.view_matrix); + +#ifdef REAL_T_IS_DOUBLE + RendererRD::MaterialStorage::split_double(-cam_transform.origin.x, &ubo.inv_view_matrix[12], &ubo.inv_view_matrix[3]); + RendererRD::MaterialStorage::split_double(-cam_transform.origin.y, &ubo.inv_view_matrix[13], &ubo.inv_view_matrix[7]); + RendererRD::MaterialStorage::split_double(-cam_transform.origin.z, &ubo.inv_view_matrix[14], &ubo.inv_view_matrix[11]); +#endif + + for (uint32_t v = 0; v < view_count; v++) { + projection = correction * view_projection[v]; + RendererRD::MaterialStorage::store_camera(projection, ubo.projection_matrix_view[v]); + RendererRD::MaterialStorage::store_camera(projection.inverse(), ubo.inv_projection_matrix_view[v]); + + ubo.eye_offset[v][0] = view_eye_offset[v].x; + ubo.eye_offset[v][1] = view_eye_offset[v].y; + ubo.eye_offset[v][2] = view_eye_offset[v].z; + ubo.eye_offset[v][3] = 0.0; + } + + ubo.taa_jitter[0] = taa_jitter.x; + ubo.taa_jitter[1] = taa_jitter.y; + + ubo.z_far = z_far; + ubo.z_near = z_near; + + ubo.pancake_shadows = p_pancake_shadows; + + RendererRD::MaterialStorage::store_soft_shadow_kernel(render_scene_render->directional_penumbra_shadow_kernel_get(), ubo.directional_penumbra_shadow_kernel); + RendererRD::MaterialStorage::store_soft_shadow_kernel(render_scene_render->directional_soft_shadow_kernel_get(), ubo.directional_soft_shadow_kernel); + RendererRD::MaterialStorage::store_soft_shadow_kernel(render_scene_render->penumbra_shadow_kernel_get(), ubo.penumbra_shadow_kernel); + RendererRD::MaterialStorage::store_soft_shadow_kernel(render_scene_render->soft_shadow_kernel_get(), ubo.soft_shadow_kernel); + + ubo.viewport_size[0] = p_screen_size.x; + ubo.viewport_size[1] = p_screen_size.y; + + Size2 screen_pixel_size = Vector2(1.0, 1.0) / Size2(p_screen_size); + ubo.screen_pixel_size[0] = screen_pixel_size.x; + ubo.screen_pixel_size[1] = screen_pixel_size.y; + + ubo.shadow_atlas_pixel_size[0] = shadow_atlas_pixel_size.x; + ubo.shadow_atlas_pixel_size[1] = shadow_atlas_pixel_size.y; + + ubo.directional_shadow_pixel_size[0] = directional_shadow_pixel_size.x; + ubo.directional_shadow_pixel_size[1] = directional_shadow_pixel_size.y; + + ubo.time = time; + + ubo.directional_light_count = directional_light_count; + ubo.dual_paraboloid_side = dual_paraboloid_side; + ubo.opaque_prepass_threshold = opaque_prepass_threshold; + ubo.material_uv2_mode = material_uv2_mode; + + ubo.fog_enabled = false; + + if (p_debug_mode == RS::VIEWPORT_DEBUG_DRAW_UNSHADED) { + ubo.use_ambient_light = true; + ubo.ambient_light_color_energy[0] = 1; + ubo.ambient_light_color_energy[1] = 1; + ubo.ambient_light_color_energy[2] = 1; + ubo.ambient_light_color_energy[3] = 1.0; + ubo.use_ambient_cubemap = false; + ubo.use_reflection_cubemap = false; + } else if (p_env.is_valid()) { + RS::EnvironmentBG env_bg = render_scene_render->environment_get_background(p_env); + RS::EnvironmentAmbientSource ambient_src = render_scene_render->environment_get_ambient_source(p_env); + + float bg_energy_multiplier = render_scene_render->environment_get_bg_energy_multiplier(p_env); + + ubo.ambient_light_color_energy[3] = bg_energy_multiplier; + + ubo.ambient_color_sky_mix = render_scene_render->environment_get_ambient_sky_contribution(p_env); + + //ambient + if (ambient_src == RS::ENV_AMBIENT_SOURCE_BG && (env_bg == RS::ENV_BG_CLEAR_COLOR || env_bg == RS::ENV_BG_COLOR)) { + Color color = env_bg == RS::ENV_BG_CLEAR_COLOR ? p_default_bg_color : render_scene_render->environment_get_bg_color(p_env); + color = color.srgb_to_linear(); + + ubo.ambient_light_color_energy[0] = color.r * bg_energy_multiplier; + ubo.ambient_light_color_energy[1] = color.g * bg_energy_multiplier; + ubo.ambient_light_color_energy[2] = color.b * bg_energy_multiplier; + ubo.use_ambient_light = true; + ubo.use_ambient_cubemap = false; + } else { + float energy = render_scene_render->environment_get_ambient_light_energy(p_env); + Color color = render_scene_render->environment_get_ambient_light(p_env); + color = color.srgb_to_linear(); + ubo.ambient_light_color_energy[0] = color.r * energy; + ubo.ambient_light_color_energy[1] = color.g * energy; + ubo.ambient_light_color_energy[2] = color.b * energy; + + Basis sky_transform = render_scene_render->environment_get_sky_orientation(p_env); + sky_transform = sky_transform.inverse() * cam_transform.basis; + RendererRD::MaterialStorage::store_transform_3x3(sky_transform, ubo.radiance_inverse_xform); + + ubo.use_ambient_cubemap = (ambient_src == RS::ENV_AMBIENT_SOURCE_BG && env_bg == RS::ENV_BG_SKY) || ambient_src == RS::ENV_AMBIENT_SOURCE_SKY; + ubo.use_ambient_light = ubo.use_ambient_cubemap || ambient_src == RS::ENV_AMBIENT_SOURCE_COLOR; + } + + //specular + RS::EnvironmentReflectionSource ref_src = render_scene_render->environment_get_reflection_source(p_env); + if ((ref_src == RS::ENV_REFLECTION_SOURCE_BG && env_bg == RS::ENV_BG_SKY) || ref_src == RS::ENV_REFLECTION_SOURCE_SKY) { + ubo.use_reflection_cubemap = true; + } else { + ubo.use_reflection_cubemap = false; + } + + ubo.fog_enabled = render_scene_render->environment_get_fog_enabled(p_env); + ubo.fog_density = render_scene_render->environment_get_fog_density(p_env); + ubo.fog_height = render_scene_render->environment_get_fog_height(p_env); + ubo.fog_height_density = render_scene_render->environment_get_fog_height_density(p_env); + ubo.fog_aerial_perspective = render_scene_render->environment_get_fog_aerial_perspective(p_env); + + Color fog_color = render_scene_render->environment_get_fog_light_color(p_env).srgb_to_linear(); + float fog_energy = render_scene_render->environment_get_fog_light_energy(p_env); + + ubo.fog_light_color[0] = fog_color.r * fog_energy; + ubo.fog_light_color[1] = fog_color.g * fog_energy; + ubo.fog_light_color[2] = fog_color.b * fog_energy; + + ubo.fog_sun_scatter = render_scene_render->environment_get_fog_sun_scatter(p_env); + } else { + if (p_reflection_probe_instance.is_valid() && RendererRD::LightStorage::get_singleton()->reflection_probe_is_interior(p_reflection_probe_instance)) { + ubo.use_ambient_light = false; + } else { + ubo.use_ambient_light = true; + Color clear_color = p_default_bg_color; + clear_color = clear_color.srgb_to_linear(); + ubo.ambient_light_color_energy[0] = clear_color.r; + ubo.ambient_light_color_energy[1] = clear_color.g; + ubo.ambient_light_color_energy[2] = clear_color.b; + ubo.ambient_light_color_energy[3] = 1.0; + } + + ubo.use_ambient_cubemap = false; + ubo.use_reflection_cubemap = false; + } + + if (p_camera_attributes.is_valid()) { + ubo.emissive_exposure_normalization = RSG::camera_attributes->camera_attributes_get_exposure_normalization_factor(p_camera_attributes); + ubo.IBL_exposure_normalization = 1.0; + if (p_env.is_valid()) { + RID sky_rid = render_scene_render->environment_get_sky(p_env); + if (sky_rid.is_valid()) { + float current_exposure = RSG::camera_attributes->camera_attributes_get_exposure_normalization_factor(p_camera_attributes) * render_scene_render->environment_get_bg_intensity(p_env) / p_luminance_multiplier; + ubo.IBL_exposure_normalization = current_exposure / MAX(0.001, render_scene_render->get_sky()->sky_get_baked_exposure(sky_rid)); + } + } + } else if (emissive_exposure_normalization > 0.0) { + // This branch is triggered when using render_material(). + // Emissive is set outside the function. + ubo.emissive_exposure_normalization = emissive_exposure_normalization; + // IBL isn't used don't set it. + } else { + ubo.emissive_exposure_normalization = 1.0; + ubo.IBL_exposure_normalization = 1.0; + } + + ubo.roughness_limiter_enabled = p_opaque_render_buffers && render_scene_render->screen_space_roughness_limiter_is_active(); + ubo.roughness_limiter_amount = render_scene_render->screen_space_roughness_limiter_get_amount(); + ubo.roughness_limiter_limit = render_scene_render->screen_space_roughness_limiter_get_limit(); + + if (calculate_motion_vectors) { + // Q : Should we make a complete copy or should we define a separate UBO with just the components we need? + memcpy(&prev_ubo, &ubo, sizeof(UBO)); + + Projection prev_correction; + prev_correction.set_depth_correction(true); + prev_correction.add_jitter_offset(prev_taa_jitter); + Projection prev_projection = prev_correction * prev_cam_projection; + + //store camera into ubo + RendererRD::MaterialStorage::store_camera(prev_projection, prev_ubo.projection_matrix); + RendererRD::MaterialStorage::store_camera(prev_projection.inverse(), prev_ubo.inv_projection_matrix); + RendererRD::MaterialStorage::store_transform(prev_cam_transform, prev_ubo.inv_view_matrix); + RendererRD::MaterialStorage::store_transform(prev_cam_transform.affine_inverse(), prev_ubo.view_matrix); + + for (uint32_t v = 0; v < view_count; v++) { + prev_projection = prev_correction * view_projection[v]; + RendererRD::MaterialStorage::store_camera(prev_projection, prev_ubo.projection_matrix_view[v]); + RendererRD::MaterialStorage::store_camera(prev_projection.inverse(), prev_ubo.inv_projection_matrix_view[v]); + } + prev_ubo.taa_jitter[0] = prev_taa_jitter.x; + prev_ubo.taa_jitter[1] = prev_taa_jitter.y; + prev_ubo.time -= time_step; + } + + uniform_buffer = p_uniform_buffer; + RD::get_singleton()->buffer_update(uniform_buffer, 0, sizeof(UBODATA), &ubo, RD::BARRIER_MASK_RASTER); +} + +RID RenderSceneDataRD::get_uniform_buffer() { + return uniform_buffer; +} diff --git a/servers/rendering/renderer_rd/storage_rd/render_scene_data_rd.h b/servers/rendering/renderer_rd/storage_rd/render_scene_data_rd.h new file mode 100644 index 0000000000..c2dc7d5f4c --- /dev/null +++ b/servers/rendering/renderer_rd/storage_rd/render_scene_data_rd.h @@ -0,0 +1,157 @@ +/*************************************************************************/ +/* render_scene_data_rd.h */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/*************************************************************************/ + +#ifndef RENDER_SCENE_DATA_RD_H +#define RENDER_SCENE_DATA_RD_H + +#include "render_scene_buffers_rd.h" +#include "servers/rendering/renderer_scene_render.h" +#include "servers/rendering/rendering_device.h" + +// This is a container for data related to rendering a single frame of a viewport where we load this data into a UBO +// that can be used by the main scene shader but also by various effects. + +class RenderSceneDataRD { +public: + bool calculate_motion_vectors = false; + + Transform3D cam_transform; + Projection cam_projection; + Vector2 taa_jitter; + bool cam_orthogonal = false; + + // For stereo rendering + uint32_t view_count = 1; + Vector3 view_eye_offset[RendererSceneRender::MAX_RENDER_VIEWS]; + Projection view_projection[RendererSceneRender::MAX_RENDER_VIEWS]; + + Transform3D prev_cam_transform; + Projection prev_cam_projection; + Vector2 prev_taa_jitter; + Projection prev_view_projection[RendererSceneRender::MAX_RENDER_VIEWS]; + + float z_near = 0.0; + float z_far = 0.0; + + float lod_distance_multiplier = 0.0; + Plane lod_camera_plane; + float screen_mesh_lod_threshold = 0.0; + + uint32_t directional_light_count = 0; + float dual_paraboloid_side = 0.0; + float opaque_prepass_threshold = 0.0; + bool material_uv2_mode = false; + float emissive_exposure_normalization = 0.0; + + Size2 shadow_atlas_pixel_size; + Size2 directional_shadow_pixel_size; + + float time; + float time_step; + + RID create_uniform_buffer(); + void update_ubo(RID p_uniform_buffer, RS::ViewportDebugDraw p_debug_mode, RID p_env, RID p_reflection_probe_instance, RID p_camera_attributes, bool p_flip_y, bool p_pancake_shadows, const Size2i &p_screen_size, const Color &p_default_bg_color, float p_luminance_multiplier, bool p_opaque_render_buffers); + RID get_uniform_buffer(); + +private: + RID uniform_buffer; // loaded into this uniform buffer (supplied externally) + + // This struct is loaded into Set 1 - Binding 0, populated at start of rendering a frame, must match with shader code + struct UBO { + float projection_matrix[16]; + float inv_projection_matrix[16]; + float inv_view_matrix[16]; + float view_matrix[16]; + + float projection_matrix_view[RendererSceneRender::MAX_RENDER_VIEWS][16]; + float inv_projection_matrix_view[RendererSceneRender::MAX_RENDER_VIEWS][16]; + float eye_offset[RendererSceneRender::MAX_RENDER_VIEWS][4]; + + float viewport_size[2]; + float screen_pixel_size[2]; + + float directional_penumbra_shadow_kernel[128]; //32 vec4s + float directional_soft_shadow_kernel[128]; + float penumbra_shadow_kernel[128]; + float soft_shadow_kernel[128]; + + float radiance_inverse_xform[12]; + + float ambient_light_color_energy[4]; + + float ambient_color_sky_mix; + uint32_t use_ambient_light; + uint32_t use_ambient_cubemap; + uint32_t use_reflection_cubemap; + + float shadow_atlas_pixel_size[2]; + float directional_shadow_pixel_size[2]; + + uint32_t directional_light_count; + float dual_paraboloid_side; + float z_far; + float z_near; + + uint32_t roughness_limiter_enabled; + float roughness_limiter_amount; + float roughness_limiter_limit; + float opaque_prepass_threshold; + + // Fog + uint32_t fog_enabled; + float fog_density; + float fog_height; + float fog_height_density; + + float fog_light_color[3]; + float fog_sun_scatter; + + float fog_aerial_perspective; + float time; + float reflection_multiplier; + uint32_t material_uv2_mode; + + float taa_jitter[2]; + float emissive_exposure_normalization; // Needed to normalize emissive when using physical units. + float IBL_exposure_normalization; // Adjusts for baked exposure. + + uint32_t pancake_shadows; + uint32_t pad1; + uint32_t pad2; + uint32_t pad3; + }; + + struct UBODATA { + UBO ubo; + UBO prev_ubo; + }; +}; + +#endif // RENDER_SCENE_DATA_RD_H diff --git a/servers/rendering/renderer_rd/storage_rd/texture_storage.cpp b/servers/rendering/renderer_rd/storage_rd/texture_storage.cpp index abf364b8b4..add3e03389 100644 --- a/servers/rendering/renderer_rd/storage_rd/texture_storage.cpp +++ b/servers/rendering/renderer_rd/storage_rd/texture_storage.cpp @@ -29,15 +29,18 @@ /*************************************************************************/ #include "texture_storage.h" + #include "../effects/copy_effects.h" +#include "../framebuffer_cache_rd.h" #include "material_storage.h" +#include "servers/rendering/renderer_rd/renderer_scene_render_rd.h" using namespace RendererRD; /////////////////////////////////////////////////////////////////////////// -// CanvasTexture +// TextureStorage::CanvasTexture -void CanvasTexture::clear_sets() { +void TextureStorage::CanvasTexture::clear_sets() { if (cleared_cache) { return; } @@ -52,14 +55,14 @@ void CanvasTexture::clear_sets() { cleared_cache = true; } -CanvasTexture::~CanvasTexture() { +TextureStorage::CanvasTexture::~CanvasTexture() { clear_sets(); } /////////////////////////////////////////////////////////////////////////// -// Texture +// TextureStorage::Texture -void Texture::cleanup() { +void TextureStorage::Texture::cleanup() { if (RD::get_singleton()->texture_is_valid(rd_texture_srgb)) { //erase this first, as it's a dependency of the one below RD::get_singleton()->free(rd_texture_srgb); @@ -96,6 +99,7 @@ TextureStorage::TextureStorage() { Vector<uint8_t> pv; pv.resize(16 * 4); for (int i = 0; i < 16; i++) { + // Opaque white. pv.set(i * 4 + 0, 255); pv.set(i * 4 + 1, 255); pv.set(i * 4 + 2, 255); @@ -109,6 +113,7 @@ TextureStorage::TextureStorage() { } for (int i = 0; i < 16; i++) { + // Opaque black. pv.set(i * 4 + 0, 0); pv.set(i * 4 + 1, 0); pv.set(i * 4 + 2, 0); @@ -122,6 +127,21 @@ TextureStorage::TextureStorage() { } for (int i = 0; i < 16; i++) { + // Transparent black. + pv.set(i * 4 + 0, 0); + pv.set(i * 4 + 1, 0); + pv.set(i * 4 + 2, 0); + pv.set(i * 4 + 3, 0); + } + + { + Vector<Vector<uint8_t>> vpv; + vpv.push_back(pv); + default_rd_textures[DEFAULT_RD_TEXTURE_TRANSPARENT] = RD::get_singleton()->texture_create(tformat, RD::TextureView(), vpv); + } + + for (int i = 0; i < 16; i++) { + // Opaque normal map "flat" color. pv.set(i * 4 + 0, 128); pv.set(i * 4 + 1, 128); pv.set(i * 4 + 2, 255); @@ -135,6 +155,7 @@ TextureStorage::TextureStorage() { } for (int i = 0; i < 16; i++) { + // Opaque flowmap "flat" color. pv.set(i * 4 + 0, 255); pv.set(i * 4 + 1, 128); pv.set(i * 4 + 2, 255); @@ -398,9 +419,11 @@ TextureStorage::TextureStorage() { tformat.format = RD::DATA_FORMAT_R8_UINT; tformat.width = 4; tformat.height = 4; - tformat.array_layers = 1; - tformat.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_VRS_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT; - tformat.texture_type = RD::TEXTURE_TYPE_2D_ARRAY; + tformat.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT; + if (RD::get_singleton()->has_feature(RD::SUPPORTS_ATTACHMENT_VRS)) { + tformat.usage_bits |= RD::TEXTURE_USAGE_VRS_ATTACHMENT_BIT; + } + tformat.texture_type = RD::TEXTURE_TYPE_2D; Vector<uint8_t> pv; pv.resize(4 * 4); @@ -437,6 +460,8 @@ TextureStorage::TextureStorage() { TextureStorage::~TextureStorage() { rt_sdf.shader.version_free(rt_sdf.shader_version); + free_decal_data(); + if (decal_atlas.textures.size()) { ERR_PRINT("Decal Atlas: " + itos(decal_atlas.textures.size()) + " textures were not removed from the atlas."); } @@ -455,6 +480,27 @@ TextureStorage::~TextureStorage() { singleton = nullptr; } +bool TextureStorage::free(RID p_rid) { + if (owns_texture(p_rid)) { + texture_free(p_rid); + return true; + } else if (owns_canvas_texture(p_rid)) { + canvas_texture_free(p_rid); + return true; + } else if (owns_decal(p_rid)) { + decal_free(p_rid); + return true; + } else if (owns_decal_instance(p_rid)) { + decal_instance_free(p_rid); + return true; + } else if (owns_render_target(p_rid)) { + render_target_free(p_rid); + return true; + } + + return false; +} + bool TextureStorage::can_create_resources_async() const { return true; } @@ -535,7 +581,7 @@ bool TextureStorage::canvas_texture_get_uniform_set(RID p_texture, RS::CanvasIte ct = t->canvas_texture; } else { - ct = get_canvas_texture(p_texture); + ct = canvas_texture_owner.get_or_null(p_texture); } if (!ct) { @@ -653,12 +699,14 @@ void TextureStorage::texture_free(RID p_texture) { } void TextureStorage::texture_2d_initialize(RID p_texture, const Ref<Image> &p_image) { + ERR_FAIL_COND(p_image.is_null()); + TextureToRDFormat ret_format; Ref<Image> image = _validate_texture_format(p_image, ret_format); Texture texture; - texture.type = Texture::TYPE_2D; + texture.type = TextureStorage::TYPE_2D; texture.width = p_image->get_width(); texture.height = p_image->get_height(); @@ -754,7 +802,7 @@ void TextureStorage::texture_2d_layered_initialize(RID p_texture, const Vector<R Texture texture; - texture.type = Texture::TYPE_LAYERED; + texture.type = TextureStorage::TYPE_LAYERED; texture.layered_type = p_layered_type; texture.width = p_layers[0]->get_width(); @@ -775,6 +823,8 @@ void TextureStorage::texture_2d_layered_initialize(RID p_texture, const Vector<R case RS::TEXTURE_LAYERED_CUBEMAP_ARRAY: { texture.rd_type = RD::TEXTURE_TYPE_CUBE_ARRAY; } break; + default: + ERR_FAIL(); // Shouldn't happen, silence warnings. } texture.rd_format = ret_format.format; @@ -884,7 +934,7 @@ void TextureStorage::texture_3d_initialize(RID p_texture, Image::Format p_format Texture texture; - texture.type = Texture::TYPE_3D; + texture.type = TextureStorage::TYPE_3D; texture.width = p_width; texture.height = p_height; texture.depth = p_depth; @@ -976,7 +1026,7 @@ void TextureStorage::_texture_2d_update(RID p_texture, const Ref<Image> &p_image ERR_FAIL_COND(p_image->get_width() != tex->width || p_image->get_height() != tex->height); ERR_FAIL_COND(p_image->get_format() != tex->format); - if (tex->type == Texture::TYPE_LAYERED) { + if (tex->type == TextureStorage::TYPE_LAYERED) { ERR_FAIL_INDEX(p_layer, tex->layers); } @@ -996,7 +1046,7 @@ void TextureStorage::texture_2d_update(RID p_texture, const Ref<Image> &p_image, void TextureStorage::texture_3d_update(RID p_texture, const Vector<Ref<Image>> &p_data) { Texture *tex = texture_owner.get_or_null(p_texture); ERR_FAIL_COND(!tex); - ERR_FAIL_COND(tex->type != Texture::TYPE_3D); + ERR_FAIL_COND(tex->type != TextureStorage::TYPE_3D); Image::Image3DValidateError verr = Image::validate_3d_image(tex->format, tex->width, tex->height, tex->depth, tex->mipmaps > 1, p_data); if (verr != Image::VALIDATE_3D_OK) { @@ -1168,7 +1218,7 @@ Ref<Image> TextureStorage::texture_2d_layer_get(RID p_texture, int p_layer) cons Vector<Ref<Image>> TextureStorage::texture_3d_get(RID p_texture) const { Texture *tex = texture_owner.get_or_null(p_texture); ERR_FAIL_COND_V(!tex, Vector<Ref<Image>>()); - ERR_FAIL_COND_V(tex->type != Texture::TYPE_3D, Vector<Ref<Image>>()); + ERR_FAIL_COND_V(tex->type != TextureStorage::TYPE_3D, Vector<Ref<Image>>()); Vector<uint8_t> all_data = RD::get_singleton()->texture_get_data(tex->rd_texture, 0); @@ -1244,7 +1294,7 @@ void TextureStorage::texture_replace(RID p_texture, RID p_by_texture) { void TextureStorage::texture_set_size_override(RID p_texture, int p_width, int p_height) { Texture *tex = texture_owner.get_or_null(p_texture); ERR_FAIL_COND(!tex); - ERR_FAIL_COND(tex->type != Texture::TYPE_2D); + ERR_FAIL_COND(tex->type != TextureStorage::TYPE_2D); tex->width_2d = p_width; tex->height_2d = p_height; @@ -1447,9 +1497,7 @@ Ref<Image> TextureStorage::_validate_texture_format(const Ref<Image> &p_image, T } break; case Image::FORMAT_RGBE9995: { r_format.format = RD::DATA_FORMAT_E5B9G9R9_UFLOAT_PACK32; -#ifndef _MSC_VER -#warning TODO need to make a function in Image to swap bits for this -#endif + // TODO: Need to make a function in Image to swap bits for this. r_format.swizzle_r = RD::TEXTURE_SWIZZLE_IDENTITY; r_format.swizzle_g = RD::TEXTURE_SWIZZLE_IDENTITY; r_format.swizzle_b = RD::TEXTURE_SWIZZLE_IDENTITY; @@ -1856,8 +1904,15 @@ AABB TextureStorage::decal_get_aabb(RID p_decal) const { return AABB(-decal->extents, decal->extents * 2.0); } +Dependency *TextureStorage::decal_get_dependency(RID p_decal) { + Decal *decal = decal_owner.get_or_null(p_decal); + ERR_FAIL_COND_V(!decal, nullptr); + + return &decal->dependency; +} + void TextureStorage::update_decal_atlas() { - RendererRD::CopyEffects *copy_effects = RendererRD::CopyEffects::get_singleton(); + CopyEffects *copy_effects = CopyEffects::get_singleton(); ERR_FAIL_NULL(copy_effects); if (!decal_atlas.dirty) { @@ -2081,18 +2136,260 @@ void TextureStorage::texture_remove_from_decal_atlas(RID p_texture, bool p_panor } } +/* DECAL INSTANCE API */ + +RID TextureStorage::decal_instance_create(RID p_decal) { + DecalInstance di; + di.decal = p_decal; + di.forward_id = ForwardIDStorage::get_singleton()->allocate_forward_id(FORWARD_ID_TYPE_DECAL); + return decal_instance_owner.make_rid(di); +} + +void TextureStorage::decal_instance_free(RID p_decal_instance) { + DecalInstance *di = decal_instance_owner.get_or_null(p_decal_instance); + ForwardIDStorage::get_singleton()->free_forward_id(FORWARD_ID_TYPE_DECAL, di->forward_id); + decal_instance_owner.free(p_decal_instance); +} + +void TextureStorage::decal_instance_set_transform(RID p_decal_instance, const Transform3D &p_transform) { + DecalInstance *di = decal_instance_owner.get_or_null(p_decal_instance); + ERR_FAIL_COND(!di); + di->transform = p_transform; +} + +/* DECAL DATA API */ + +void TextureStorage::free_decal_data() { + if (decal_buffer.is_valid()) { + RD::get_singleton()->free(decal_buffer); + decal_buffer = RID(); + } + + if (decals != nullptr) { + memdelete_arr(decals); + decals = nullptr; + } + + if (decal_sort != nullptr) { + memdelete_arr(decal_sort); + decal_sort = nullptr; + } +} + +void TextureStorage::set_max_decals(const uint32_t p_max_decals) { + max_decals = p_max_decals; + uint32_t decal_buffer_size = max_decals * sizeof(DecalData); + decals = memnew_arr(DecalData, max_decals); + decal_sort = memnew_arr(DecalInstanceSort, max_decals); + decal_buffer = RD::get_singleton()->storage_buffer_create(decal_buffer_size); +} + +void TextureStorage::update_decal_buffer(const PagedArray<RID> &p_decals, const Transform3D &p_camera_inverse_xform) { + ForwardIDStorage *forward_id_storage = ForwardIDStorage::get_singleton(); + + Transform3D uv_xform; + uv_xform.basis.scale(Vector3(2.0, 1.0, 2.0)); + uv_xform.origin = Vector3(-1.0, 0.0, -1.0); + + uint32_t decals_size = p_decals.size(); + + decal_count = 0; + + for (uint32_t i = 0; i < decals_size; i++) { + if (decal_count == max_decals) { + break; + } + + DecalInstance *decal_instance = decal_instance_owner.get_or_null(p_decals[i]); + if (!decal_instance) { + continue; + } + Decal *decal = decal_owner.get_or_null(decal_instance->decal); + + Transform3D xform = decal_instance->transform; + + real_t distance = -p_camera_inverse_xform.xform(xform.origin).z; + + if (decal->distance_fade) { + float fade_begin = decal->distance_fade_begin; + float fade_length = decal->distance_fade_length; + + if (distance > fade_begin) { + if (distance > fade_begin + fade_length) { + continue; // do not use this decal, its invisible + } + } + } + + decal_sort[decal_count].decal_instance = decal_instance; + decal_sort[decal_count].decal = decal; + decal_sort[decal_count].depth = distance; + decal_count++; + } + + if (decal_count > 0) { + SortArray<DecalInstanceSort> sort_array; + sort_array.sort(decal_sort, decal_count); + } + + bool using_forward_ids = forward_id_storage->uses_forward_ids(); + for (uint32_t i = 0; i < decal_count; i++) { + DecalInstance *decal_instance = decal_sort[i].decal_instance; + Decal *decal = decal_sort[i].decal; + + if (using_forward_ids) { + forward_id_storage->map_forward_id(FORWARD_ID_TYPE_DECAL, decal_instance->forward_id, i); + } + + decal_instance->cull_mask = decal->cull_mask; + + Transform3D xform = decal_instance->transform; + float fade = 1.0; + + if (decal->distance_fade) { + const real_t distance = -p_camera_inverse_xform.xform(xform.origin).z; + const float fade_begin = decal->distance_fade_begin; + const float fade_length = decal->distance_fade_length; + + if (distance > fade_begin) { + // Use `smoothstep()` to make opacity changes more gradual and less noticeable to the player. + fade = Math::smoothstep(0.0f, 1.0f, 1.0f - float(distance - fade_begin) / fade_length); + } + } + + DecalData &dd = decals[i]; + + Vector3 decal_extents = decal->extents; + + Transform3D scale_xform; + scale_xform.basis.scale(decal_extents); + Transform3D to_decal_xform = (p_camera_inverse_xform * xform * scale_xform * uv_xform).affine_inverse(); + MaterialStorage::store_transform(to_decal_xform, dd.xform); + + Vector3 normal = xform.basis.get_column(Vector3::AXIS_Y).normalized(); + normal = p_camera_inverse_xform.basis.xform(normal); //camera is normalized, so fine + + dd.normal[0] = normal.x; + dd.normal[1] = normal.y; + dd.normal[2] = normal.z; + dd.normal_fade = decal->normal_fade; + + RID albedo_tex = decal->textures[RS::DECAL_TEXTURE_ALBEDO]; + RID emission_tex = decal->textures[RS::DECAL_TEXTURE_EMISSION]; + if (albedo_tex.is_valid()) { + Rect2 rect = decal_atlas_get_texture_rect(albedo_tex); + dd.albedo_rect[0] = rect.position.x; + dd.albedo_rect[1] = rect.position.y; + dd.albedo_rect[2] = rect.size.x; + dd.albedo_rect[3] = rect.size.y; + } else { + if (!emission_tex.is_valid()) { + continue; //no albedo, no emission, no decal. + } + dd.albedo_rect[0] = 0; + dd.albedo_rect[1] = 0; + dd.albedo_rect[2] = 0; + dd.albedo_rect[3] = 0; + } + + RID normal_tex = decal->textures[RS::DECAL_TEXTURE_NORMAL]; + + if (normal_tex.is_valid()) { + Rect2 rect = decal_atlas_get_texture_rect(normal_tex); + dd.normal_rect[0] = rect.position.x; + dd.normal_rect[1] = rect.position.y; + dd.normal_rect[2] = rect.size.x; + dd.normal_rect[3] = rect.size.y; + + Basis normal_xform = p_camera_inverse_xform.basis * xform.basis.orthonormalized(); + MaterialStorage::store_basis_3x4(normal_xform, dd.normal_xform); + } else { + dd.normal_rect[0] = 0; + dd.normal_rect[1] = 0; + dd.normal_rect[2] = 0; + dd.normal_rect[3] = 0; + } + + RID orm_tex = decal->textures[RS::DECAL_TEXTURE_ORM]; + if (orm_tex.is_valid()) { + Rect2 rect = decal_atlas_get_texture_rect(orm_tex); + dd.orm_rect[0] = rect.position.x; + dd.orm_rect[1] = rect.position.y; + dd.orm_rect[2] = rect.size.x; + dd.orm_rect[3] = rect.size.y; + } else { + dd.orm_rect[0] = 0; + dd.orm_rect[1] = 0; + dd.orm_rect[2] = 0; + dd.orm_rect[3] = 0; + } + + if (emission_tex.is_valid()) { + Rect2 rect = decal_atlas_get_texture_rect(emission_tex); + dd.emission_rect[0] = rect.position.x; + dd.emission_rect[1] = rect.position.y; + dd.emission_rect[2] = rect.size.x; + dd.emission_rect[3] = rect.size.y; + } else { + dd.emission_rect[0] = 0; + dd.emission_rect[1] = 0; + dd.emission_rect[2] = 0; + dd.emission_rect[3] = 0; + } + + Color modulate = decal->modulate; + dd.modulate[0] = modulate.r; + dd.modulate[1] = modulate.g; + dd.modulate[2] = modulate.b; + dd.modulate[3] = modulate.a * fade; + dd.emission_energy = decal->emission_energy * fade; + dd.albedo_mix = decal->albedo_mix; + dd.mask = decal->cull_mask; + dd.upper_fade = decal->upper_fade; + dd.lower_fade = decal->lower_fade; + + // hook for subclass to do further processing. + RendererSceneRenderRD::get_singleton()->setup_added_decal(xform, decal_extents); + } + + if (decal_count > 0) { + RD::get_singleton()->buffer_update(decal_buffer, 0, sizeof(DecalData) * decal_count, decals, RD::BARRIER_MASK_RASTER | RD::BARRIER_MASK_COMPUTE); + } +} + /* RENDER TARGET API */ +RID TextureStorage::RenderTarget::get_framebuffer() { + // Note that if we're using an overridden color buffer, we're likely cycling through a texture chain. + // this is where our framebuffer cache comes in clutch.. + + if (msaa != RS::VIEWPORT_MSAA_DISABLED) { + return FramebufferCacheRD::get_singleton()->get_cache_multiview(view_count, color_multisample, overridden.color.is_valid() ? overridden.color : color); + } else { + return FramebufferCacheRD::get_singleton()->get_cache_multiview(view_count, overridden.color.is_valid() ? overridden.color : color); + } +} + void TextureStorage::_clear_render_target(RenderTarget *rt) { - //free in reverse dependency order - if (rt->framebuffer.is_valid()) { - RD::get_singleton()->free(rt->framebuffer); + // clear overrides, we assume these are freed by the object that created them + rt->overridden.color = RID(); + rt->overridden.depth = RID(); + rt->overridden.velocity = RID(); + rt->overridden.cached_slices.clear(); // these are automatically freed when their parent textures are freed so just clear + + // free in reverse dependency order + if (rt->framebuffer_uniform_set.is_valid()) { rt->framebuffer_uniform_set = RID(); //chain deleted } if (rt->color.is_valid()) { RD::get_singleton()->free(rt->color); } + rt->color_slices.clear(); // these are automatically freed. + + if (rt->color_multisample.is_valid()) { + RD::get_singleton()->free(rt->color_multisample); + } if (rt->backbuffer.is_valid()) { RD::get_singleton()->free(rt->backbuffer); @@ -2103,8 +2400,8 @@ void TextureStorage::_clear_render_target(RenderTarget *rt) { _render_target_clear_sdf(rt); - rt->framebuffer = RID(); rt->color = RID(); + rt->color_multisample = RID(); } void TextureStorage::_update_render_target(RenderTarget *rt) { @@ -2126,35 +2423,48 @@ void TextureStorage::_update_render_target(RenderTarget *rt) { rt->color_format_srgb = RD::DATA_FORMAT_R8G8B8A8_SRGB; rt->image_format = rt->is_transparent ? Image::FORMAT_RGBA8 : Image::FORMAT_RGB8; - RD::TextureFormat rd_format; + RD::TextureFormat rd_color_attachment_format; RD::TextureView rd_view; { //attempt register - rd_format.format = rt->color_format; - rd_format.width = rt->size.width; - rd_format.height = rt->size.height; - rd_format.depth = 1; - rd_format.array_layers = rt->view_count; // for stereo we create two (or more) layers, need to see if we can make fallback work like this too if we don't have multiview - rd_format.mipmaps = 1; - if (rd_format.array_layers > 1) { // why are we not using rt->texture_type ?? - rd_format.texture_type = RD::TEXTURE_TYPE_2D_ARRAY; + rd_color_attachment_format.format = rt->color_format; + rd_color_attachment_format.width = rt->size.width; + rd_color_attachment_format.height = rt->size.height; + rd_color_attachment_format.depth = 1; + rd_color_attachment_format.array_layers = rt->view_count; // for stereo we create two (or more) layers, need to see if we can make fallback work like this too if we don't have multiview + rd_color_attachment_format.mipmaps = 1; + if (rd_color_attachment_format.array_layers > 1) { // why are we not using rt->texture_type ?? + rd_color_attachment_format.texture_type = RD::TEXTURE_TYPE_2D_ARRAY; } else { - rd_format.texture_type = RD::TEXTURE_TYPE_2D; + rd_color_attachment_format.texture_type = RD::TEXTURE_TYPE_2D; + } + rd_color_attachment_format.samples = RD::TEXTURE_SAMPLES_1; + rd_color_attachment_format.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT; + rd_color_attachment_format.usage_bits |= RD::TEXTURE_USAGE_STORAGE_BIT; // FIXME we need this only when FSR is enabled + rd_color_attachment_format.shareable_formats.push_back(rt->color_format); + rd_color_attachment_format.shareable_formats.push_back(rt->color_format_srgb); + if (rt->msaa != RS::VIEWPORT_MSAA_DISABLED) { + rd_color_attachment_format.is_resolve_buffer = true; } - rd_format.samples = RD::TEXTURE_SAMPLES_1; - rd_format.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT; - rd_format.shareable_formats.push_back(rt->color_format); - rd_format.shareable_formats.push_back(rt->color_format_srgb); } - rt->color = RD::get_singleton()->texture_create(rd_format, rd_view); + // TODO see if we can lazy create this once we actually use it as we may not need to create this if we have an overridden color buffer... + rt->color = RD::get_singleton()->texture_create(rd_color_attachment_format, rd_view); ERR_FAIL_COND(rt->color.is_null()); - Vector<RID> fb_textures; - fb_textures.push_back(rt->color); - rt->framebuffer = RD::get_singleton()->framebuffer_create(fb_textures, RenderingDevice::INVALID_ID, rt->view_count); - if (rt->framebuffer.is_null()) { - _clear_render_target(rt); - ERR_FAIL_COND(rt->framebuffer.is_null()); + if (rt->msaa != RS::VIEWPORT_MSAA_DISABLED) { + // Use the texture format of the color attachment for the multisample color attachment. + RD::TextureFormat rd_color_multisample_format = rd_color_attachment_format; + const RD::TextureSamples texture_samples[RS::VIEWPORT_MSAA_MAX] = { + RD::TEXTURE_SAMPLES_1, + RD::TEXTURE_SAMPLES_2, + RD::TEXTURE_SAMPLES_4, + RD::TEXTURE_SAMPLES_8, + }; + rd_color_multisample_format.samples = texture_samples[rt->msaa]; + RD::TextureView rd_view_multisample; + rd_color_multisample_format.is_resolve_buffer = false; + rt->color_multisample = RD::get_singleton()->texture_create(rd_color_multisample_format, rd_view_multisample); + ERR_FAIL_COND(rt->color_multisample.is_null()); } { //update texture @@ -2265,6 +2575,11 @@ void TextureStorage::render_target_set_position(RID p_render_target, int p_x, in //unused for this render target } +Point2i TextureStorage::render_target_get_position(RID p_render_target) const { + //unused for this render target + return Point2i(); +} + void TextureStorage::render_target_set_size(RID p_render_target, int p_width, int p_height, uint32_t p_view_count) { RenderTarget *rt = render_target_owner.get_or_null(p_render_target); ERR_FAIL_COND(!rt); @@ -2276,6 +2591,13 @@ void TextureStorage::render_target_set_size(RID p_render_target, int p_width, in } } +Size2i TextureStorage::render_target_get_size(RID p_render_target) const { + RenderTarget *rt = render_target_owner.get_or_null(p_render_target); + ERR_FAIL_COND_V(!rt, Size2i()); + + return rt->size; +} + RID TextureStorage::render_target_get_texture(RID p_render_target) { RenderTarget *rt = render_target_owner.get_or_null(p_render_target); ERR_FAIL_COND_V(!rt, RID()); @@ -2283,7 +2605,84 @@ RID TextureStorage::render_target_get_texture(RID p_render_target) { return rt->texture; } -void TextureStorage::render_target_set_external_texture(RID p_render_target, unsigned int p_texture_id) { +void TextureStorage::render_target_set_override_color(RID p_render_target, RID p_texture) { + RenderTarget *rt = render_target_owner.get_or_null(p_render_target); + ERR_FAIL_COND(!rt); + + rt->overridden.color = p_texture; +} + +RID TextureStorage::render_target_get_override_color(RID p_render_target) const { + RenderTarget *rt = render_target_owner.get_or_null(p_render_target); + ERR_FAIL_COND_V(!rt, RID()); + + return rt->overridden.color; +} + +void TextureStorage::render_target_set_override_depth(RID p_render_target, RID p_texture) { + RenderTarget *rt = render_target_owner.get_or_null(p_render_target); + ERR_FAIL_COND(!rt); + + rt->overridden.depth = p_texture; +} + +RID TextureStorage::render_target_get_override_depth(RID p_render_target) const { + RenderTarget *rt = render_target_owner.get_or_null(p_render_target); + ERR_FAIL_COND_V(!rt, RID()); + + return rt->overridden.depth; +} + +RID TextureStorage::render_target_get_override_depth_slice(RID p_render_target, const uint32_t p_layer) const { + RenderTarget *rt = render_target_owner.get_or_null(p_render_target); + ERR_FAIL_COND_V(!rt, RID()); + + if (rt->overridden.depth.is_null()) { + return RID(); + } else if (rt->view_count == 1) { + return rt->overridden.depth; + } else { + RenderTarget::RTOverridden::SliceKey key(rt->overridden.depth, p_layer); + + if (!rt->overridden.cached_slices.has(key)) { + rt->overridden.cached_slices[key] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rt->overridden.depth, p_layer, 0); + } + + return rt->overridden.cached_slices[key]; + } +} + +void TextureStorage::render_target_set_override_velocity(RID p_render_target, RID p_texture) { + RenderTarget *rt = render_target_owner.get_or_null(p_render_target); + ERR_FAIL_COND(!rt); + + rt->overridden.velocity = p_texture; +} + +RID TextureStorage::render_target_get_override_velocity(RID p_render_target) const { + RenderTarget *rt = render_target_owner.get_or_null(p_render_target); + ERR_FAIL_COND_V(!rt, RID()); + + return rt->overridden.velocity; +} + +RID TextureStorage::render_target_get_override_velocity_slice(RID p_render_target, const uint32_t p_layer) const { + RenderTarget *rt = render_target_owner.get_or_null(p_render_target); + ERR_FAIL_COND_V(!rt, RID()); + + if (rt->overridden.velocity.is_null()) { + return RID(); + } else if (rt->view_count == 1) { + return rt->overridden.velocity; + } else { + RenderTarget::RTOverridden::SliceKey key(rt->overridden.velocity, p_layer); + + if (!rt->overridden.cached_slices.has(key)) { + rt->overridden.cached_slices[key] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rt->overridden.velocity, p_layer, 0); + } + + return rt->overridden.cached_slices[key]; + } } void TextureStorage::render_target_set_transparent(RID p_render_target, bool p_is_transparent) { @@ -2293,10 +2692,21 @@ void TextureStorage::render_target_set_transparent(RID p_render_target, bool p_i _update_render_target(rt); } +bool TextureStorage::render_target_get_transparent(RID p_render_target) const { + RenderTarget *rt = render_target_owner.get_or_null(p_render_target); + ERR_FAIL_COND_V(!rt, false); + + return rt->is_transparent; +} + void TextureStorage::render_target_set_direct_to_screen(RID p_render_target, bool p_value) { } -bool TextureStorage::render_target_was_used(RID p_render_target) { +bool TextureStorage::render_target_get_direct_to_screen(RID p_render_target) const { + return false; +} + +bool TextureStorage::render_target_was_used(RID p_render_target) const { RenderTarget *rt = render_target_owner.get_or_null(p_render_target); ERR_FAIL_COND_V(!rt, false); return rt->was_used; @@ -2308,25 +2718,58 @@ void TextureStorage::render_target_set_as_unused(RID p_render_target) { rt->was_used = false; } -Size2 TextureStorage::render_target_get_size(RID p_render_target) { +void TextureStorage::render_target_set_msaa(RID p_render_target, RS::ViewportMSAA p_msaa) { RenderTarget *rt = render_target_owner.get_or_null(p_render_target); - ERR_FAIL_COND_V(!rt, Size2()); + ERR_FAIL_COND(!rt); + if (p_msaa == rt->msaa) { + return; + } - return rt->size; + rt->msaa = p_msaa; + _update_render_target(rt); +} + +RS::ViewportMSAA TextureStorage::render_target_get_msaa(RID p_render_target) const { + RenderTarget *rt = render_target_owner.get_or_null(p_render_target); + ERR_FAIL_COND_V(!rt, RS::VIEWPORT_MSAA_DISABLED); + + return rt->msaa; } RID TextureStorage::render_target_get_rd_framebuffer(RID p_render_target) { RenderTarget *rt = render_target_owner.get_or_null(p_render_target); ERR_FAIL_COND_V(!rt, RID()); - return rt->framebuffer; + return rt->get_framebuffer(); } RID TextureStorage::render_target_get_rd_texture(RID p_render_target) { RenderTarget *rt = render_target_owner.get_or_null(p_render_target); ERR_FAIL_COND_V(!rt, RID()); - return rt->color; + if (rt->overridden.color.is_valid()) { + return rt->overridden.color; + } else { + return rt->color; + } +} + +RID TextureStorage::render_target_get_rd_texture_slice(RID p_render_target, uint32_t p_layer) { + RenderTarget *rt = render_target_owner.get_or_null(p_render_target); + ERR_FAIL_COND_V(!rt, RID()); + + if (rt->view_count == 1) { + return rt->color; + } else { + ERR_FAIL_UNSIGNED_INDEX_V(p_layer, rt->view_count, RID()); + if (rt->color_slices.size() == 0) { + for (uint32_t v = 0; v < rt->view_count; v++) { + RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rt->color, v, 0); + rt->color_slices.push_back(slice); + } + } + return rt->color_slices[p_layer]; + } } RID TextureStorage::render_target_get_rd_backbuffer(RID p_render_target) { @@ -2379,7 +2822,7 @@ void TextureStorage::render_target_do_clear_request(RID p_render_target) { } Vector<Color> clear_colors; clear_colors.push_back(rt->clear_color); - RD::get_singleton()->draw_list_begin(rt->framebuffer, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD, clear_colors); + RD::get_singleton()->draw_list_begin(rt->get_framebuffer(), RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD, clear_colors); RD::get_singleton()->draw_list_end(); rt->clear_requested = false; } @@ -2808,18 +3251,18 @@ void TextureStorage::render_target_set_vrs_mode(RID p_render_target, RS::Viewpor rt->vrs_mode = p_mode; } -void TextureStorage::render_target_set_vrs_texture(RID p_render_target, RID p_texture) { +RS::ViewportVRSMode TextureStorage::render_target_get_vrs_mode(RID p_render_target) const { RenderTarget *rt = render_target_owner.get_or_null(p_render_target); - ERR_FAIL_COND(!rt); + ERR_FAIL_COND_V(!rt, RS::VIEWPORT_VRS_DISABLED); - rt->vrs_texture = p_texture; + return rt->vrs_mode; } -RS::ViewportVRSMode TextureStorage::render_target_get_vrs_mode(RID p_render_target) const { +void TextureStorage::render_target_set_vrs_texture(RID p_render_target, RID p_texture) { RenderTarget *rt = render_target_owner.get_or_null(p_render_target); - ERR_FAIL_COND_V(!rt, RS::VIEWPORT_VRS_DISABLED); + ERR_FAIL_COND(!rt); - return rt->vrs_mode; + rt->vrs_texture = p_texture; } RID TextureStorage::render_target_get_vrs_texture(RID p_render_target) const { diff --git a/servers/rendering/renderer_rd/storage_rd/texture_storage.h b/servers/rendering/renderer_rd/storage_rd/texture_storage.h index 8807f78f6e..00b4e50737 100644 --- a/servers/rendering/renderer_rd/storage_rd/texture_storage.h +++ b/servers/rendering/renderer_rd/storage_rd/texture_storage.h @@ -31,255 +31,144 @@ #ifndef TEXTURE_STORAGE_RD_H #define TEXTURE_STORAGE_RD_H +#include "core/templates/local_vector.h" +#include "core/templates/paged_array.h" #include "core/templates/rid_owner.h" #include "servers/rendering/renderer_rd/shaders/canvas_sdf.glsl.gen.h" +#include "servers/rendering/renderer_rd/storage_rd/forward_id_storage.h" +#include "servers/rendering/rendering_server_default.h" #include "servers/rendering/storage/texture_storage.h" #include "servers/rendering/storage/utilities.h" namespace RendererRD { -enum DefaultRDTexture { - DEFAULT_RD_TEXTURE_WHITE, - DEFAULT_RD_TEXTURE_BLACK, - DEFAULT_RD_TEXTURE_NORMAL, - DEFAULT_RD_TEXTURE_ANISO, - DEFAULT_RD_TEXTURE_DEPTH, - DEFAULT_RD_TEXTURE_MULTIMESH_BUFFER, - DEFAULT_RD_TEXTURE_CUBEMAP_BLACK, - DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK, - DEFAULT_RD_TEXTURE_CUBEMAP_WHITE, - DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_WHITE, - DEFAULT_RD_TEXTURE_3D_WHITE, - DEFAULT_RD_TEXTURE_3D_BLACK, - DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE, - DEFAULT_RD_TEXTURE_2D_UINT, - DEFAULT_RD_TEXTURE_VRS, - DEFAULT_RD_TEXTURE_MAX -}; +class LightStorage; +class MaterialStorage; -class CanvasTexture { +class TextureStorage : public RendererTextureStorage { public: - RID diffuse; - RID normal_map; - RID specular; - Color specular_color = Color(1, 1, 1, 1); - float shininess = 1.0; - - RS::CanvasItemTextureFilter texture_filter = RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT; - RS::CanvasItemTextureRepeat texture_repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT; - RID uniform_sets[RS::CANVAS_ITEM_TEXTURE_FILTER_MAX][RS::CANVAS_ITEM_TEXTURE_REPEAT_MAX]; - - Size2i size_cache = Size2i(1, 1); - bool use_normal_cache = false; - bool use_specular_cache = false; - bool cleared_cache = true; - - void clear_sets(); - ~CanvasTexture(); -}; + enum DefaultRDTexture { + DEFAULT_RD_TEXTURE_WHITE, + DEFAULT_RD_TEXTURE_BLACK, + DEFAULT_RD_TEXTURE_TRANSPARENT, + DEFAULT_RD_TEXTURE_NORMAL, + DEFAULT_RD_TEXTURE_ANISO, + DEFAULT_RD_TEXTURE_DEPTH, + DEFAULT_RD_TEXTURE_MULTIMESH_BUFFER, + DEFAULT_RD_TEXTURE_CUBEMAP_BLACK, + DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK, + DEFAULT_RD_TEXTURE_CUBEMAP_WHITE, + DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_WHITE, + DEFAULT_RD_TEXTURE_3D_WHITE, + DEFAULT_RD_TEXTURE_3D_BLACK, + DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE, + DEFAULT_RD_TEXTURE_2D_UINT, + DEFAULT_RD_TEXTURE_VRS, + DEFAULT_RD_TEXTURE_MAX + }; -class Texture { -public: - enum Type { + enum TextureType { TYPE_2D, TYPE_LAYERED, TYPE_3D }; - Type type; - RS::TextureLayeredType layered_type = RS::TEXTURE_LAYERED_2D_ARRAY; - - RenderingDevice::TextureType rd_type; - RID rd_texture; - RID rd_texture_srgb; - RenderingDevice::DataFormat rd_format; - RenderingDevice::DataFormat rd_format_srgb; - - RD::TextureView rd_view; - - Image::Format format; - Image::Format validated_format; - - int width; - int height; - int depth; - int layers; - int mipmaps; - - int height_2d; - int width_2d; - - struct BufferSlice3D { - Size2i size; - uint32_t offset = 0; - uint32_t buffer_size = 0; - }; - Vector<BufferSlice3D> buffer_slices_3d; - uint32_t buffer_size_3d = 0; - - bool is_render_target; - bool is_proxy; - - Ref<Image> image_cache_2d; - String path; - - RID proxy_to; - Vector<RID> proxies; - - HashSet<RID> lightmap_users; - - RS::TextureDetectCallback detect_3d_callback = nullptr; - void *detect_3d_callback_ud = nullptr; - - RS::TextureDetectCallback detect_normal_callback = nullptr; - void *detect_normal_callback_ud = nullptr; +private: + friend class LightStorage; + friend class MaterialStorage; - RS::TextureDetectRoughnessCallback detect_roughness_callback = nullptr; - void *detect_roughness_callback_ud = nullptr; + static TextureStorage *singleton; - CanvasTexture *canvas_texture = nullptr; + RID default_rd_textures[DEFAULT_RD_TEXTURE_MAX]; - void cleanup(); -}; + /* Canvas Texture API */ -struct DecalAtlas { - struct Texture { - int panorama_to_dp_users; - int users; - Rect2 uv_rect; + class CanvasTexture { + public: + RID diffuse; + RID normal_map; + RID specular; + Color specular_color = Color(1, 1, 1, 1); + float shininess = 1.0; + + RS::CanvasItemTextureFilter texture_filter = RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT; + RS::CanvasItemTextureRepeat texture_repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT; + RID uniform_sets[RS::CANVAS_ITEM_TEXTURE_FILTER_MAX][RS::CANVAS_ITEM_TEXTURE_REPEAT_MAX]; + + Size2i size_cache = Size2i(1, 1); + bool use_normal_cache = false; + bool use_specular_cache = false; + bool cleared_cache = true; + + void clear_sets(); + ~CanvasTexture(); }; - struct SortItem { - RID texture; - Size2i pixel_size; - Size2i size; - Point2i pos; - - bool operator<(const SortItem &p_item) const { - //sort larger to smaller - if (size.height == p_item.size.height) { - return size.width > p_item.size.width; - } else { - return size.height > p_item.size.height; - } - } - }; + RID_Owner<CanvasTexture, true> canvas_texture_owner; - HashMap<RID, Texture> textures; - bool dirty = true; - int mipmaps = 5; + /* Texture API */ - RID texture; - RID texture_srgb; - struct MipMap { - RID fb; - RID texture; - Size2i size; - }; - Vector<MipMap> texture_mipmaps; + class Texture { + public: + TextureType type; + RS::TextureLayeredType layered_type = RS::TEXTURE_LAYERED_2D_ARRAY; - Size2i size; -}; + RenderingDevice::TextureType rd_type; + RID rd_texture; + RID rd_texture_srgb; + RenderingDevice::DataFormat rd_format; + RenderingDevice::DataFormat rd_format_srgb; -struct Decal { - Vector3 extents = Vector3(1, 1, 1); - RID textures[RS::DECAL_TEXTURE_MAX]; - float emission_energy = 1.0; - float albedo_mix = 1.0; - Color modulate = Color(1, 1, 1, 1); - uint32_t cull_mask = (1 << 20) - 1; - float upper_fade = 0.3; - float lower_fade = 0.3; - bool distance_fade = false; - float distance_fade_begin = 10; - float distance_fade_length = 1; - float normal_fade = 0.0; - - Dependency dependency; -}; + RD::TextureView rd_view; -struct RenderTarget { - Size2i size; - uint32_t view_count; - RID framebuffer; - RID color; + Image::Format format; + Image::Format validated_format; - //used for retrieving from CPU - RD::DataFormat color_format = RD::DATA_FORMAT_R4G4_UNORM_PACK8; - RD::DataFormat color_format_srgb = RD::DATA_FORMAT_R4G4_UNORM_PACK8; - Image::Format image_format = Image::FORMAT_L8; + int width; + int height; + int depth; + int layers; + int mipmaps; - bool is_transparent = false; + int height_2d; + int width_2d; - bool sdf_enabled = false; + struct BufferSlice3D { + Size2i size; + uint32_t offset = 0; + uint32_t buffer_size = 0; + }; + Vector<BufferSlice3D> buffer_slices_3d; + uint32_t buffer_size_3d = 0; - RID backbuffer; //used for effects - RID backbuffer_fb; - RID backbuffer_mipmap0; + bool is_render_target; + bool is_proxy; - Vector<RID> backbuffer_mipmaps; + Ref<Image> image_cache_2d; + String path; - RID framebuffer_uniform_set; - RID backbuffer_uniform_set; + RID proxy_to; + Vector<RID> proxies; - RID sdf_buffer_write; - RID sdf_buffer_write_fb; - RID sdf_buffer_process[2]; - RID sdf_buffer_read; - RID sdf_buffer_process_uniform_sets[2]; - RS::ViewportSDFOversize sdf_oversize = RS::VIEWPORT_SDF_OVERSIZE_120_PERCENT; - RS::ViewportSDFScale sdf_scale = RS::VIEWPORT_SDF_SCALE_50_PERCENT; - Size2i process_size; + HashSet<RID> lightmap_users; - // VRS - RS::ViewportVRSMode vrs_mode = RS::VIEWPORT_VRS_DISABLED; - RID vrs_texture; + RS::TextureDetectCallback detect_3d_callback = nullptr; + void *detect_3d_callback_ud = nullptr; - //texture generated for this owner (nor RD). - RID texture; - bool was_used; + RS::TextureDetectCallback detect_normal_callback = nullptr; + void *detect_normal_callback_ud = nullptr; - //clear request - bool clear_requested; - Color clear_color; -}; + RS::TextureDetectRoughnessCallback detect_roughness_callback = nullptr; + void *detect_roughness_callback_ud = nullptr; -struct RenderTargetSDF { - enum { - SHADER_LOAD, - SHADER_LOAD_SHRINK, - SHADER_PROCESS, - SHADER_PROCESS_OPTIMIZED, - SHADER_STORE, - SHADER_STORE_SHRINK, - SHADER_MAX - }; + CanvasTexture *canvas_texture = nullptr; - struct PushConstant { - int32_t size[2]; - int32_t stride; - int32_t shift; - int32_t base_size[2]; - int32_t pad[2]; + void cleanup(); }; - CanvasSdfShaderRD shader; - RID shader_version; - RID pipelines[SHADER_MAX]; -}; - -class TextureStorage : public RendererTextureStorage { -private: - static TextureStorage *singleton; - - /* Canvas Texture API */ - - RID_Owner<RendererRD::CanvasTexture, true> canvas_texture_owner; - - /* Texture API */ - //textures can be created from threads, so this RID_Owner is thread safe mutable RID_Owner<Texture, true> texture_owner; + Texture *get_texture(RID p_rid) { return texture_owner.get_or_null(p_rid); }; struct TextureToRDFormat { RD::DataFormat format; @@ -303,13 +192,202 @@ private: /* DECAL API */ - DecalAtlas decal_atlas; + struct DecalAtlas { + struct Texture { + int panorama_to_dp_users; + int users; + Rect2 uv_rect; + }; + + struct SortItem { + RID texture; + Size2i pixel_size; + Size2i size; + Point2i pos; + + bool operator<(const SortItem &p_item) const { + //sort larger to smaller + if (size.height == p_item.size.height) { + return size.width > p_item.size.width; + } else { + return size.height > p_item.size.height; + } + } + }; + + HashMap<RID, Texture> textures; + bool dirty = true; + int mipmaps = 5; + + RID texture; + RID texture_srgb; + struct MipMap { + RID fb; + RID texture; + Size2i size; + }; + Vector<MipMap> texture_mipmaps; + + Size2i size; + } decal_atlas; + + struct Decal { + Vector3 extents = Vector3(1, 1, 1); + RID textures[RS::DECAL_TEXTURE_MAX]; + float emission_energy = 1.0; + float albedo_mix = 1.0; + Color modulate = Color(1, 1, 1, 1); + uint32_t cull_mask = (1 << 20) - 1; + float upper_fade = 0.3; + float lower_fade = 0.3; + bool distance_fade = false; + float distance_fade_begin = 40.0; + float distance_fade_length = 10.0; + float normal_fade = 0.0; + + Dependency dependency; + }; mutable RID_Owner<Decal, true> decal_owner; + /* DECAL INSTANCE */ + + struct DecalInstance { + RID decal; + Transform3D transform; + uint32_t cull_mask = 0; + RendererRD::ForwardID forward_id = -1; + }; + + mutable RID_Owner<DecalInstance> decal_instance_owner; + + /* DECAL DATA (UBO) */ + + struct DecalData { + float xform[16]; + float inv_extents[3]; + float albedo_mix; + float albedo_rect[4]; + float normal_rect[4]; + float orm_rect[4]; + float emission_rect[4]; + float modulate[4]; + float emission_energy; + uint32_t mask; + float upper_fade; + float lower_fade; + float normal_xform[12]; + float normal[3]; + float normal_fade; + }; + + struct DecalInstanceSort { + float depth; + DecalInstance *decal_instance; + Decal *decal; + bool operator<(const DecalInstanceSort &p_sort) const { + return depth < p_sort.depth; + } + }; + + uint32_t max_decals = 0; + uint32_t decal_count = 0; + DecalData *decals = nullptr; + DecalInstanceSort *decal_sort = nullptr; + RID decal_buffer; + /* RENDER TARGET API */ + struct RenderTarget { + Size2i size; + uint32_t view_count; + RID color; + Vector<RID> color_slices; + RID color_multisample; // Needed when MSAA is enabled. + + RS::ViewportMSAA msaa = RS::VIEWPORT_MSAA_DISABLED; + + //used for retrieving from CPU + RD::DataFormat color_format = RD::DATA_FORMAT_R4G4_UNORM_PACK8; + RD::DataFormat color_format_srgb = RD::DATA_FORMAT_R4G4_UNORM_PACK8; + Image::Format image_format = Image::FORMAT_L8; + + bool is_transparent = false; + + bool sdf_enabled = false; + + RID backbuffer; //used for effects + RID backbuffer_fb; + RID backbuffer_mipmap0; + + Vector<RID> backbuffer_mipmaps; + + RID framebuffer_uniform_set; + RID backbuffer_uniform_set; + + RID sdf_buffer_write; + RID sdf_buffer_write_fb; + RID sdf_buffer_process[2]; + RID sdf_buffer_read; + RID sdf_buffer_process_uniform_sets[2]; + RS::ViewportSDFOversize sdf_oversize = RS::VIEWPORT_SDF_OVERSIZE_120_PERCENT; + RS::ViewportSDFScale sdf_scale = RS::VIEWPORT_SDF_SCALE_50_PERCENT; + Size2i process_size; + + // VRS + RS::ViewportVRSMode vrs_mode = RS::VIEWPORT_VRS_DISABLED; + RID vrs_texture; + + // overridden textures + struct RTOverridden { + RID color; + RID depth; + RID velocity; + + // In a multiview scenario, which is the most likely where we + // override our destination textures, we need to obtain slices + // for each layer of these textures. + // These are likely changing every frame as we loop through + // texture chains hence we add a cache to manage these slices. + // For this we define a key using the RID of the texture and + // the layer for which we create a slice. + struct SliceKey { + RID rid; + uint32_t layer = 0; + + bool operator==(const SliceKey &p_val) const { + return (rid == p_val.rid) && (layer == p_val.layer); + } + + static uint32_t hash(const SliceKey &p_val) { + uint32_t h = hash_one_uint64(p_val.rid.get_id()); + h = hash_murmur3_one_32(p_val.layer, h); + return hash_fmix32(h); + } + + SliceKey() {} + SliceKey(RID p_rid, uint32_t p_layer) { + rid = p_rid; + layer = p_layer; + } + }; + + mutable HashMap<SliceKey, RID, SliceKey> cached_slices; + } overridden; + + //texture generated for this owner (nor RD). + RID texture; + bool was_used; + + //clear request + bool clear_requested; + Color clear_color; + + RID get_framebuffer(); + }; + mutable RID_Owner<RenderTarget> render_target_owner; + RenderTarget *get_render_target(RID p_rid) const { return render_target_owner.get_or_null(p_rid); }; void _clear_render_target(RenderTarget *rt); void _update_render_target(RenderTarget *rt); @@ -318,13 +396,33 @@ private: void _render_target_clear_sdf(RenderTarget *rt); Rect2i _render_target_get_sdf_rect(const RenderTarget *rt) const; - RenderTargetSDF rt_sdf; + struct RenderTargetSDF { + enum { + SHADER_LOAD, + SHADER_LOAD_SHRINK, + SHADER_PROCESS, + SHADER_PROCESS_OPTIMIZED, + SHADER_STORE, + SHADER_STORE_SHRINK, + SHADER_MAX + }; + + struct PushConstant { + int32_t size[2]; + int32_t stride; + int32_t shift; + int32_t base_size[2]; + int32_t pad[2]; + }; + + CanvasSdfShaderRD shader; + RID shader_version; + RID pipelines[SHADER_MAX]; + } rt_sdf; public: static TextureStorage *get_singleton(); - RID default_rd_textures[DEFAULT_RD_TEXTURE_MAX]; - _FORCE_INLINE_ RID texture_rd_get_default(DefaultRDTexture p_texture) { return default_rd_textures[p_texture]; } @@ -332,9 +430,10 @@ public: TextureStorage(); virtual ~TextureStorage(); + bool free(RID p_rid); + /* Canvas Texture API */ - CanvasTexture *get_canvas_texture(RID p_rid) { return canvas_texture_owner.get_or_null(p_rid); }; bool owns_canvas_texture(RID p_rid) { return canvas_texture_owner.owns(p_rid); }; virtual RID canvas_texture_allocate() override; @@ -351,8 +450,7 @@ public: /* Texture API */ - Texture *get_texture(RID p_rid) { return texture_owner.get_or_null(p_rid); }; - bool owns_texture(RID p_rid) { return texture_owner.owns(p_rid); }; + bool owns_texture(RID p_rid) const { return texture_owner.owns(p_rid); }; virtual bool can_create_resources_async() const override; @@ -394,12 +492,29 @@ public: virtual Size2 texture_size_with_proxy(RID p_proxy) override; //internal usage + _FORCE_INLINE_ TextureType texture_get_type(RID p_texture) { + RendererRD::TextureStorage::Texture *tex = texture_owner.get_or_null(p_texture); + if (tex == nullptr) { + return TYPE_2D; + } + + return tex->type; + } + + _FORCE_INLINE_ int texture_get_layers(RID p_texture) { + RendererRD::TextureStorage::Texture *tex = texture_owner.get_or_null(p_texture); + if (tex == nullptr) { + return 1; + } + + return tex->layers; + } _FORCE_INLINE_ RID texture_get_rd_texture(RID p_texture, bool p_srgb = false) { if (p_texture.is_null()) { return RID(); } - RendererRD::Texture *tex = texture_owner.get_or_null(p_texture); + RendererRD::TextureStorage::Texture *tex = texture_owner.get_or_null(p_texture); if (!tex) { return RID(); @@ -411,7 +526,7 @@ public: if (p_texture.is_null()) { return Size2i(); } - RendererRD::Texture *tex = texture_owner.get_or_null(p_texture); + RendererRD::TextureStorage::Texture *tex = texture_owner.get_or_null(p_texture); if (!tex) { return Size2i(); @@ -423,8 +538,7 @@ public: void update_decal_atlas(); - Decal *get_decal(RID p_rid) { return decal_owner.get_or_null(p_rid); }; - bool owns_decal(RID p_rid) { return decal_owner.owns(p_rid); }; + bool owns_decal(RID p_rid) const { return decal_owner.owns(p_rid); }; RID decal_atlas_get_texture() const; RID decal_atlas_get_texture_srgb() const; @@ -518,23 +632,67 @@ public: } virtual AABB decal_get_aabb(RID p_decal) const override; + Dependency *decal_get_dependency(RID p_decal); + + /* DECAL INSTANCE API */ + + bool owns_decal_instance(RID p_rid) const { return decal_instance_owner.owns(p_rid); } + + virtual RID decal_instance_create(RID p_decal) override; + virtual void decal_instance_free(RID p_decal_instance) override; + virtual void decal_instance_set_transform(RID p_decal_instance, const Transform3D &p_transform) override; + + _FORCE_INLINE_ RID decal_instance_get_base(RID p_decal_instance) const { + DecalInstance *di = decal_instance_owner.get_or_null(p_decal_instance); + return di->decal; + } + + _FORCE_INLINE_ RendererRD::ForwardID decal_instance_get_forward_id(RID p_decal_instance) const { + DecalInstance *di = decal_instance_owner.get_or_null(p_decal_instance); + return di->forward_id; + } + + _FORCE_INLINE_ Transform3D decal_instance_get_transform(RID p_decal_instance) const { + DecalInstance *di = decal_instance_owner.get_or_null(p_decal_instance); + return di->transform; + } + + _FORCE_INLINE_ ForwardID decal_instance_get_forward_id(RID p_decal_instance) { + DecalInstance *di = decal_instance_owner.get_or_null(p_decal_instance); + return di->forward_id; + } + + _FORCE_INLINE_ void decal_instance_set_cullmask(RID p_decal_instance, uint32_t p_cull_mask) const { + DecalInstance *di = decal_instance_owner.get_or_null(p_decal_instance); + di->cull_mask = p_cull_mask; + } + + /* DECAL DATA API */ + + void free_decal_data(); + void set_max_decals(const uint32_t p_max_decals); + RID get_decal_buffer() { return decal_buffer; } + void update_decal_buffer(const PagedArray<RID> &p_decals, const Transform3D &p_camera_inverse_xform); /* RENDER TARGET API */ - RenderTarget *get_render_target(RID p_rid) { return render_target_owner.get_or_null(p_rid); }; - bool owns_render_target(RID p_rid) { return render_target_owner.owns(p_rid); }; + bool owns_render_target(RID p_rid) const { return render_target_owner.owns(p_rid); }; virtual RID render_target_create() override; virtual void render_target_free(RID p_rid) override; virtual void render_target_set_position(RID p_render_target, int p_x, int p_y) override; + virtual Point2i render_target_get_position(RID p_render_target) const override; virtual void render_target_set_size(RID p_render_target, int p_width, int p_height, uint32_t p_view_count) override; - virtual RID render_target_get_texture(RID p_render_target) override; - virtual void render_target_set_external_texture(RID p_render_target, unsigned int p_texture_id) override; + virtual Size2i render_target_get_size(RID p_render_target) const override; virtual void render_target_set_transparent(RID p_render_target, bool p_is_transparent) override; + virtual bool render_target_get_transparent(RID p_render_target) const override; virtual void render_target_set_direct_to_screen(RID p_render_target, bool p_direct_to_screen) override; - virtual bool render_target_was_used(RID p_render_target) override; + virtual bool render_target_get_direct_to_screen(RID p_render_target) const override; + virtual bool render_target_was_used(RID p_render_target) const override; virtual void render_target_set_as_unused(RID p_render_target) override; + virtual void render_target_set_msaa(RID p_render_target, RS::ViewportMSAA p_msaa) override; + virtual RS::ViewportMSAA render_target_get_msaa(RID p_render_target) const override; void render_target_copy_to_back_buffer(RID p_render_target, const Rect2i &p_region, bool p_gen_mipmaps); void render_target_clear_back_buffer(RID p_render_target, const Rect2i &p_region, const Color &p_color); @@ -556,14 +714,24 @@ public: bool render_target_is_sdf_enabled(RID p_render_target) const; virtual void render_target_set_vrs_mode(RID p_render_target, RS::ViewportVRSMode p_mode) override; + virtual RS::ViewportVRSMode render_target_get_vrs_mode(RID p_render_target) const override; virtual void render_target_set_vrs_texture(RID p_render_target, RID p_texture) override; + virtual RID render_target_get_vrs_texture(RID p_render_target) const override; + + virtual void render_target_set_override_color(RID p_render_target, RID p_texture) override; + virtual RID render_target_get_override_color(RID p_render_target) const override; + virtual void render_target_set_override_depth(RID p_render_target, RID p_texture) override; + virtual RID render_target_get_override_depth(RID p_render_target) const override; + RID render_target_get_override_depth_slice(RID p_render_target, const uint32_t p_layer) const; + virtual void render_target_set_override_velocity(RID p_render_target, RID p_texture) override; + virtual RID render_target_get_override_velocity(RID p_render_target) const override; + RID render_target_get_override_velocity_slice(RID p_render_target, const uint32_t p_layer) const; - RS::ViewportVRSMode render_target_get_vrs_mode(RID p_render_target) const; - RID render_target_get_vrs_texture(RID p_render_target) const; + virtual RID render_target_get_texture(RID p_render_target) override; - Size2 render_target_get_size(RID p_render_target); RID render_target_get_rd_framebuffer(RID p_render_target); RID render_target_get_rd_texture(RID p_render_target); + RID render_target_get_rd_texture_slice(RID p_render_target, uint32_t p_layer); RID render_target_get_rd_backbuffer(RID p_render_target); RID render_target_get_rd_backbuffer_framebuffer(RID p_render_target); @@ -576,4 +744,4 @@ public: } // namespace RendererRD -#endif // !_TEXTURE_STORAGE_RD_H +#endif // TEXTURE_STORAGE_RD_H diff --git a/servers/rendering/renderer_rd/storage_rd/utilities.cpp b/servers/rendering/renderer_rd/storage_rd/utilities.cpp index a1f62c16c7..e517186955 100644 --- a/servers/rendering/renderer_rd/storage_rd/utilities.cpp +++ b/servers/rendering/renderer_rd/storage_rd/utilities.cpp @@ -89,87 +89,68 @@ RS::InstanceType Utilities::get_base_type(RID p_rid) const { } bool Utilities::free(RID p_rid) { - if (RendererRD::TextureStorage::get_singleton()->owns_texture(p_rid)) { - RendererRD::TextureStorage::get_singleton()->texture_free(p_rid); - } else if (RendererRD::TextureStorage::get_singleton()->owns_canvas_texture(p_rid)) { - RendererRD::TextureStorage::get_singleton()->canvas_texture_free(p_rid); - } else if (RendererRD::MaterialStorage::get_singleton()->owns_shader(p_rid)) { - RendererRD::MaterialStorage::get_singleton()->shader_free(p_rid); - } else if (RendererRD::MaterialStorage::get_singleton()->owns_material(p_rid)) { - RendererRD::MaterialStorage::get_singleton()->material_free(p_rid); - } else if (RendererRD::MeshStorage::get_singleton()->owns_mesh(p_rid)) { - RendererRD::MeshStorage::get_singleton()->mesh_free(p_rid); - } else if (RendererRD::MeshStorage::get_singleton()->owns_mesh_instance(p_rid)) { - RendererRD::MeshStorage::get_singleton()->mesh_instance_free(p_rid); - } else if (RendererRD::MeshStorage::get_singleton()->owns_multimesh(p_rid)) { - RendererRD::MeshStorage::get_singleton()->multimesh_free(p_rid); - } else if (RendererRD::MeshStorage::get_singleton()->owns_skeleton(p_rid)) { - RendererRD::MeshStorage::get_singleton()->skeleton_free(p_rid); - } else if (RendererRD::LightStorage::get_singleton()->owns_reflection_probe(p_rid)) { - RendererRD::LightStorage::get_singleton()->reflection_probe_free(p_rid); - } else if (RendererRD::TextureStorage::get_singleton()->owns_decal(p_rid)) { - RendererRD::TextureStorage::get_singleton()->decal_free(p_rid); + if (RendererRD::LightStorage::get_singleton()->free(p_rid)) { + return true; + } else if (RendererRD::MaterialStorage::get_singleton()->free(p_rid)) { + return true; + } else if (RendererRD::MeshStorage::get_singleton()->free(p_rid)) { + return true; + } else if (RendererRD::ParticlesStorage::get_singleton()->free(p_rid)) { + return true; + } else if (RendererRD::TextureStorage::get_singleton()->free(p_rid)) { + return true; } else if (RendererRD::GI::get_singleton()->owns_voxel_gi(p_rid)) { RendererRD::GI::get_singleton()->voxel_gi_free(p_rid); - } else if (RendererRD::LightStorage::get_singleton()->owns_lightmap(p_rid)) { - RendererRD::LightStorage::get_singleton()->lightmap_free(p_rid); - } else if (RendererRD::LightStorage::get_singleton()->owns_light(p_rid)) { - RendererRD::LightStorage::get_singleton()->light_free(p_rid); - } else if (RendererRD::ParticlesStorage::get_singleton()->owns_particles(p_rid)) { - RendererRD::ParticlesStorage::get_singleton()->particles_free(p_rid); - } else if (RendererRD::ParticlesStorage::get_singleton()->owns_particles_collision(p_rid)) { - RendererRD::ParticlesStorage::get_singleton()->particles_collision_free(p_rid); + return true; + } else if (RendererRD::Fog::get_singleton()->owns_fog_volume(p_rid)) { + RendererRD::Fog::get_singleton()->fog_volume_free(p_rid); + return true; } else if (owns_visibility_notifier(p_rid)) { visibility_notifier_free(p_rid); - } else if (RendererRD::ParticlesStorage::get_singleton()->owns_particles_collision_instance(p_rid)) { - RendererRD::ParticlesStorage::get_singleton()->particles_collision_instance_free(p_rid); - } else if (RendererRD::Fog::get_singleton()->owns_fog_volume(p_rid)) { - RendererRD::Fog::get_singleton()->fog_free(p_rid); - } else if (RendererRD::TextureStorage::get_singleton()->owns_render_target(p_rid)) { - RendererRD::TextureStorage::get_singleton()->render_target_free(p_rid); + return true; } else { return false; } - - return true; } /* DEPENDENCIES */ void Utilities::base_update_dependency(RID p_base, DependencyTracker *p_instance) { if (MeshStorage::get_singleton()->owns_mesh(p_base)) { - Mesh *mesh = MeshStorage::get_singleton()->get_mesh(p_base); - p_instance->update_dependency(&mesh->dependency); + Dependency *dependency = MeshStorage::get_singleton()->mesh_get_dependency(p_base); + p_instance->update_dependency(dependency); } else if (MeshStorage::get_singleton()->owns_multimesh(p_base)) { - MultiMesh *multimesh = MeshStorage::get_singleton()->get_multimesh(p_base); - p_instance->update_dependency(&multimesh->dependency); - if (multimesh->mesh.is_valid()) { - base_update_dependency(multimesh->mesh, p_instance); + Dependency *dependency = MeshStorage::get_singleton()->multimesh_get_dependency(p_base); + p_instance->update_dependency(dependency); + + RID mesh = MeshStorage::get_singleton()->multimesh_get_mesh(p_base); + if (mesh.is_valid()) { + base_update_dependency(mesh, p_instance); } } else if (LightStorage::get_singleton()->owns_reflection_probe(p_base)) { - ReflectionProbe *rp = LightStorage::get_singleton()->get_reflection_probe(p_base); - p_instance->update_dependency(&rp->dependency); + Dependency *dependency = LightStorage::get_singleton()->reflection_probe_get_dependency(p_base); + p_instance->update_dependency(dependency); } else if (TextureStorage::get_singleton()->owns_decal(p_base)) { - Decal *decal = TextureStorage::get_singleton()->get_decal(p_base); - p_instance->update_dependency(&decal->dependency); + Dependency *dependency = TextureStorage::get_singleton()->decal_get_dependency(p_base); + p_instance->update_dependency(dependency); } else if (GI::get_singleton()->owns_voxel_gi(p_base)) { - GI::VoxelGI *gip = GI::get_singleton()->get_voxel_gi(p_base); - p_instance->update_dependency(&gip->dependency); + Dependency *dependency = GI::get_singleton()->voxel_gi_get_dependency(p_base); + p_instance->update_dependency(dependency); } else if (LightStorage::get_singleton()->owns_lightmap(p_base)) { - Lightmap *lm = LightStorage::get_singleton()->get_lightmap(p_base); - p_instance->update_dependency(&lm->dependency); + Dependency *dependency = LightStorage::get_singleton()->lightmap_get_dependency(p_base); + p_instance->update_dependency(dependency); } else if (LightStorage::get_singleton()->owns_light(p_base)) { - Light *l = LightStorage::get_singleton()->get_light(p_base); - p_instance->update_dependency(&l->dependency); + Dependency *dependency = LightStorage::get_singleton()->light_get_dependency(p_base); + p_instance->update_dependency(dependency); } else if (ParticlesStorage::get_singleton()->owns_particles(p_base)) { - Particles *p = ParticlesStorage::get_singleton()->get_particles(p_base); - p_instance->update_dependency(&p->dependency); + Dependency *dependency = ParticlesStorage::get_singleton()->particles_get_dependency(p_base); + p_instance->update_dependency(dependency); } else if (ParticlesStorage::get_singleton()->owns_particles_collision(p_base)) { - ParticlesCollision *pc = ParticlesStorage::get_singleton()->get_particles_collision(p_base); - p_instance->update_dependency(&pc->dependency); + Dependency *dependency = ParticlesStorage::get_singleton()->particles_collision_get_dependency(p_base); + p_instance->update_dependency(dependency); } else if (Fog::get_singleton()->owns_fog_volume(p_base)) { - Fog::FogVolume *fv = Fog::get_singleton()->get_fog_volume(p_base); - p_instance->update_dependency(&fv->dependency); + Dependency *dependency = Fog::get_singleton()->fog_volume_get_dependency(p_base); + p_instance->update_dependency(dependency); } else if (owns_visibility_notifier(p_base)) { VisibilityNotifier *vn = get_visibility_notifier(p_base); p_instance->update_dependency(&vn->dependency); @@ -219,21 +200,21 @@ void Utilities::visibility_notifier_call(RID p_notifier, bool p_enter, bool p_de if (p_enter) { if (!vn->enter_callback.is_null()) { if (p_deferred) { - vn->enter_callback.call_deferred(nullptr, 0); + vn->enter_callback.call_deferredp(nullptr, 0); } else { Variant r; Callable::CallError ce; - vn->enter_callback.call(nullptr, 0, r, ce); + vn->enter_callback.callp(nullptr, 0, r, ce); } } } else { if (!vn->exit_callback.is_null()) { if (p_deferred) { - vn->exit_callback.call_deferred(nullptr, 0); + vn->exit_callback.call_deferredp(nullptr, 0); } else { Variant r; Callable::CallError ce; - vn->exit_callback.call(nullptr, 0, r, ce); + vn->exit_callback.callp(nullptr, 0, r, ce); } } } @@ -272,7 +253,7 @@ String Utilities::get_captured_timestamp_name(uint32_t p_index) const { /* MISC */ void Utilities::update_dirty_resources() { - MaterialStorage::get_singleton()->_update_global_variables(); //must do before materials, so it can queue them for update + MaterialStorage::get_singleton()->_update_global_shader_uniforms(); //must do before materials, so it can queue them for update MaterialStorage::get_singleton()->_update_queued_materials(); MeshStorage::get_singleton()->_update_dirty_multimeshes(); MeshStorage::get_singleton()->_update_dirty_skeletons(); @@ -288,9 +269,14 @@ bool Utilities::has_os_feature(const String &p_feature) const { return true; } +#if !defined(ANDROID_ENABLED) && !defined(IOS_ENABLED) + // Some Android devices report support for S3TC but we don't expect that and don't export the textures. + // This could be fixed but so few devices support it that it doesn't seem useful (and makes bigger APKs). + // For good measure we do the same hack for iOS, just in case. if (p_feature == "s3tc" && RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_BC1_RGB_UNORM_BLOCK, RD::TEXTURE_USAGE_SAMPLING_BIT)) { return true; } +#endif if (p_feature == "bptc" && RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_BC7_UNORM_BLOCK, RD::TEXTURE_USAGE_SAMPLING_BIT)) { return true; diff --git a/servers/rendering/renderer_rd/storage_rd/utilities.h b/servers/rendering/renderer_rd/storage_rd/utilities.h index 979e984546..a80eb8510e 100644 --- a/servers/rendering/renderer_rd/storage_rd/utilities.h +++ b/servers/rendering/renderer_rd/storage_rd/utilities.h @@ -119,4 +119,4 @@ public: } // namespace RendererRD -#endif // !UTILITIES_RD_H +#endif // UTILITIES_RD_H diff --git a/servers/rendering/renderer_rd/uniform_set_cache_rd.h b/servers/rendering/renderer_rd/uniform_set_cache_rd.h index af22a48716..bca8b02178 100644 --- a/servers/rendering/renderer_rd/uniform_set_cache_rd.h +++ b/servers/rendering/renderer_rd/uniform_set_cache_rd.h @@ -28,8 +28,8 @@ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ -#ifndef UNIFORM_SET_CACHE_H -#define UNIFORM_SET_CACHE_H +#ifndef UNIFORM_SET_CACHE_RD_H +#define UNIFORM_SET_CACHE_RD_H #include "core/templates/local_vector.h" #include "core/templates/paged_allocator.h" @@ -163,7 +163,7 @@ public: const Cache *c = hash_table[table_idx]; while (c) { - if (c->hash == h && c->set == p_set && c->shader == p_shader && _compare_args(0, c->uniforms, args...)) { + if (c->hash == h && c->set == p_set && c->shader == p_shader && sizeof...(Args) == c->uniforms.size() && _compare_args(0, c->uniforms, args...)) { return c->cache; } c = c->next; @@ -193,7 +193,7 @@ public: const Cache *c = hash_table[table_idx]; while (c) { - if (c->hash == h && c->set == p_set && c->shader == p_shader) { + if (c->hash == h && c->set == p_set && c->shader == p_shader && (uint32_t)p_uniforms.size() == c->uniforms.size()) { bool all_ok = true; for (int i = 0; i < p_uniforms.size(); i++) { if (!_compare_uniform(p_uniforms[i], c->uniforms[i])) { @@ -220,4 +220,4 @@ public: ~UniformSetCacheRD(); }; -#endif // UNIFORMSETCACHE_H +#endif // UNIFORM_SET_CACHE_RD_H |