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-rw-r--r--servers/rendering/renderer_rd/cluster_builder_rd.cpp555
-rw-r--r--servers/rendering/renderer_rd/cluster_builder_rd.h378
-rw-r--r--servers/rendering/renderer_rd/effects_rd.cpp255
-rw-r--r--servers/rendering/renderer_rd/effects_rd.h27
-rw-r--r--servers/rendering/renderer_rd/light_cluster_builder.cpp252
-rw-r--r--servers/rendering/renderer_rd/light_cluster_builder.h290
-rw-r--r--servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp27
-rw-r--r--servers/rendering/renderer_rd/renderer_canvas_render_rd.h2
-rw-r--r--servers/rendering/renderer_rd/renderer_compositor_rd.cpp2
-rw-r--r--servers/rendering/renderer_rd/renderer_compositor_rd.h4
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_environment_rd.cpp126
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_environment_rd.h155
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_gi_rd.cpp3403
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_gi_rd.h668
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_render_forward_clustered.cpp (renamed from servers/rendering/renderer_rd/renderer_scene_render_forward.cpp)1127
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_render_forward_clustered.h (renamed from servers/rendering/renderer_rd/renderer_scene_render_forward.h)341
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_render_rd.cpp6373
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_render_rd.h1174
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp1491
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_sky_rd.h292
-rw-r--r--servers/rendering/renderer_rd/renderer_storage_rd.cpp324
-rw-r--r--servers/rendering/renderer_rd/renderer_storage_rd.h184
-rw-r--r--servers/rendering/renderer_rd/shader_compiler_rd.cpp68
-rw-r--r--servers/rendering/renderer_rd/shader_compiler_rd.h1
-rw-r--r--servers/rendering/renderer_rd/shader_rd.cpp138
-rw-r--r--servers/rendering/renderer_rd/shader_rd.h7
-rw-r--r--servers/rendering/renderer_rd/shaders/SCsub53
-rw-r--r--servers/rendering/renderer_rd/shaders/canvas.glsl10
-rw-r--r--servers/rendering/renderer_rd/shaders/cluster_data_inc.glsl20
-rw-r--r--servers/rendering/renderer_rd/shaders/cluster_debug.glsl115
-rw-r--r--servers/rendering/renderer_rd/shaders/cluster_render.glsl168
-rw-r--r--servers/rendering/renderer_rd/shaders/cluster_store.glsl119
-rw-r--r--servers/rendering/renderer_rd/shaders/cube_to_dp.glsl45
-rw-r--r--servers/rendering/renderer_rd/shaders/gi.glsl160
-rw-r--r--servers/rendering/renderer_rd/shaders/giprobe.glsl14
-rw-r--r--servers/rendering/renderer_rd/shaders/giprobe_write.glsl14
-rw-r--r--servers/rendering/renderer_rd/shaders/particles.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/resolve.glsl112
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl (renamed from servers/rendering/renderer_rd/shaders/scene_forward.glsl)1662
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl (renamed from servers/rendering/renderer_rd/shaders/scene_forward_inc.glsl)293
-rw-r--r--servers/rendering/renderer_rd/shaders/sdfgi_debug.glsl107
-rw-r--r--servers/rendering/renderer_rd/shaders/sdfgi_direct_light.glsl188
-rw-r--r--servers/rendering/renderer_rd/shaders/sdfgi_integrate.glsl205
-rw-r--r--servers/rendering/renderer_rd/shaders/shadow_reduce.glsl105
-rw-r--r--servers/rendering/renderer_rd/shaders/skeleton.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/volumetric_fog.glsl321
46 files changed, 12060 insertions, 9319 deletions
diff --git a/servers/rendering/renderer_rd/cluster_builder_rd.cpp b/servers/rendering/renderer_rd/cluster_builder_rd.cpp
new file mode 100644
index 0000000000..0fdd864d47
--- /dev/null
+++ b/servers/rendering/renderer_rd/cluster_builder_rd.cpp
@@ -0,0 +1,555 @@
+/*************************************************************************/
+/* cluster_builder_rd.cpp */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 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 "cluster_builder_rd.h"
+#include "servers/rendering/rendering_device.h"
+#include "servers/rendering/rendering_server_globals.h"
+
+ClusterBuilderSharedDataRD::ClusterBuilderSharedDataRD() {
+ RD::VertexFormatID vertex_format;
+
+ {
+ Vector<RD::VertexAttribute> attributes;
+ {
+ RD::VertexAttribute va;
+ va.format = RD::DATA_FORMAT_R32G32B32_SFLOAT;
+ va.stride = sizeof(float) * 3;
+ attributes.push_back(va);
+ }
+ vertex_format = RD::get_singleton()->vertex_format_create(attributes);
+ }
+
+ {
+ Vector<String> versions;
+ versions.push_back("");
+ cluster_render.cluster_render_shader.initialize(versions);
+ cluster_render.shader_version = cluster_render.cluster_render_shader.version_create();
+ cluster_render.shader = cluster_render.cluster_render_shader.version_get_shader(cluster_render.shader_version, 0);
+ cluster_render.shader_pipelines[ClusterRender::PIPELINE_NORMAL] = RD::get_singleton()->render_pipeline_create(cluster_render.shader, RD::get_singleton()->framebuffer_format_create_empty(), vertex_format, RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), RD::PipelineColorBlendState(), 0);
+ RD::PipelineMultisampleState ms;
+ ms.sample_count = RD::TEXTURE_SAMPLES_4;
+ cluster_render.shader_pipelines[ClusterRender::PIPELINE_MSAA] = RD::get_singleton()->render_pipeline_create(cluster_render.shader, RD::get_singleton()->framebuffer_format_create_empty(), vertex_format, RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), ms, RD::PipelineDepthStencilState(), RD::PipelineColorBlendState(), 0);
+ }
+ {
+ Vector<String> versions;
+ versions.push_back("");
+ cluster_store.cluster_store_shader.initialize(versions);
+ cluster_store.shader_version = cluster_store.cluster_store_shader.version_create();
+ cluster_store.shader = cluster_store.cluster_store_shader.version_get_shader(cluster_store.shader_version, 0);
+ cluster_store.shader_pipeline = RD::get_singleton()->compute_pipeline_create(cluster_store.shader);
+ }
+ {
+ Vector<String> versions;
+ versions.push_back("");
+ cluster_debug.cluster_debug_shader.initialize(versions);
+ cluster_debug.shader_version = cluster_debug.cluster_debug_shader.version_create();
+ cluster_debug.shader = cluster_debug.cluster_debug_shader.version_get_shader(cluster_debug.shader_version, 0);
+ cluster_debug.shader_pipeline = RD::get_singleton()->compute_pipeline_create(cluster_debug.shader);
+ }
+
+ { // SPHERE
+ static const uint32_t icosphere_vertex_count = 42;
+ static const float icosphere_vertices[icosphere_vertex_count * 3] = {
+ 0, 0, -1, 0.7236073, -0.5257253, -0.4472195, -0.276388, -0.8506492, -0.4472199, -0.8944262, 0, -0.4472156, -0.276388, 0.8506492, -0.4472199, 0.7236073, 0.5257253, -0.4472195, 0.276388, -0.8506492, 0.4472199, -0.7236073, -0.5257253, 0.4472195, -0.7236073, 0.5257253, 0.4472195, 0.276388, 0.8506492, 0.4472199, 0.8944262, 0, 0.4472156, 0, 0, 1, -0.1624555, -0.4999952, -0.8506544, 0.4253227, -0.3090114, -0.8506542, 0.2628688, -0.8090116, -0.5257377, 0.8506479, 0, -0.5257359, 0.4253227, 0.3090114, -0.8506542, -0.5257298, 0, -0.8506517, -0.6881894, -0.4999969, -0.5257362, -0.1624555, 0.4999952, -0.8506544, -0.6881894, 0.4999969, -0.5257362, 0.2628688, 0.8090116, -0.5257377, 0.9510579, -0.3090126, 0, 0.9510579, 0.3090126, 0, 0, -1, 0, 0.5877856, -0.8090167, 0, -0.9510579, -0.3090126, 0, -0.5877856, -0.8090167, 0, -0.5877856, 0.8090167, 0, -0.9510579, 0.3090126, 0, 0.5877856, 0.8090167, 0, 0, 1, 0, 0.6881894, -0.4999969, 0.5257362, -0.2628688, -0.8090116, 0.5257377, -0.8506479, 0, 0.5257359, -0.2628688, 0.8090116, 0.5257377, 0.6881894, 0.4999969, 0.5257362, 0.1624555, -0.4999952, 0.8506544, 0.5257298, 0, 0.8506517, -0.4253227, -0.3090114, 0.8506542, -0.4253227, 0.3090114, 0.8506542, 0.1624555, 0.4999952, 0.8506544
+ };
+ static const uint32_t icosphere_triangle_count = 80;
+ static const uint32_t icosphere_triangle_indices[icosphere_triangle_count * 3] = {
+ 0, 13, 12, 1, 13, 15, 0, 12, 17, 0, 17, 19, 0, 19, 16, 1, 15, 22, 2, 14, 24, 3, 18, 26, 4, 20, 28, 5, 21, 30, 1, 22, 25, 2, 24, 27, 3, 26, 29, 4, 28, 31, 5, 30, 23, 6, 32, 37, 7, 33, 39, 8, 34, 40, 9, 35, 41, 10, 36, 38, 38, 41, 11, 38, 36, 41, 36, 9, 41, 41, 40, 11, 41, 35, 40, 35, 8, 40, 40, 39, 11, 40, 34, 39, 34, 7, 39, 39, 37, 11, 39, 33, 37, 33, 6, 37, 37, 38, 11, 37, 32, 38, 32, 10, 38, 23, 36, 10, 23, 30, 36, 30, 9, 36, 31, 35, 9, 31, 28, 35, 28, 8, 35, 29, 34, 8, 29, 26, 34, 26, 7, 34, 27, 33, 7, 27, 24, 33, 24, 6, 33, 25, 32, 6, 25, 22, 32, 22, 10, 32, 30, 31, 9, 30, 21, 31, 21, 4, 31, 28, 29, 8, 28, 20, 29, 20, 3, 29, 26, 27, 7, 26, 18, 27, 18, 2, 27, 24, 25, 6, 24, 14, 25, 14, 1, 25, 22, 23, 10, 22, 15, 23, 15, 5, 23, 16, 21, 5, 16, 19, 21, 19, 4, 21, 19, 20, 4, 19, 17, 20, 17, 3, 20, 17, 18, 3, 17, 12, 18, 12, 2, 18, 15, 16, 5, 15, 13, 16, 13, 0, 16, 12, 14, 2, 12, 13, 14, 13, 1, 14
+ };
+
+ Vector<uint8_t> vertex_data;
+ vertex_data.resize(sizeof(float) * icosphere_vertex_count * 3);
+ copymem(vertex_data.ptrw(), icosphere_vertices, vertex_data.size());
+
+ sphere_vertex_buffer = RD::get_singleton()->vertex_buffer_create(vertex_data.size(), vertex_data);
+
+ Vector<uint8_t> index_data;
+ index_data.resize(sizeof(uint32_t) * icosphere_triangle_count * 3);
+ copymem(index_data.ptrw(), icosphere_triangle_indices, index_data.size());
+
+ sphere_index_buffer = RD::get_singleton()->index_buffer_create(icosphere_triangle_count * 3, RD::INDEX_BUFFER_FORMAT_UINT32, index_data);
+
+ Vector<RID> buffers;
+ buffers.push_back(sphere_vertex_buffer);
+
+ sphere_vertex_array = RD::get_singleton()->vertex_array_create(icosphere_vertex_count, vertex_format, buffers);
+
+ sphere_index_array = RD::get_singleton()->index_array_create(sphere_index_buffer, 0, icosphere_triangle_count * 3);
+
+ float min_d = 1e20;
+ for (uint32_t i = 0; i < icosphere_triangle_count; i++) {
+ Vector3 vertices[3];
+ for (uint32_t j = 0; j < 3; j++) {
+ uint32_t index = icosphere_triangle_indices[i * 3 + j];
+ for (uint32_t k = 0; k < 3; k++) {
+ vertices[j][k] = icosphere_vertices[index * 3 + k];
+ }
+ }
+ Plane p(vertices[0], vertices[1], vertices[2]);
+ min_d = MIN(Math::abs(p.d), min_d);
+ }
+ sphere_overfit = 1.0 / min_d;
+ }
+
+ { // CONE
+ static const uint32_t cone_vertex_count = 99;
+ static const float cone_vertices[cone_vertex_count * 3] = {
+ 0, 1, -1, 0.1950903, 0.9807853, -1, 0.3826835, 0.9238795, -1, 0.5555703, 0.8314696, -1, 0.7071068, 0.7071068, -1, 0.8314697, 0.5555702, -1, 0.9238795, 0.3826834, -1, 0.9807853, 0.1950903, -1, 1, 0, -1, 0.9807853, -0.1950902, -1, 0.9238796, -0.3826833, -1, 0.8314697, -0.5555702, -1, 0.7071068, -0.7071068, -1, 0.5555702, -0.8314697, -1, 0.3826833, -0.9238796, -1, 0.1950901, -0.9807853, -1, -3.25841e-7, -1, -1, -0.1950907, -0.9807852, -1, -0.3826839, -0.9238793, -1, -0.5555707, -0.8314693, -1, -0.7071073, -0.7071063, -1, -0.83147, -0.5555697, -1, -0.9238799, -0.3826827, -1, 0, 0, 0, -0.9807854, -0.1950894, -1, -1, 9.65599e-7, -1, -0.9807851, 0.1950913, -1, -0.9238791, 0.3826845, -1, -0.8314689, 0.5555713, -1, -0.7071059, 0.7071077, -1, -0.5555691, 0.8314704, -1, -0.3826821, 0.9238801, -1, -0.1950888, 0.9807856, -1
+ };
+ static const uint32_t cone_triangle_count = 62;
+ static const uint32_t cone_triangle_indices[cone_triangle_count * 3] = {
+ 0, 23, 1, 1, 23, 2, 2, 23, 3, 3, 23, 4, 4, 23, 5, 5, 23, 6, 6, 23, 7, 7, 23, 8, 8, 23, 9, 9, 23, 10, 10, 23, 11, 11, 23, 12, 12, 23, 13, 13, 23, 14, 14, 23, 15, 15, 23, 16, 16, 23, 17, 17, 23, 18, 18, 23, 19, 19, 23, 20, 20, 23, 21, 21, 23, 22, 22, 23, 24, 24, 23, 25, 25, 23, 26, 26, 23, 27, 27, 23, 28, 28, 23, 29, 29, 23, 30, 30, 23, 31, 31, 23, 32, 32, 23, 0, 7, 15, 24, 32, 0, 1, 1, 2, 3, 3, 4, 5, 5, 6, 3, 6, 7, 3, 7, 8, 9, 9, 10, 7, 10, 11, 7, 11, 12, 15, 12, 13, 15, 13, 14, 15, 15, 16, 17, 17, 18, 19, 19, 20, 24, 20, 21, 24, 21, 22, 24, 24, 25, 26, 26, 27, 28, 28, 29, 30, 30, 31, 32, 32, 1, 3, 15, 17, 24, 17, 19, 24, 24, 26, 32, 26, 28, 32, 28, 30, 32, 32, 3, 7, 7, 11, 15, 32, 7, 24
+ };
+
+ Vector<uint8_t> vertex_data;
+ vertex_data.resize(sizeof(float) * cone_vertex_count * 3);
+ copymem(vertex_data.ptrw(), cone_vertices, vertex_data.size());
+
+ cone_vertex_buffer = RD::get_singleton()->vertex_buffer_create(vertex_data.size(), vertex_data);
+
+ Vector<uint8_t> index_data;
+ index_data.resize(sizeof(uint32_t) * cone_triangle_count * 3);
+ copymem(index_data.ptrw(), cone_triangle_indices, index_data.size());
+
+ cone_index_buffer = RD::get_singleton()->index_buffer_create(cone_triangle_count * 3, RD::INDEX_BUFFER_FORMAT_UINT32, index_data);
+
+ Vector<RID> buffers;
+ buffers.push_back(cone_vertex_buffer);
+
+ cone_vertex_array = RD::get_singleton()->vertex_array_create(cone_vertex_count, vertex_format, buffers);
+
+ cone_index_array = RD::get_singleton()->index_array_create(cone_index_buffer, 0, cone_triangle_count * 3);
+
+ float min_d = 1e20;
+ for (uint32_t i = 0; i < cone_triangle_count; i++) {
+ Vector3 vertices[3];
+ int32_t zero_index = -1;
+ for (uint32_t j = 0; j < 3; j++) {
+ uint32_t index = cone_triangle_indices[i * 3 + j];
+ for (uint32_t k = 0; k < 3; k++) {
+ vertices[j][k] = cone_vertices[index * 3 + k];
+ }
+ if (vertices[j] == Vector3()) {
+ zero_index = j;
+ }
+ }
+
+ if (zero_index != -1) {
+ Vector3 a = vertices[(zero_index + 1) % 3];
+ Vector3 b = vertices[(zero_index + 2) % 3];
+ Vector3 c = a + Vector3(0, 0, 1);
+ Plane p(a, b, c);
+ min_d = MIN(Math::abs(p.d), min_d);
+ }
+ }
+ cone_overfit = 1.0 / min_d;
+ }
+
+ { // BOX
+ static const uint32_t box_vertex_count = 8;
+ static const float box_vertices[box_vertex_count * 3] = {
+ -1, -1, -1, -1, -1, 1, -1, 1, -1, -1, 1, 1, 1, -1, -1, 1, -1, 1, 1, 1, -1, 1, 1, 1
+ };
+ static const uint32_t box_triangle_count = 12;
+ static const uint32_t box_triangle_indices[box_triangle_count * 3] = {
+ 1, 2, 0, 3, 6, 2, 7, 4, 6, 5, 0, 4, 6, 0, 2, 3, 5, 7, 1, 3, 2, 3, 7, 6, 7, 5, 4, 5, 1, 0, 6, 4, 0, 3, 1, 5
+ };
+
+ Vector<uint8_t> vertex_data;
+ vertex_data.resize(sizeof(float) * box_vertex_count * 3);
+ copymem(vertex_data.ptrw(), box_vertices, vertex_data.size());
+
+ box_vertex_buffer = RD::get_singleton()->vertex_buffer_create(vertex_data.size(), vertex_data);
+
+ Vector<uint8_t> index_data;
+ index_data.resize(sizeof(uint32_t) * box_triangle_count * 3);
+ copymem(index_data.ptrw(), box_triangle_indices, index_data.size());
+
+ box_index_buffer = RD::get_singleton()->index_buffer_create(box_triangle_count * 3, RD::INDEX_BUFFER_FORMAT_UINT32, index_data);
+
+ Vector<RID> buffers;
+ buffers.push_back(box_vertex_buffer);
+
+ box_vertex_array = RD::get_singleton()->vertex_array_create(box_vertex_count, vertex_format, buffers);
+
+ box_index_array = RD::get_singleton()->index_array_create(box_index_buffer, 0, box_triangle_count * 3);
+ }
+}
+ClusterBuilderSharedDataRD::~ClusterBuilderSharedDataRD() {
+ RD::get_singleton()->free(sphere_vertex_buffer);
+ RD::get_singleton()->free(sphere_index_buffer);
+ RD::get_singleton()->free(cone_vertex_buffer);
+ RD::get_singleton()->free(cone_index_buffer);
+ RD::get_singleton()->free(box_vertex_buffer);
+ RD::get_singleton()->free(box_index_buffer);
+
+ cluster_render.cluster_render_shader.version_free(cluster_render.shader_version);
+ cluster_store.cluster_store_shader.version_free(cluster_store.shader_version);
+ cluster_debug.cluster_debug_shader.version_free(cluster_debug.shader_version);
+}
+
+/////////////////////////////
+
+void ClusterBuilderRD::_clear() {
+ if (cluster_buffer.is_null()) {
+ return; //nothing to clear
+ }
+ RD::get_singleton()->free(cluster_buffer);
+ RD::get_singleton()->free(cluster_render_buffer);
+ RD::get_singleton()->free(element_buffer);
+ cluster_buffer = RID();
+ cluster_render_buffer = RID();
+ element_buffer = RID();
+
+ memfree(render_elements);
+
+ render_elements = nullptr;
+ render_element_max = 0;
+ render_element_count = 0;
+
+ RD::get_singleton()->free(framebuffer);
+ framebuffer = RID();
+
+ cluster_render_uniform_set = RID();
+ cluster_store_uniform_set = RID();
+}
+
+void ClusterBuilderRD::setup(Size2i p_screen_size, uint32_t p_max_elements, RID p_depth_buffer, RID p_depth_buffer_sampler, RID p_color_buffer) {
+ ERR_FAIL_COND(p_max_elements == 0);
+ ERR_FAIL_COND(p_screen_size.x < 1);
+ ERR_FAIL_COND(p_screen_size.y < 1);
+
+ _clear();
+
+ screen_size = p_screen_size;
+
+ cluster_screen_size.width = (p_screen_size.width - 1) / cluster_size + 1;
+ cluster_screen_size.height = (p_screen_size.height - 1) / cluster_size + 1;
+
+ max_elements_by_type = p_max_elements;
+ if (max_elements_by_type % 32) { //need to be 32 aligned
+ max_elements_by_type += 32 - (max_elements_by_type % 32);
+ }
+
+ cluster_buffer_size = cluster_screen_size.x * cluster_screen_size.y * (max_elements_by_type / 32 + 32) * ELEMENT_TYPE_MAX * 4;
+
+ render_element_max = max_elements_by_type * ELEMENT_TYPE_MAX;
+
+ uint32_t element_tag_bits_size = render_element_max / 32;
+ uint32_t element_tag_depth_bits_size = render_element_max;
+ cluster_render_buffer_size = cluster_screen_size.x * cluster_screen_size.y * (element_tag_bits_size + element_tag_depth_bits_size) * 4; // tag bits (element was used) and tag depth (depth range in which it was used)
+
+ cluster_render_buffer = RD::get_singleton()->storage_buffer_create(cluster_render_buffer_size);
+ cluster_buffer = RD::get_singleton()->storage_buffer_create(cluster_buffer_size);
+
+ render_elements = (RenderElementData *)memalloc(sizeof(RenderElementData *) * render_element_max);
+ render_element_count = 0;
+
+ element_buffer = RD::get_singleton()->storage_buffer_create(sizeof(RenderElementData) * render_element_max);
+
+ uint32_t div_value = 1 << divisor;
+ if (use_msaa) {
+ framebuffer = RD::get_singleton()->framebuffer_create_empty(p_screen_size / div_value, RD::TEXTURE_SAMPLES_4);
+ } else {
+ framebuffer = RD::get_singleton()->framebuffer_create_empty(p_screen_size / div_value);
+ }
+
+ {
+ Vector<RD::Uniform> uniforms;
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
+ u.binding = 1;
+ u.ids.push_back(state_uniform);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u.binding = 2;
+ u.ids.push_back(element_buffer);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u.binding = 3;
+ u.ids.push_back(cluster_render_buffer);
+ uniforms.push_back(u);
+ }
+
+ cluster_render_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, shared->cluster_render.shader, 0);
+ }
+
+ {
+ Vector<RD::Uniform> uniforms;
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u.binding = 1;
+ u.ids.push_back(cluster_render_buffer);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u.binding = 2;
+ u.ids.push_back(cluster_buffer);
+ uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u.binding = 3;
+ u.ids.push_back(element_buffer);
+ uniforms.push_back(u);
+ }
+
+ cluster_store_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, shared->cluster_store.shader, 0);
+ }
+
+ if (p_color_buffer.is_valid()) {
+ Vector<RD::Uniform> uniforms;
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u.binding = 1;
+ u.ids.push_back(cluster_buffer);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 2;
+ u.ids.push_back(p_color_buffer);
+ uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ u.binding = 3;
+ u.ids.push_back(p_depth_buffer);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
+ u.binding = 4;
+ u.ids.push_back(p_depth_buffer_sampler);
+ uniforms.push_back(u);
+ }
+
+ debug_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, shared->cluster_debug.shader, 0);
+ } else {
+ debug_uniform_set = RID();
+ }
+}
+
+void ClusterBuilderRD::begin(const Transform &p_view_transform, const CameraMatrix &p_cam_projection, bool p_flip_y) {
+ view_xform = p_view_transform.affine_inverse();
+ projection = p_cam_projection;
+ z_near = projection.get_z_near();
+ z_far = projection.get_z_far();
+ orthogonal = p_cam_projection.is_orthogonal();
+ adjusted_projection = projection;
+ if (!orthogonal) {
+ adjusted_projection.adjust_perspective_znear(0.0001);
+ }
+
+ CameraMatrix correction;
+ correction.set_depth_correction(p_flip_y);
+ projection = correction * projection;
+ adjusted_projection = correction * adjusted_projection;
+
+ //reset counts
+ render_element_count = 0;
+ for (uint32_t i = 0; i < ELEMENT_TYPE_MAX; i++) {
+ cluster_count_by_type[i] = 0;
+ }
+}
+
+void ClusterBuilderRD::bake_cluster() {
+ RENDER_TIMESTAMP(">Bake Cluster");
+
+ RD::get_singleton()->draw_command_begin_label("Bake Light Cluster");
+
+ //clear cluster buffer
+ RD::get_singleton()->buffer_clear(cluster_buffer, 0, cluster_buffer_size, RD::BARRIER_MASK_RASTER | RD::BARRIER_MASK_COMPUTE);
+
+ if (render_element_count > 0) {
+ //clear render buffer
+ RD::get_singleton()->buffer_clear(cluster_render_buffer, 0, cluster_render_buffer_size, RD::BARRIER_MASK_RASTER);
+
+ { //fill state uniform
+
+ StateUniform state;
+
+ RendererStorageRD::store_camera(adjusted_projection, state.projection);
+ state.inv_z_far = 1.0 / z_far;
+ state.screen_to_clusters_shift = get_shift_from_power_of_2(cluster_size);
+ state.screen_to_clusters_shift -= divisor; //screen is smaller, shift one less
+
+ state.cluster_screen_width = cluster_screen_size.x;
+ state.cluster_depth_offset = (render_element_max / 32);
+ state.cluster_data_size = state.cluster_depth_offset + render_element_max;
+
+ RD::get_singleton()->buffer_update(state_uniform, 0, sizeof(StateUniform), &state, RD::BARRIER_MASK_RASTER | RD::BARRIER_MASK_COMPUTE);
+ }
+
+ //update instances
+
+ RD::get_singleton()->buffer_update(element_buffer, 0, sizeof(RenderElementData) * render_element_count, render_elements, RD::BARRIER_MASK_RASTER | RD::BARRIER_MASK_COMPUTE);
+
+ RENDER_TIMESTAMP("Render Elements");
+
+ //render elements
+ {
+ RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(framebuffer, RD::INITIAL_ACTION_DROP, RD::FINAL_ACTION_DISCARD, RD::INITIAL_ACTION_DROP, RD::FINAL_ACTION_DISCARD);
+ ClusterBuilderSharedDataRD::ClusterRender::PushConstant push_constant = {};
+
+ RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, shared->cluster_render.shader_pipelines[use_msaa ? ClusterBuilderSharedDataRD::ClusterRender::PIPELINE_MSAA : ClusterBuilderSharedDataRD::ClusterRender::PIPELINE_NORMAL]);
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, cluster_render_uniform_set, 0);
+
+ for (uint32_t i = 0; i < render_element_count;) {
+ push_constant.base_index = i;
+ switch (render_elements[i].type) {
+ case ELEMENT_TYPE_OMNI_LIGHT: {
+ RD::get_singleton()->draw_list_bind_vertex_array(draw_list, shared->sphere_vertex_array);
+ RD::get_singleton()->draw_list_bind_index_array(draw_list, shared->sphere_index_array);
+ } break;
+ case ELEMENT_TYPE_SPOT_LIGHT: {
+ RD::get_singleton()->draw_list_bind_vertex_array(draw_list, shared->cone_vertex_array);
+ RD::get_singleton()->draw_list_bind_index_array(draw_list, shared->cone_index_array);
+ } break;
+ case ELEMENT_TYPE_DECAL:
+ case ELEMENT_TYPE_REFLECTION_PROBE: {
+ RD::get_singleton()->draw_list_bind_vertex_array(draw_list, shared->box_vertex_array);
+ RD::get_singleton()->draw_list_bind_index_array(draw_list, shared->box_index_array);
+ } break;
+ }
+
+ RD::get_singleton()->draw_list_set_push_constant(draw_list, &push_constant, sizeof(ClusterBuilderSharedDataRD::ClusterRender::PushConstant));
+
+ uint32_t instances = 1;
+#if 0
+ for (uint32_t j = i+1; j < element_count; j++) {
+ if (elements[i].type!=elements[j].type) {
+ break;
+ }
+ instances++;
+ }
+#endif
+ RD::get_singleton()->draw_list_draw(draw_list, true, instances);
+ i += instances;
+ }
+ RD::get_singleton()->draw_list_end(RD::BARRIER_MASK_COMPUTE);
+ }
+ //store elements
+ RENDER_TIMESTAMP("Pack Elements");
+
+ {
+ RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, shared->cluster_store.shader_pipeline);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, cluster_store_uniform_set, 0);
+
+ ClusterBuilderSharedDataRD::ClusterStore::PushConstant push_constant;
+ push_constant.cluster_render_data_size = render_element_max / 32 + render_element_max;
+ push_constant.max_render_element_count_div_32 = render_element_max / 32;
+ push_constant.cluster_screen_size[0] = cluster_screen_size.x;
+ push_constant.cluster_screen_size[1] = cluster_screen_size.y;
+ push_constant.render_element_count_div_32 = render_element_count > 0 ? (render_element_count - 1) / 32 + 1 : 0;
+ push_constant.max_cluster_element_count_div_32 = max_elements_by_type / 32;
+ push_constant.pad1 = 0;
+ push_constant.pad2 = 0;
+
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(ClusterBuilderSharedDataRD::ClusterStore::PushConstant));
+
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, cluster_screen_size.x, cluster_screen_size.y, 1);
+
+ RD::get_singleton()->compute_list_end(RD::BARRIER_MASK_RASTER | RD::BARRIER_MASK_COMPUTE);
+ }
+ } else {
+ RD::get_singleton()->barrier(RD::BARRIER_MASK_TRANSFER, RD::BARRIER_MASK_RASTER | RD::BARRIER_MASK_COMPUTE);
+ }
+ RENDER_TIMESTAMP("<Bake Cluster");
+ RD::get_singleton()->draw_command_end_label();
+}
+
+void ClusterBuilderRD::debug(ElementType p_element) {
+ ERR_FAIL_COND(debug_uniform_set.is_null());
+ RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, shared->cluster_debug.shader_pipeline);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, debug_uniform_set, 0);
+
+ ClusterBuilderSharedDataRD::ClusterDebug::PushConstant push_constant;
+ push_constant.screen_size[0] = screen_size.x;
+ push_constant.screen_size[1] = screen_size.y;
+ push_constant.cluster_screen_size[0] = cluster_screen_size.x;
+ push_constant.cluster_screen_size[1] = cluster_screen_size.y;
+ push_constant.cluster_shift = get_shift_from_power_of_2(cluster_size);
+ push_constant.cluster_type = p_element;
+ push_constant.orthogonal = orthogonal;
+ push_constant.z_far = z_far;
+ push_constant.z_near = z_near;
+ push_constant.max_cluster_element_count_div_32 = max_elements_by_type / 32;
+
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(ClusterBuilderSharedDataRD::ClusterDebug::PushConstant));
+
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, screen_size.x, screen_size.y, 1);
+
+ RD::get_singleton()->compute_list_end();
+}
+
+RID ClusterBuilderRD::get_cluster_buffer() const {
+ return cluster_buffer;
+}
+
+uint32_t ClusterBuilderRD::get_cluster_size() const {
+ return cluster_size;
+}
+
+uint32_t ClusterBuilderRD::get_max_cluster_elements() const {
+ return max_elements_by_type;
+}
+
+void ClusterBuilderRD::set_shared(ClusterBuilderSharedDataRD *p_shared) {
+ shared = p_shared;
+}
+
+ClusterBuilderRD::ClusterBuilderRD() {
+ state_uniform = RD::get_singleton()->uniform_buffer_create(sizeof(StateUniform));
+}
+
+ClusterBuilderRD::~ClusterBuilderRD() {
+ _clear();
+ RD::get_singleton()->free(state_uniform);
+}
diff --git a/servers/rendering/renderer_rd/cluster_builder_rd.h b/servers/rendering/renderer_rd/cluster_builder_rd.h
new file mode 100644
index 0000000000..dc1707b534
--- /dev/null
+++ b/servers/rendering/renderer_rd/cluster_builder_rd.h
@@ -0,0 +1,378 @@
+/*************************************************************************/
+/* cluster_builder_rd.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 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 CLUSTER_BUILDER_RD_H
+#define CLUSTER_BUILDER_RD_H
+
+#include "servers/rendering/renderer_rd/renderer_storage_rd.h"
+#include "servers/rendering/renderer_rd/shaders/cluster_debug.glsl.gen.h"
+#include "servers/rendering/renderer_rd/shaders/cluster_render.glsl.gen.h"
+#include "servers/rendering/renderer_rd/shaders/cluster_store.glsl.gen.h"
+
+class ClusterBuilderSharedDataRD {
+ friend class ClusterBuilderRD;
+
+ RID sphere_vertex_buffer;
+ RID sphere_vertex_array;
+ RID sphere_index_buffer;
+ RID sphere_index_array;
+ float sphere_overfit = 0.0; //because an icosphere is not a perfect sphere, we need to enlarge it to cover the sphere area
+
+ RID cone_vertex_buffer;
+ RID cone_vertex_array;
+ RID cone_index_buffer;
+ RID cone_index_array;
+ float cone_overfit = 0.0; //because an cone mesh is not a perfect sphere, we need to enlarge it to cover the actual cone area
+
+ RID box_vertex_buffer;
+ RID box_vertex_array;
+ RID box_index_buffer;
+ RID box_index_array;
+
+ enum Divisor {
+ DIVISOR_1,
+ DIVISOR_2,
+ DIVISOR_4,
+ };
+
+ struct ClusterRender {
+ struct PushConstant {
+ uint32_t base_index;
+ uint32_t pad0;
+ uint32_t pad1;
+ uint32_t pad2;
+ };
+
+ ClusterRenderShaderRD cluster_render_shader;
+ RID shader_version;
+ RID shader;
+ enum PipelineVersion {
+ PIPELINE_NORMAL,
+ PIPELINE_MSAA,
+ PIPELINE_MAX
+ };
+
+ RID shader_pipelines[PIPELINE_MAX];
+ } cluster_render;
+
+ struct ClusterStore {
+ struct PushConstant {
+ uint32_t cluster_render_data_size; // how much data for a single cluster takes
+ uint32_t max_render_element_count_div_32; //divided by 32
+ uint32_t cluster_screen_size[2];
+ uint32_t render_element_count_div_32; //divided by 32
+ uint32_t max_cluster_element_count_div_32; //divided by 32
+ uint32_t pad1;
+ uint32_t pad2;
+ };
+
+ ClusterStoreShaderRD cluster_store_shader;
+ RID shader_version;
+ RID shader;
+ RID shader_pipeline;
+ } cluster_store;
+
+ struct ClusterDebug {
+ struct PushConstant {
+ uint32_t screen_size[2];
+ uint32_t cluster_screen_size[2];
+
+ uint32_t cluster_shift;
+ uint32_t cluster_type;
+ float z_near;
+ float z_far;
+
+ uint32_t orthogonal;
+ uint32_t max_cluster_element_count_div_32;
+ uint32_t pad1;
+ uint32_t pad2;
+ };
+
+ ClusterDebugShaderRD cluster_debug_shader;
+ RID shader_version;
+ RID shader;
+ RID shader_pipeline;
+ } cluster_debug;
+
+public:
+ ClusterBuilderSharedDataRD();
+ ~ClusterBuilderSharedDataRD();
+};
+
+class ClusterBuilderRD {
+public:
+ enum LightType {
+ LIGHT_TYPE_OMNI,
+ LIGHT_TYPE_SPOT
+ };
+
+ enum BoxType {
+ BOX_TYPE_REFLECTION_PROBE,
+ BOX_TYPE_DECAL,
+ };
+
+ enum ElementType {
+ ELEMENT_TYPE_OMNI_LIGHT,
+ ELEMENT_TYPE_SPOT_LIGHT,
+ ELEMENT_TYPE_DECAL,
+ ELEMENT_TYPE_REFLECTION_PROBE,
+ ELEMENT_TYPE_MAX,
+
+ };
+
+private:
+ ClusterBuilderSharedDataRD *shared = nullptr;
+
+ struct RenderElementData {
+ uint32_t type; //0-4
+ uint32_t touches_near;
+ uint32_t touches_far;
+ uint32_t original_index;
+ float transform_inv[12]; //transposed transform for less space
+ float scale[3];
+ uint32_t pad;
+ };
+
+ uint32_t cluster_count_by_type[ELEMENT_TYPE_MAX] = {};
+ uint32_t max_elements_by_type = 0;
+
+ RenderElementData *render_elements = nullptr;
+ uint32_t render_element_count = 0;
+ uint32_t render_element_max = 0;
+
+ Transform view_xform;
+ CameraMatrix adjusted_projection;
+ CameraMatrix projection;
+ float z_far = 0;
+ float z_near = 0;
+ bool orthogonal = false;
+
+ enum Divisor {
+ DIVISOR_1,
+ DIVISOR_2,
+ DIVISOR_4,
+ };
+
+ uint32_t cluster_size = 32;
+ bool use_msaa = true;
+ Divisor divisor = DIVISOR_4;
+
+ Size2i screen_size;
+ Size2i cluster_screen_size;
+
+ RID framebuffer;
+ RID cluster_render_buffer; //used for creating
+ RID cluster_buffer; //used for rendering
+ RID element_buffer; //used for storing, to hint element touches far plane or near plane
+ uint32_t cluster_render_buffer_size = 0;
+ uint32_t cluster_buffer_size = 0;
+
+ RID cluster_render_uniform_set;
+ RID cluster_store_uniform_set;
+
+ //persistent data
+
+ void _clear();
+
+ struct StateUniform {
+ float projection[16];
+ float inv_z_far;
+ uint32_t screen_to_clusters_shift; // shift to obtain coordinates in block indices
+ uint32_t cluster_screen_width; //
+ uint32_t cluster_data_size; // how much data for a single cluster takes
+ uint32_t cluster_depth_offset;
+ uint32_t pad0;
+ uint32_t pad1;
+ uint32_t pad2;
+ };
+
+ RID state_uniform;
+
+ RID debug_uniform_set;
+
+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 Transform &p_view_transform, const CameraMatrix &p_cam_projection, bool p_flip_y);
+
+ _FORCE_INLINE_ void add_light(LightType p_type, const Transform &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) {
+ return; //max number elements reached
+ }
+ if (p_type == LIGHT_TYPE_SPOT && cluster_count_by_type[ELEMENT_TYPE_SPOT_LIGHT] == max_elements_by_type) {
+ return; //max number elements reached
+ }
+
+ RenderElementData &e = render_elements[render_element_count];
+
+ Transform xform = view_xform * p_transform;
+
+ float radius = xform.basis.get_uniform_scale();
+ if (radius > 0.98 || radius < 1.02) {
+ xform.basis.orthonormalize();
+ }
+
+ radius *= p_radius;
+
+ if (p_type == LIGHT_TYPE_OMNI) {
+ radius *= shared->sphere_overfit; // overfit icosphere
+
+ //omni
+ float depth = -xform.origin.z;
+ if (orthogonal) {
+ e.touches_near = (depth - radius) < z_near;
+ } else {
+ //contains camera inside light
+ float radius2 = radius * shared->sphere_overfit; // overfit again for outer size (camera may be outside actual sphere but behind an icosphere vertex)
+ e.touches_near = xform.origin.length_squared() < radius2 * radius2;
+ }
+
+ e.touches_far = (depth + radius) > z_far;
+ e.scale[0] = radius;
+ e.scale[1] = radius;
+ e.scale[2] = radius;
+ e.type = ELEMENT_TYPE_OMNI_LIGHT;
+ e.original_index = cluster_count_by_type[ELEMENT_TYPE_OMNI_LIGHT];
+
+ RendererStorageRD::store_transform_transposed_3x4(xform, e.transform_inv);
+
+ cluster_count_by_type[ELEMENT_TYPE_OMNI_LIGHT]++;
+
+ } else {
+ //spot
+ radius *= shared->cone_overfit; // overfit icosphere
+
+ real_t len = Math::tan(Math::deg2rad(p_spot_aperture)) * radius;
+ //approximate, probably better to use a cone support function
+ float max_d = -1e20;
+ float min_d = 1e20;
+#define CONE_MINMAX(m_x, m_y) \
+ { \
+ float d = -xform.xform(Vector3(len * m_x, len * m_y, -radius)).z; \
+ min_d = MIN(d, min_d); \
+ max_d = MAX(d, max_d); \
+ }
+
+ CONE_MINMAX(1, 1);
+ CONE_MINMAX(-1, 1);
+ CONE_MINMAX(-1, -1);
+ CONE_MINMAX(1, -1);
+
+ if (orthogonal) {
+ e.touches_near = min_d < z_near;
+ } else {
+ //contains camera inside light
+ Plane base_plane(xform.origin, -xform.basis.get_axis(Vector3::AXIS_Z));
+ 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_axis(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;
+ }
+ }
+
+ e.touches_far = max_d > z_far;
+
+ e.scale[0] = len * shared->cone_overfit;
+ e.scale[1] = len * shared->cone_overfit;
+ e.scale[2] = radius;
+
+ e.type = ELEMENT_TYPE_SPOT_LIGHT;
+ e.original_index = cluster_count_by_type[ELEMENT_TYPE_SPOT_LIGHT]; //use omni since they share index
+
+ RendererStorageRD::store_transform_transposed_3x4(xform, e.transform_inv);
+
+ cluster_count_by_type[ELEMENT_TYPE_SPOT_LIGHT]++;
+ }
+
+ render_element_count++;
+ }
+
+ _FORCE_INLINE_ void add_box(BoxType p_box_type, const Transform &p_transform, const Vector3 &p_half_extents) {
+ if (p_box_type == BOX_TYPE_DECAL && cluster_count_by_type[ELEMENT_TYPE_DECAL] == max_elements_by_type) {
+ return; //max number elements reached
+ }
+ if (p_box_type == BOX_TYPE_REFLECTION_PROBE && cluster_count_by_type[ELEMENT_TYPE_REFLECTION_PROBE] == max_elements_by_type) {
+ return; //max number elements reached
+ }
+
+ RenderElementData &e = render_elements[render_element_count];
+ Transform xform = view_xform * p_transform;
+
+ //extract scale and scale the matrix by it, makes things simpler
+ Vector3 scale = p_half_extents;
+ for (uint32_t i = 0; i < 3; i++) {
+ float s = xform.basis.elements[i].length();
+ scale[i] *= s;
+ xform.basis.elements[i] /= s;
+ };
+
+ float box_depth = Math::abs(xform.basis.xform_inv(Vector3(0, 0, -1)).dot(scale));
+ float depth = -xform.origin.z;
+
+ if (orthogonal) {
+ e.touches_near = depth - box_depth < z_near;
+ } else {
+ //contains camera inside box
+ Vector3 inside = xform.xform_inv(Vector3(0, 0, 0)).abs();
+ e.touches_near = inside.x < scale.x && inside.y < scale.y && inside.z < scale.z;
+ }
+
+ e.touches_far = depth + box_depth > z_far;
+
+ e.scale[0] = scale.x;
+ e.scale[1] = scale.y;
+ e.scale[2] = scale.z;
+
+ e.type = (p_box_type == BOX_TYPE_DECAL) ? ELEMENT_TYPE_DECAL : ELEMENT_TYPE_REFLECTION_PROBE;
+ e.original_index = cluster_count_by_type[e.type];
+
+ RendererStorageRD::store_transform_transposed_3x4(xform, e.transform_inv);
+
+ cluster_count_by_type[e.type]++;
+ render_element_count++;
+ }
+
+ void bake_cluster();
+ void debug(ElementType p_element);
+
+ RID get_cluster_buffer() const;
+ uint32_t get_cluster_size() const;
+ uint32_t get_max_cluster_elements() const;
+
+ void set_shared(ClusterBuilderSharedDataRD *p_shared);
+
+ ClusterBuilderRD();
+ ~ClusterBuilderRD();
+};
+
+#endif // CLUSTER_BUILDER_H
diff --git a/servers/rendering/renderer_rd/effects_rd.cpp b/servers/rendering/renderer_rd/effects_rd.cpp
index 6e1d61ff94..bc304aedd8 100644
--- a/servers/rendering/renderer_rd/effects_rd.cpp
+++ b/servers/rendering/renderer_rd/effects_rd.cpp
@@ -299,15 +299,12 @@ void EffectsRD::copy_to_rect(RID p_source_rd_texture, RID p_dest_texture, const
copy.push_constant.target[0] = p_rect.position.x;
copy.push_constant.target[1] = p_rect.position.y;
- int32_t x_groups = (p_rect.size.width - 1) / 8 + 1;
- int32_t y_groups = (p_rect.size.height - 1) / 8 + 1;
-
RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, copy.pipelines[p_8_bit_dst ? COPY_MODE_SIMPLY_COPY_8BIT : COPY_MODE_SIMPLY_COPY]);
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_dest_texture), 3);
RD::get_singleton()->compute_list_set_push_constant(compute_list, &copy.push_constant, sizeof(CopyPushConstant));
- RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1);
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_rect.size.width, p_rect.size.height, 1);
RD::get_singleton()->compute_list_end();
}
@@ -322,15 +319,12 @@ void EffectsRD::copy_cubemap_to_panorama(RID p_source_cube, RID p_dest_panorama,
copy.push_constant.target[1] = 0;
copy.push_constant.camera_z_far = p_lod;
- int32_t x_groups = (p_panorama_size.width - 1) / 8 + 1;
- int32_t y_groups = (p_panorama_size.height - 1) / 8 + 1;
-
RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, copy.pipelines[p_is_array ? COPY_MODE_CUBE_ARRAY_TO_PANORAMA : COPY_MODE_CUBE_TO_PANORAMA]);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_source_cube), 0);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_dest_panorama), 3);
RD::get_singleton()->compute_list_set_push_constant(compute_list, &copy.push_constant, sizeof(CopyPushConstant));
- RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1);
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_panorama_size.width, p_panorama_size.height, 1);
RD::get_singleton()->compute_list_end();
}
@@ -349,15 +343,12 @@ void EffectsRD::copy_depth_to_rect_and_linearize(RID p_source_rd_texture, RID p_
copy.push_constant.camera_z_far = p_z_far;
copy.push_constant.camera_z_near = p_z_near;
- int32_t x_groups = (p_rect.size.width - 1) / 8 + 1;
- int32_t y_groups = (p_rect.size.height - 1) / 8 + 1;
-
RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, copy.pipelines[COPY_MODE_LINEARIZE_DEPTH]);
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_dest_texture), 3);
RD::get_singleton()->compute_list_set_push_constant(compute_list, &copy.push_constant, sizeof(CopyPushConstant));
- RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1);
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_rect.size.width, p_rect.size.height, 1);
RD::get_singleton()->compute_list_end();
}
@@ -374,15 +365,12 @@ void EffectsRD::copy_depth_to_rect(RID p_source_rd_texture, RID p_dest_texture,
copy.push_constant.target[0] = p_rect.position.x;
copy.push_constant.target[1] = p_rect.position.y;
- int32_t x_groups = (p_rect.size.width - 1) / 8 + 1;
- int32_t y_groups = (p_rect.size.height - 1) / 8 + 1;
-
RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, copy.pipelines[COPY_MODE_SIMPLY_COPY_DEPTH]);
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_dest_texture), 3);
RD::get_singleton()->compute_list_set_push_constant(compute_list, &copy.push_constant, sizeof(CopyPushConstant));
- RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1);
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_rect.size.width, p_rect.size.height, 1);
RD::get_singleton()->compute_list_end();
}
@@ -400,14 +388,11 @@ void EffectsRD::set_color(RID p_dest_texture, const Color &p_color, const Rect2i
copy.push_constant.set_color[2] = p_color.b;
copy.push_constant.set_color[3] = p_color.a;
- int32_t x_groups = (p_region.size.width - 1) / 8 + 1;
- int32_t y_groups = (p_region.size.height - 1) / 8 + 1;
-
RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, copy.pipelines[p_8bit_dst ? COPY_MODE_SET_COLOR_8BIT : COPY_MODE_SET_COLOR]);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_dest_texture), 3);
RD::get_singleton()->compute_list_set_push_constant(compute_list, &copy.push_constant, sizeof(CopyPushConstant));
- RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1);
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_region.size.width, p_region.size.height, 1);
RD::get_singleton()->compute_list_end();
}
@@ -420,8 +405,6 @@ void EffectsRD::gaussian_blur(RID p_source_rd_texture, RID p_texture, RID p_back
copy.push_constant.section[2] = p_region.size.width;
copy.push_constant.section[3] = p_region.size.height;
- int32_t x_groups = (p_region.size.width - 1) / 8 + 1;
- int32_t y_groups = (p_region.size.height - 1) / 8 + 1;
//HORIZONTAL
RD::DrawListID compute_list = RD::get_singleton()->compute_list_begin();
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, copy.pipelines[p_8bit_dst ? COPY_MODE_GAUSSIAN_COPY_8BIT : COPY_MODE_GAUSSIAN_COPY]);
@@ -431,7 +414,7 @@ void EffectsRD::gaussian_blur(RID p_source_rd_texture, RID p_texture, RID p_back
copy.push_constant.flags = base_flags | COPY_FLAG_HORIZONTAL;
RD::get_singleton()->compute_list_set_push_constant(compute_list, &copy.push_constant, sizeof(CopyPushConstant));
- RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1);
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_region.size.width, p_region.size.height, 1);
RD::get_singleton()->compute_list_add_barrier(compute_list);
@@ -442,7 +425,7 @@ void EffectsRD::gaussian_blur(RID p_source_rd_texture, RID p_texture, RID p_back
copy.push_constant.flags = base_flags;
RD::get_singleton()->compute_list_set_push_constant(compute_list, &copy.push_constant, sizeof(CopyPushConstant));
- RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1);
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_region.size.width, p_region.size.height, 1);
RD::get_singleton()->compute_list_end();
}
@@ -452,9 +435,6 @@ void EffectsRD::gaussian_glow(RID p_source_rd_texture, RID p_back_texture, const
CopyMode copy_mode = p_first_pass && p_auto_exposure.is_valid() ? COPY_MODE_GAUSSIAN_GLOW_AUTO_EXPOSURE : COPY_MODE_GAUSSIAN_GLOW;
uint32_t base_flags = 0;
- int32_t x_groups = (p_size.width + 7) / 8;
- int32_t y_groups = (p_size.height + 7) / 8;
-
copy.push_constant.section[2] = p_size.x;
copy.push_constant.section[3] = p_size.y;
@@ -479,16 +459,13 @@ void EffectsRD::gaussian_glow(RID p_source_rd_texture, RID p_back_texture, const
copy.push_constant.flags = base_flags | (p_first_pass ? COPY_FLAG_GLOW_FIRST_PASS : 0) | (p_high_quality ? COPY_FLAG_HIGH_QUALITY_GLOW : 0);
RD::get_singleton()->compute_list_set_push_constant(compute_list, &copy.push_constant, sizeof(CopyPushConstant));
- RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1);
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_size.width, p_size.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();
- int32_t x_groups = (p_screen_size.width - 1) / 8 + 1;
- int32_t y_groups = (p_screen_size.height - 1) / 8 + 1;
-
{ //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();
@@ -506,7 +483,7 @@ void EffectsRD::screen_space_reflection(RID p_diffuse, RID p_normal_roughness, R
RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssr_scale.push_constant, sizeof(ScreenSpaceReflectionScalePushConstant));
- RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1);
+ 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);
}
@@ -547,7 +524,7 @@ void EffectsRD::screen_space_reflection(RID p_diffuse, RID p_normal_roughness, R
}
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(compute_list, x_groups, y_groups, 1);
+ 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_ROUGNESS_QUALITY_DISABLED) {
@@ -585,7 +562,7 @@ void EffectsRD::screen_space_reflection(RID p_diffuse, RID p_normal_roughness, R
RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssr_filter.push_constant, sizeof(ScreenSpaceReflectionFilterPushConstant));
- RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1);
+ 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);
@@ -600,7 +577,7 @@ void EffectsRD::screen_space_reflection(RID p_diffuse, RID p_normal_roughness, R
RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssr_filter.push_constant, sizeof(ScreenSpaceReflectionFilterPushConstant));
- RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1);
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_screen_size.width, p_screen_size.height, 1);
}
RD::get_singleton()->compute_list_end();
@@ -609,9 +586,6 @@ void EffectsRD::screen_space_reflection(RID p_diffuse, RID p_normal_roughness, R
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();
- int32_t x_groups = (p_screen_size.width - 1) / 8 + 1;
- int32_t y_groups = (p_screen_size.height - 1) / 8 + 1;
-
Plane p = p_camera.xform4(Plane(1, 0, -1, 1));
p.normal /= p.d;
float unit_size = p.normal.x;
@@ -635,7 +609,7 @@ void EffectsRD::sub_surface_scattering(RID p_diffuse, RID p_diffuse2, RID p_dept
RD::get_singleton()->compute_list_set_push_constant(compute_list, &sss.push_constant, sizeof(SubSurfaceScatteringPushConstant));
- RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1);
+ 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);
@@ -646,7 +620,7 @@ void EffectsRD::sub_surface_scattering(RID p_diffuse, RID p_diffuse2, RID p_dept
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(compute_list, x_groups, y_groups, 1);
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_screen_size.width, p_screen_size.height, 1);
RD::get_singleton()->compute_list_end();
}
@@ -690,39 +664,33 @@ void EffectsRD::make_mipmap(RID p_source_rd_texture, RID p_dest_texture, const S
copy.push_constant.section[2] = p_size.width;
copy.push_constant.section[3] = p_size.height;
- int32_t x_groups = (p_size.width - 1) / 8 + 1;
- int32_t y_groups = (p_size.height - 1) / 8 + 1;
-
RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, copy.pipelines[COPY_MODE_MIPMAP]);
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_dest_texture), 3);
RD::get_singleton()->compute_list_set_push_constant(compute_list, &copy.push_constant, sizeof(CopyPushConstant));
- RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1);
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_size.width, p_size.height, 1);
RD::get_singleton()->compute_list_end();
}
-void EffectsRD::copy_cubemap_to_dp(RID p_source_rd_texture, RID p_dest_texture, const Rect2i &p_rect, float p_z_near, float p_z_far, float p_bias, bool p_dp_flip) {
+void EffectsRD::copy_cubemap_to_dp(RID p_source_rd_texture, RID p_dst_framebuffer, const Rect2 &p_rect, float p_z_near, float p_z_far, bool p_dp_flip) {
CopyToDPPushConstant push_constant;
- push_constant.screen_size[0] = p_rect.size.x;
- push_constant.screen_size[1] = p_rect.size.y;
- push_constant.dest_offset[0] = p_rect.position.x;
- push_constant.dest_offset[1] = p_rect.position.y;
- push_constant.bias = p_bias;
+ push_constant.screen_rect[0] = p_rect.position.x;
+ push_constant.screen_rect[1] = p_rect.position.y;
+ push_constant.screen_rect[2] = p_rect.size.width;
+ push_constant.screen_rect[3] = p_rect.size.height;
push_constant.z_far = p_z_far;
push_constant.z_near = p_z_near;
push_constant.z_flip = p_dp_flip;
- int32_t x_groups = (p_rect.size.width - 1) / 8 + 1;
- int32_t y_groups = (p_rect.size.height - 1) / 8 + 1;
+ RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_dst_framebuffer, RD::INITIAL_ACTION_DROP, RD::FINAL_ACTION_DISCARD, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ);
+ RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, cube_to_dp.pipeline.get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dst_framebuffer)));
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_source_rd_texture), 0);
+ RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array);
- RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, cube_to_dp.pipeline);
- 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_dest_texture), 1);
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(CopyToDPPushConstant));
- RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1);
- RD::get_singleton()->compute_list_end();
+ RD::get_singleton()->draw_list_set_push_constant(draw_list, &push_constant, sizeof(CopyToDPPushConstant));
+ RD::get_singleton()->draw_list_draw(draw_list, true);
+ RD::get_singleton()->draw_list_end(RD::BARRIER_MASK_RASTER | RD::BARRIER_MASK_TRANSFER);
}
void EffectsRD::tonemapper(RID p_source_color, RID p_dst_framebuffer, const TonemapSettings &p_settings) {
@@ -807,10 +775,7 @@ void EffectsRD::luminance_reduction(RID p_source_texture, const Size2i p_source_
RD::get_singleton()->compute_list_set_push_constant(compute_list, &luminance_reduce.push_constant, sizeof(LuminanceReducePushConstant));
- int32_t x_groups = (luminance_reduce.push_constant.source_size[0] - 1) / 8 + 1;
- int32_t y_groups = (luminance_reduce.push_constant.source_size[1] - 1) / 8 + 1;
-
- RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1);
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, luminance_reduce.push_constant.source_size[0], luminance_reduce.push_constant.source_size[1], 1);
luminance_reduce.push_constant.source_size[0] = MAX(luminance_reduce.push_constant.source_size[0] / 8, 1);
luminance_reduce.push_constant.source_size[1] = MAX(luminance_reduce.push_constant.source_size[1] / 8, 1);
@@ -851,14 +816,12 @@ void EffectsRD::bokeh_dof(RID p_base_texture, RID p_depth_texture, const Size2i
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_base_texture), 0);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_depth_texture), 1);
- int32_t x_groups = (p_base_texture_size.x - 1) / 8 + 1;
- int32_t y_groups = (p_base_texture_size.y - 1) / 8 + 1;
bokeh.push_constant.size[0] = p_base_texture_size.x;
bokeh.push_constant.size[1] = p_base_texture_size.y;
RD::get_singleton()->compute_list_set_push_constant(compute_list, &bokeh.push_constant, sizeof(BokehPushConstant));
- RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1);
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_base_texture_size.x, p_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) {
@@ -875,8 +838,6 @@ void EffectsRD::bokeh_dof(RID p_base_texture, RID p_depth_texture, const Size2i
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_halfsize_texture1), 0);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_base_texture), 1);
- x_groups = ((p_base_texture_size.x >> 1) - 1) / 8 + 1;
- y_groups = ((p_base_texture_size.y >> 1) - 1) / 8 + 1;
bokeh.push_constant.size[0] = p_base_texture_size.x >> 1;
bokeh.push_constant.size[1] = p_base_texture_size.y >> 1;
bokeh.push_constant.half_size = true;
@@ -890,7 +851,7 @@ void EffectsRD::bokeh_dof(RID p_base_texture, RID p_depth_texture, const Size2i
RD::get_singleton()->compute_list_set_push_constant(compute_list, &bokeh.push_constant, sizeof(BokehPushConstant));
- RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1);
+ 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);
//third pass
@@ -906,7 +867,7 @@ void EffectsRD::bokeh_dof(RID p_base_texture, RID p_depth_texture, const Size2i
RD::get_singleton()->compute_list_set_push_constant(compute_list, &bokeh.push_constant, sizeof(BokehPushConstant));
- RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1);
+ 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) {
@@ -917,8 +878,6 @@ void EffectsRD::bokeh_dof(RID p_base_texture, RID p_depth_texture, const Size2i
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_base_texture), 0);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_halfsize_texture2), 1);
- x_groups = (p_base_texture_size.x - 1) / 8 + 1;
- y_groups = (p_base_texture_size.y - 1) / 8 + 1;
bokeh.push_constant.size[0] = p_base_texture_size.x;
bokeh.push_constant.size[1] = p_base_texture_size.y;
bokeh.push_constant.half_size = false;
@@ -926,7 +885,7 @@ void EffectsRD::bokeh_dof(RID p_base_texture, RID p_depth_texture, const Size2i
RD::get_singleton()->compute_list_set_push_constant(compute_list, &bokeh.push_constant, sizeof(BokehPushConstant));
- RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1);
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_base_texture_size.x, p_base_texture_size.y, 1);
}
} else {
//circle
@@ -944,15 +903,13 @@ void EffectsRD::bokeh_dof(RID p_base_texture, RID p_depth_texture, const Size2i
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_halfsize_texture1), 0);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_base_texture), 1);
- x_groups = ((p_base_texture_size.x >> 1) - 1) / 8 + 1;
- y_groups = ((p_base_texture_size.y >> 1) - 1) / 8 + 1;
bokeh.push_constant.size[0] = p_base_texture_size.x >> 1;
bokeh.push_constant.size[1] = p_base_texture_size.y >> 1;
bokeh.push_constant.half_size = true;
RD::get_singleton()->compute_list_set_push_constant(compute_list, &bokeh.push_constant, sizeof(BokehPushConstant));
- RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1);
+ 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);
//circle is just one pass, then upscale
@@ -964,8 +921,6 @@ void EffectsRD::bokeh_dof(RID p_base_texture, RID p_depth_texture, const Size2i
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_base_texture), 0);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_halfsize_texture1), 1);
- x_groups = (p_base_texture_size.x - 1) / 8 + 1;
- y_groups = (p_base_texture_size.y - 1) / 8 + 1;
bokeh.push_constant.size[0] = p_base_texture_size.x;
bokeh.push_constant.size[1] = p_base_texture_size.y;
bokeh.push_constant.half_size = false;
@@ -973,7 +928,7 @@ void EffectsRD::bokeh_dof(RID p_base_texture, RID p_depth_texture, const Size2i
RD::get_singleton()->compute_list_set_push_constant(compute_list, &bokeh.push_constant, sizeof(BokehPushConstant));
- RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1);
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_base_texture_size.x, p_base_texture_size.y, 1);
}
RD::get_singleton()->compute_list_end();
@@ -998,20 +953,20 @@ void EffectsRD::gather_ssao(RD::ComputeListID p_compute_list, const Vector<RID>
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));
- int x_groups = ((p_settings.full_screen_size.x >> (p_settings.half_size ? 2 : 1)) - 1) / 8 + 1;
- int y_groups = ((p_settings.full_screen_size.y >> (p_settings.half_size ? 2 : 1)) - 1) / 8 + 1;
+ 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(p_compute_list, x_groups, y_groups, 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_depth_buffer, RID p_normal_buffer, RID p_depth_mipmaps_texture, const Vector<RID> &p_depth_mipmaps, 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) {
RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
-
+ RD::get_singleton()->draw_command_begin_label("SSAO");
/* FIRST PASS */
// Downsample and deinterleave the depth buffer.
{
+ RD::get_singleton()->draw_command_begin_label("Downsample Depth");
if (p_invalidate_uniform_sets) {
Vector<RD::Uniform> uniforms;
{
@@ -1074,16 +1029,17 @@ void EffectsRD::generate_ssao(RID p_depth_buffer, RID p_normal_buffer, RID p_dep
}
RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssao.downsample_push_constant, sizeof(SSAODownsamplePushConstant));
- int x_groups = (MAX(1, p_settings.full_screen_size.x >> (p_settings.half_size ? 2 : 1)) - 1) / 8 + 1;
- int y_groups = (MAX(1, p_settings.full_screen_size.y >> (p_settings.half_size ? 2 : 1)) - 1) / 8 + 1;
+ Size2i size(MAX(1, p_settings.full_screen_size.x >> (p_settings.half_size ? 2 : 1)), MAX(1, p_settings.full_screen_size.y >> (p_settings.half_size ? 2 : 1)));
- RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 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(); // Downsample SSAO
}
/* 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;
@@ -1184,6 +1140,7 @@ void EffectsRD::generate_ssao(RID p_depth_buffer, RID p_normal_buffer, RID p_dep
}
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;
@@ -1192,21 +1149,19 @@ void EffectsRD::generate_ssao(RID p_depth_buffer, RID p_normal_buffer, RID p_dep
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);
//generate importance map
- int x_groups = (p_settings.quarter_screen_size.x - 1) / 8 + 1;
- int y_groups = (p_settings.quarter_screen_size.y - 1) / 8 + 1;
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(compute_list, x_groups, y_groups, 1);
+ 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(compute_list, x_groups, y_groups, 1);
+ 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]);
@@ -1214,21 +1169,24 @@ void EffectsRD::generate_ssao(RID p_depth_buffer, RID p_normal_buffer, RID p_dep
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(compute_list, x_groups, y_groups, 1);
+ 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);
+ 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;
@@ -1268,22 +1226,22 @@ void EffectsRD::generate_ssao(RID p_depth_buffer, RID p_normal_buffer, RID p_dep
}
RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssao.blur_push_constant, sizeof(SSAOBlurPushConstant));
- int x_groups = ((p_settings.full_screen_size.x >> (p_settings.half_size ? 2 : 1)) - 1) / 8 + 1;
- int y_groups = ((p_settings.full_screen_size.y >> (p_settings.half_size ? 2 : 1)) - 1) / 8 + 1;
-
- RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1);
+ 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;
@@ -1307,17 +1265,15 @@ void EffectsRD::generate_ssao(RID p_depth_buffer, RID p_normal_buffer, RID p_dep
RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssao.interleave_push_constant, sizeof(SSAOInterleavePushConstant));
- int x_groups = (p_settings.full_screen_size.x - 1) / 8 + 1;
- int y_groups = (p_settings.full_screen_size.y - 1) / 8 + 1;
-
- RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1);
+ 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()->compute_list_end();
+ RD::get_singleton()->draw_command_end_label(); //SSAO
+ RD::get_singleton()->compute_list_end(RD::BARRIER_MASK_TRANSFER); //wait for upcoming transfer
int zero[1] = { 0 };
- RD::get_singleton()->buffer_update(ssao.importance_map_load_counter, 0, sizeof(uint32_t), &zero, false);
+ RD::get_singleton()->buffer_update(ssao.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) {
@@ -1330,12 +1286,9 @@ void EffectsRD::roughness_limit(RID p_source_normal, RID p_roughness, const Size
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_source_normal), 0);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_roughness), 1);
- int x_groups = (p_size.x - 1) / 8 + 1;
- int y_groups = (p_size.y - 1) / 8 + 1;
-
RD::get_singleton()->compute_list_set_push_constant(compute_list, &roughness_limiter.push_constant, sizeof(RoughnessLimiterPushConstant)); //not used but set anyway
- RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1);
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_size.x, p_size.y, 1);
RD::get_singleton()->compute_list_end();
}
@@ -1448,7 +1401,7 @@ void EffectsRD::render_sky(RD::DrawListID p_list, float p_time, RID p_fb, RID p_
RD::get_singleton()->draw_list_draw(draw_list, true);
}
-void EffectsRD::resolve_gi(RID p_source_depth, RID p_source_normal_roughness, RID p_source_giprobe, RID p_dest_depth, RID p_dest_normal_roughness, RID p_dest_giprobe, Vector2i p_screen_size, int p_samples) {
+void EffectsRD::resolve_gi(RID p_source_depth, RID p_source_normal_roughness, RID p_source_giprobe, RID p_dest_depth, RID p_dest_normal_roughness, RID p_dest_giprobe, Vector2i p_screen_size, int p_samples, uint32_t p_barrier) {
ResolvePushConstant push_constant;
push_constant.screen_size[0] = p_screen_size.x;
push_constant.screen_size[1] = p_screen_size.y;
@@ -1465,54 +1418,9 @@ void EffectsRD::resolve_gi(RID p_source_depth, RID p_source_normal_roughness, RI
RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(ResolvePushConstant));
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_screen_size.x, p_screen_size.y, 1, 8, 8, 1);
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_screen_size.x, p_screen_size.y, 1);
- RD::get_singleton()->compute_list_end();
-}
-
-void EffectsRD::reduce_shadow(RID p_source_shadow, RID p_dest_shadow, const Size2i &p_source_size, const Rect2i &p_source_rect, int p_shrink_limit, RD::ComputeListID compute_list) {
- uint32_t push_constant[8] = { (uint32_t)p_source_size.x, (uint32_t)p_source_size.y, (uint32_t)p_source_rect.position.x, (uint32_t)p_source_rect.position.y, (uint32_t)p_shrink_limit, 0, 0, 0 };
-
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, shadow_reduce.pipelines[SHADOW_REDUCE_REDUCE]);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_image_pair(p_source_shadow, p_dest_shadow), 0);
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(uint32_t) * 8);
-
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_source_rect.size.width, p_source_rect.size.height, 1, 8, 8, 1);
-}
-void EffectsRD::filter_shadow(RID p_shadow, RID p_backing_shadow, const Size2i &p_source_size, const Rect2i &p_source_rect, RenderingServer::EnvVolumetricFogShadowFilter p_filter, RD::ComputeListID compute_list, bool p_vertical, bool p_horizontal) {
- uint32_t push_constant[8] = { (uint32_t)p_source_size.x, (uint32_t)p_source_size.y, (uint32_t)p_source_rect.position.x, (uint32_t)p_source_rect.position.y, 0, 0, 0, 0 };
-
- switch (p_filter) {
- case RS::ENV_VOLUMETRIC_FOG_SHADOW_FILTER_DISABLED:
- case RS::ENV_VOLUMETRIC_FOG_SHADOW_FILTER_LOW: {
- push_constant[5] = 0;
- } break;
- case RS::ENV_VOLUMETRIC_FOG_SHADOW_FILTER_MEDIUM: {
- push_constant[5] = 9;
- } break;
- case RS::ENV_VOLUMETRIC_FOG_SHADOW_FILTER_HIGH: {
- push_constant[5] = 18;
- } break;
- }
-
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, shadow_reduce.pipelines[SHADOW_REDUCE_FILTER]);
- if (p_vertical) {
- push_constant[6] = 1;
- push_constant[7] = 0;
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_image_pair(p_shadow, p_backing_shadow), 0);
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(uint32_t) * 8);
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_source_rect.size.width, p_source_rect.size.height, 1, 8, 8, 1);
- }
- if (p_vertical && p_horizontal) {
- RD::get_singleton()->compute_list_add_barrier(compute_list);
- }
- if (p_horizontal) {
- push_constant[6] = 0;
- push_constant[7] = 1;
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_image_pair(p_backing_shadow, p_shadow), 0);
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(uint32_t) * 8);
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_source_rect.size.width, p_source_rect.size.height, 1, 8, 8, 1);
- }
+ RD::get_singleton()->compute_list_end(p_barrier);
}
void EffectsRD::sort_buffer(RID p_uniform_set, int p_size) {
@@ -1678,8 +1586,12 @@ EffectsRD::EffectsRD() {
cube_to_dp.shader.initialize(copy_modes);
cube_to_dp.shader_version = cube_to_dp.shader.version_create();
-
- cube_to_dp.pipeline = RD::get_singleton()->compute_pipeline_create(cube_to_dp.shader.version_get_shader(cube_to_dp.shader_version, 0));
+ RID shader = cube_to_dp.shader.version_get_shader(cube_to_dp.shader_version, 0);
+ RD::PipelineDepthStencilState dss;
+ dss.enable_depth_test = true;
+ dss.depth_compare_operator = RD::COMPARE_OP_ALWAYS;
+ dss.enable_depth_write = true;
+ cube_to_dp.pipeline.setup(shader, RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), dss, RD::PipelineColorBlendState(), 0);
}
{
@@ -1776,7 +1688,7 @@ EffectsRD::EffectsRD() {
}
}
- RD::get_singleton()->buffer_update(ssao.gather_constants_buffer, 0, sizeof(SSAOGatherConstants), &gather_constants, false);
+ RD::get_singleton()->buffer_update(ssao.gather_constants_buffer, 0, sizeof(SSAOGatherConstants), &gather_constants);
}
{
Vector<String> ssao_modes;
@@ -1795,7 +1707,8 @@ EffectsRD::EffectsRD() {
}
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, false);
+ 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;
{
@@ -1806,6 +1719,7 @@ EffectsRD::EffectsRD() {
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;
@@ -1834,7 +1748,7 @@ EffectsRD::EffectsRD() {
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++;
}
}
@@ -1867,7 +1781,7 @@ EffectsRD::EffectsRD() {
{
// Initialize cubemap filter
- filter.use_high_quality = GLOBAL_GET("rendering/quality/reflections/fast_filter_high_quality");
+ filter.use_high_quality = GLOBAL_GET("rendering/reflections/sky_reflections/fast_filter_high_quality");
Vector<String> cubemap_filter_modes;
cubemap_filter_modes.push_back("\n#define USE_HIGH_QUALITY\n");
@@ -1883,10 +1797,10 @@ EffectsRD::EffectsRD() {
if (filter.use_high_quality) {
filter.coefficient_buffer = RD::get_singleton()->storage_buffer_create(sizeof(high_quality_coeffs));
- RD::get_singleton()->buffer_update(filter.coefficient_buffer, 0, sizeof(high_quality_coeffs), &high_quality_coeffs[0], false);
+ RD::get_singleton()->buffer_update(filter.coefficient_buffer, 0, sizeof(high_quality_coeffs), &high_quality_coeffs[0]);
} else {
filter.coefficient_buffer = RD::get_singleton()->storage_buffer_create(sizeof(low_quality_coeffs));
- RD::get_singleton()->buffer_update(filter.coefficient_buffer, 0, sizeof(low_quality_coeffs), &low_quality_coeffs[0], false);
+ RD::get_singleton()->buffer_update(filter.coefficient_buffer, 0, sizeof(low_quality_coeffs), &low_quality_coeffs[0]);
}
Vector<RD::Uniform> uniforms;
@@ -2005,20 +1919,6 @@ EffectsRD::EffectsRD() {
}
{
- Vector<String> shadow_reduce_modes;
- shadow_reduce_modes.push_back("\n#define MODE_REDUCE\n");
- shadow_reduce_modes.push_back("\n#define MODE_FILTER\n");
-
- shadow_reduce.shader.initialize(shadow_reduce_modes);
-
- shadow_reduce.shader_version = shadow_reduce.shader.version_create();
-
- for (int i = 0; i < SHADOW_REDUCE_MAX; i++) {
- shadow_reduce.pipelines[i] = RD::get_singleton()->compute_pipeline_create(shadow_reduce.shader.version_get_shader(shadow_reduce.shader_version, i));
- }
- }
-
- {
Vector<String> sort_modes;
sort_modes.push_back("\n#define MODE_SORT_BLOCK\n");
sort_modes.push_back("\n#define MODE_SORT_STEP\n");
@@ -2039,12 +1939,14 @@ EffectsRD::EffectsRD() {
sampler.max_lod = 0;
default_sampler = RD::get_singleton()->sampler_create(sampler);
+ RD::get_singleton()->set_resource_name(default_sampler, "Default Linear Sampler");
sampler.min_filter = RD::SAMPLER_FILTER_LINEAR;
sampler.mip_filter = RD::SAMPLER_FILTER_LINEAR;
sampler.max_lod = 1e20;
default_mipmap_sampler = RD::get_singleton()->sampler_create(sampler);
+ RD::get_singleton()->set_resource_name(default_mipmap_sampler, "Default MipMap Sampler");
{ //create index array for copy shaders
Vector<uint8_t> pv;
@@ -2104,5 +2006,4 @@ EffectsRD::~EffectsRD() {
ssr_scale.shader.version_free(ssr_scale.shader_version);
sss.shader.version_free(sss.shader_version);
tonemap.shader.version_free(tonemap.shader_version);
- shadow_reduce.shader.version_free(shadow_reduce.shader_version);
}
diff --git a/servers/rendering/renderer_rd/effects_rd.h b/servers/rendering/renderer_rd/effects_rd.h
index e2cdd0c3d8..1ba25e301b 100644
--- a/servers/rendering/renderer_rd/effects_rd.h
+++ b/servers/rendering/renderer_rd/effects_rd.h
@@ -46,7 +46,6 @@
#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/shadow_reduce.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/ssao.glsl.gen.h"
@@ -234,18 +233,17 @@ class EffectsRD {
} luminance_reduce;
struct CopyToDPPushConstant {
- int32_t screen_size[2];
- int32_t dest_offset[2];
- float bias;
float z_far;
float z_near;
uint32_t z_flip;
+ uint32_t pad;
+ float screen_rect[4];
};
struct CoptToDP {
CubeToDpShaderRD shader;
RID shader_version;
- RID pipeline;
+ PipelineCacheRD pipeline;
} cube_to_dp;
struct BokehPushConstant {
@@ -598,18 +596,6 @@ class EffectsRD {
RID pipelines[RESOLVE_MODE_MAX]; //3 quality levels
} resolve;
- enum ShadowReduceMode {
- SHADOW_REDUCE_REDUCE,
- SHADOW_REDUCE_FILTER,
- SHADOW_REDUCE_MAX
- };
-
- struct ShadowReduce {
- ShadowReduceShaderRD shader;
- RID shader_version;
- RID pipelines[SHADOW_REDUCE_MAX];
- } shadow_reduce;
-
enum SortMode {
SORT_MODE_BLOCK,
SORT_MODE_STEP,
@@ -687,7 +673,7 @@ public:
void cubemap_roughness(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 make_mipmap(RID p_source_rd_texture, RID p_dest_texture, const Size2i &p_size);
- void copy_cubemap_to_dp(RID p_source_rd_texture, RID p_dest_texture, const Rect2i &p_rect, float p_z_near, float p_z_far, float p_bias, bool p_dp_flip);
+ void copy_cubemap_to_dp(RID p_source_rd_texture, RID p_dest_texture, const Rect2 &p_rect, float p_z_near, float p_z_far, bool p_dp_flip);
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 bokeh_dof(RID p_base_texture, RID p_depth_texture, const Size2i &p_base_texture_size, RID p_secondary_texture, RID p_bokeh_texture1, RID p_bokeh_texture2, 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);
@@ -764,10 +750,7 @@ public:
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 resolve_gi(RID p_source_depth, RID p_source_normal_roughness, RID p_source_giprobe, RID p_dest_depth, RID p_dest_normal_roughness, RID p_dest_giprobe, Vector2i p_screen_size, int p_samples);
-
- void reduce_shadow(RID p_source_shadow, RID p_dest_shadow, const Size2i &p_source_size, const Rect2i &p_source_rect, int p_shrink_limit, RenderingDevice::ComputeListID compute_list);
- void filter_shadow(RID p_shadow, RID p_backing_shadow, const Size2i &p_source_size, const Rect2i &p_source_rect, RS::EnvVolumetricFogShadowFilter p_filter, RenderingDevice::ComputeListID compute_list, bool p_vertical = true, bool p_horizontal = true);
+ void resolve_gi(RID p_source_depth, RID p_source_normal_roughness, RID p_source_giprobe, RID p_dest_depth, RID p_dest_normal_roughness, RID p_dest_giprobe, Vector2i p_screen_size, int p_samples, uint32_t p_barrier = RD::BARRIER_MASK_ALL);
void sort_buffer(RID p_uniform_set, int p_size);
diff --git a/servers/rendering/renderer_rd/light_cluster_builder.cpp b/servers/rendering/renderer_rd/light_cluster_builder.cpp
deleted file mode 100644
index bb807ca4ca..0000000000
--- a/servers/rendering/renderer_rd/light_cluster_builder.cpp
+++ /dev/null
@@ -1,252 +0,0 @@
-/*************************************************************************/
-/* light_cluster_builder.cpp */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 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 "light_cluster_builder.h"
-
-void LightClusterBuilder::begin(const Transform &p_view_transform, const CameraMatrix &p_cam_projection) {
- view_xform = p_view_transform;
- projection = p_cam_projection;
- z_near = -projection.get_z_near();
- z_far = -projection.get_z_far();
-
- //reset counts
- light_count = 0;
- refprobe_count = 0;
- decal_count = 0;
- item_count = 0;
- sort_id_count = 0;
-}
-
-void LightClusterBuilder::bake_cluster() {
- float slice_depth = (z_near - z_far) / depth;
-
- uint8_t *cluster_dataw = cluster_data.ptrw();
- Cell *cluster_data_ptr = (Cell *)cluster_dataw;
- //clear the cluster
- zeromem(cluster_data_ptr, (width * height * depth * sizeof(Cell)));
-
- /* Step 1, create cell positions and count them */
-
- for (uint32_t i = 0; i < item_count; i++) {
- const Item &item = items[i];
-
- int from_slice = Math::floor((z_near - (item.aabb.position.z + item.aabb.size.z)) / slice_depth);
- int to_slice = Math::floor((z_near - item.aabb.position.z) / slice_depth);
-
- if (from_slice >= (int)depth || to_slice < 0) {
- continue; //sorry no go
- }
-
- from_slice = MAX(0, from_slice);
- to_slice = MIN((int)depth - 1, to_slice);
-
- for (int j = from_slice; j <= to_slice; j++) {
- Vector3 min = item.aabb.position;
- Vector3 max = item.aabb.position + item.aabb.size;
-
- float limit_near = MIN((z_near - slice_depth * j), max.z);
- float limit_far = MAX((z_near - slice_depth * (j + 1)), min.z);
-
- max.z = limit_near;
- min.z = limit_near;
-
- Vector3 proj_min = projection.xform(min);
- Vector3 proj_max = projection.xform(max);
-
- int near_from_x = int(Math::floor((proj_min.x * 0.5 + 0.5) * width));
- int near_from_y = int(Math::floor((-proj_max.y * 0.5 + 0.5) * height));
- int near_to_x = int(Math::floor((proj_max.x * 0.5 + 0.5) * width));
- int near_to_y = int(Math::floor((-proj_min.y * 0.5 + 0.5) * height));
-
- max.z = limit_far;
- min.z = limit_far;
-
- proj_min = projection.xform(min);
- proj_max = projection.xform(max);
-
- int far_from_x = int(Math::floor((proj_min.x * 0.5 + 0.5) * width));
- int far_from_y = int(Math::floor((-proj_max.y * 0.5 + 0.5) * height));
- int far_to_x = int(Math::floor((proj_max.x * 0.5 + 0.5) * width));
- int far_to_y = int(Math::floor((-proj_min.y * 0.5 + 0.5) * height));
-
- //print_line(itos(j) + " near - " + Vector2i(near_from_x, near_from_y) + " -> " + Vector2i(near_to_x, near_to_y));
- //print_line(itos(j) + " far - " + Vector2i(far_from_x, far_from_y) + " -> " + Vector2i(far_to_x, far_to_y));
-
- int from_x = MIN(near_from_x, far_from_x);
- int from_y = MIN(near_from_y, far_from_y);
- int to_x = MAX(near_to_x, far_to_x);
- int to_y = MAX(near_to_y, far_to_y);
-
- if (from_x >= (int)width || to_x < 0 || from_y >= (int)height || to_y < 0) {
- continue;
- }
-
- int sx = MAX(0, from_x);
- int sy = MAX(0, from_y);
- int dx = MIN((int)width - 1, to_x);
- int dy = MIN((int)height - 1, to_y);
-
- //print_line(itos(j) + " - " + Vector2i(sx, sy) + " -> " + Vector2i(dx, dy));
-
- for (int x = sx; x <= dx; x++) {
- for (int y = sy; y <= dy; y++) {
- uint32_t offset = j * (width * height) + y * width + x;
-
- if (unlikely(sort_id_count == sort_id_max)) {
- sort_id_max = nearest_power_of_2_templated(sort_id_max + 1);
- sort_ids = (SortID *)memrealloc(sort_ids, sizeof(SortID) * sort_id_max);
- if (ids.size()) {
- ids.resize(sort_id_max);
- RD::get_singleton()->free(items_buffer);
- items_buffer = RD::get_singleton()->storage_buffer_create(sizeof(uint32_t) * sort_id_max);
- }
- }
-
- sort_ids[sort_id_count].cell_index = offset;
- sort_ids[sort_id_count].item_index = item.index;
- sort_ids[sort_id_count].item_type = item.type;
-
- sort_id_count++;
-
- //for now, only count
- cluster_data_ptr[offset].item_pointers[item.type]++;
- //print_line("at offset " + itos(offset) + " value: " + itos(cluster_data_ptr[offset].item_pointers[item.type]));
- }
- }
- }
- }
-
- /* Step 2, Assign pointers (and reset counters) */
-
- uint32_t offset = 0;
- for (uint32_t i = 0; i < (width * height * depth); i++) {
- for (int j = 0; j < ITEM_TYPE_MAX; j++) {
- uint32_t count = cluster_data_ptr[i].item_pointers[j]; //save count
- cluster_data_ptr[i].item_pointers[j] = offset; //replace count by pointer
- offset += count; //increase offset by count;
- }
- }
-
- //print_line("offset: " + itos(offset));
- /* Step 3, Place item lists */
-
- uint32_t *ids_ptr = ids.ptrw();
-
- for (uint32_t i = 0; i < sort_id_count; i++) {
- const SortID &id = sort_ids[i];
- Cell &cell = cluster_data_ptr[id.cell_index];
- uint32_t pointer = cell.item_pointers[id.item_type] & POINTER_MASK;
- uint32_t counter = cell.item_pointers[id.item_type] >> COUNTER_SHIFT;
- ids_ptr[pointer + counter] = id.item_index;
-
- cell.item_pointers[id.item_type] = pointer | ((counter + 1) << COUNTER_SHIFT);
- }
-
- RD::get_singleton()->texture_update(cluster_texture, 0, cluster_data, true);
- RD::get_singleton()->buffer_update(items_buffer, 0, offset * sizeof(uint32_t), ids_ptr, true);
-}
-
-void LightClusterBuilder::setup(uint32_t p_width, uint32_t p_height, uint32_t p_depth) {
- if (width == p_width && height == p_height && depth == p_depth) {
- return;
- }
- if (cluster_texture.is_valid()) {
- RD::get_singleton()->free(cluster_texture);
- }
-
- width = p_width;
- height = p_height;
- depth = p_depth;
-
- cluster_data.resize(width * height * depth * sizeof(Cell));
-
- {
- RD::TextureFormat tf;
- tf.format = RD::DATA_FORMAT_R32G32B32A32_UINT;
- tf.texture_type = RD::TEXTURE_TYPE_3D;
- tf.width = width;
- tf.height = height;
- tf.depth = depth;
- tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT;
-
- cluster_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
- }
-}
-
-RID LightClusterBuilder::get_cluster_texture() const {
- return cluster_texture;
-}
-
-RID LightClusterBuilder::get_cluster_indices_buffer() const {
- return items_buffer;
-}
-
-LightClusterBuilder::LightClusterBuilder() {
- //initialize accumulators to something
- lights = (LightData *)memalloc(sizeof(LightData) * 1024);
- light_max = 1024;
-
- refprobes = (OrientedBoxData *)memalloc(sizeof(OrientedBoxData) * 1024);
- refprobe_max = 1024;
-
- decals = (OrientedBoxData *)memalloc(sizeof(OrientedBoxData) * 1024);
- decal_max = 1024;
-
- items = (Item *)memalloc(sizeof(Item) * 1024);
- item_max = 1024;
-
- sort_ids = (SortID *)memalloc(sizeof(SortID) * 1024);
- ids.resize(2014);
- items_buffer = RD::get_singleton()->storage_buffer_create(sizeof(uint32_t) * 1024);
- item_max = 1024;
-}
-
-LightClusterBuilder::~LightClusterBuilder() {
- if (cluster_data.size()) {
- RD::get_singleton()->free(cluster_texture);
- }
-
- if (lights) {
- memfree(lights);
- }
- if (refprobes) {
- memfree(refprobes);
- }
- if (decals) {
- memfree(decals);
- }
- if (items) {
- memfree(items);
- }
- if (sort_ids) {
- memfree(sort_ids);
- RD::get_singleton()->free(items_buffer);
- }
-}
diff --git a/servers/rendering/renderer_rd/light_cluster_builder.h b/servers/rendering/renderer_rd/light_cluster_builder.h
deleted file mode 100644
index 8f77ece6f5..0000000000
--- a/servers/rendering/renderer_rd/light_cluster_builder.h
+++ /dev/null
@@ -1,290 +0,0 @@
-/*************************************************************************/
-/* light_cluster_builder.h */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 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 LIGHT_CLUSTER_BUILDER_H
-#define LIGHT_CLUSTER_BUILDER_H
-
-#include "servers/rendering/renderer_rd/renderer_storage_rd.h"
-
-class LightClusterBuilder {
-public:
- enum LightType {
- LIGHT_TYPE_OMNI,
- LIGHT_TYPE_SPOT
- };
-
- enum ItemType {
- ITEM_TYPE_OMNI_LIGHT,
- ITEM_TYPE_SPOT_LIGHT,
- ITEM_TYPE_REFLECTION_PROBE,
- ITEM_TYPE_DECAL,
- ITEM_TYPE_MAX //should always be 4
- };
-
- enum {
- COUNTER_SHIFT = 20, //one million total ids
- POINTER_MASK = (1 << COUNTER_SHIFT) - 1,
- COUNTER_MASK = 0xfff // 4096 items per cell
- };
-
-private:
- struct LightData {
- float position[3];
- uint32_t type;
- float radius;
- float spot_aperture;
- uint32_t pad[2];
- };
-
- uint32_t light_count = 0;
- uint32_t light_max = 0;
- LightData *lights = nullptr;
-
- struct OrientedBoxData {
- float position[3];
- uint32_t pad;
- float x_axis[3];
- uint32_t pad2;
- float y_axis[3];
- uint32_t pad3;
- float z_axis[3];
- uint32_t pad4;
- };
-
- uint32_t refprobe_count = 0;
- uint32_t refprobe_max = 0;
- OrientedBoxData *refprobes = nullptr;
-
- uint32_t decal_count = 0;
- uint32_t decal_max = 0;
- OrientedBoxData *decals = nullptr;
-
- struct Item {
- AABB aabb;
- ItemType type;
- uint32_t index;
- };
-
- Item *items = nullptr;
- uint32_t item_count = 0;
- uint32_t item_max = 0;
-
- uint32_t width = 0;
- uint32_t height = 0;
- uint32_t depth = 0;
-
- struct Cell {
- uint32_t item_pointers[ITEM_TYPE_MAX];
- };
-
- Vector<uint8_t> cluster_data;
- RID cluster_texture;
-
- struct SortID {
- uint32_t cell_index;
- uint32_t item_index;
- ItemType item_type;
- };
-
- SortID *sort_ids = nullptr;
- Vector<uint32_t> ids;
- uint32_t sort_id_count = 0;
- uint32_t sort_id_max = 0;
- RID items_buffer;
-
- Transform view_xform;
- CameraMatrix projection;
- float z_far = 0;
- float z_near = 0;
-
- _FORCE_INLINE_ void _add_item(const AABB &p_aabb, ItemType p_type, uint32_t p_index) {
- if (unlikely(item_count == item_max)) {
- item_max = nearest_power_of_2_templated(item_max + 1);
- items = (Item *)memrealloc(items, sizeof(Item) * item_max);
- }
-
- Item &item = items[item_count];
- item.aabb = p_aabb;
- item.index = p_index;
- item.type = p_type;
- item_count++;
- }
-
-public:
- void begin(const Transform &p_view_transform, const CameraMatrix &p_cam_projection);
-
- _FORCE_INLINE_ void add_light(LightType p_type, const Transform &p_transform, float p_radius, float p_spot_aperture) {
- if (unlikely(light_count == light_max)) {
- light_max = nearest_power_of_2_templated(light_max + 1);
- lights = (LightData *)memrealloc(lights, sizeof(LightData) * light_max);
- }
-
- LightData &ld = lights[light_count];
- ld.type = p_type;
- ld.position[0] = p_transform.origin.x;
- ld.position[1] = p_transform.origin.y;
- ld.position[2] = p_transform.origin.z;
- ld.radius = p_radius;
- ld.spot_aperture = p_spot_aperture;
-
- Transform xform = view_xform * p_transform;
-
- ld.radius *= xform.basis.get_uniform_scale();
-
- AABB aabb;
-
- switch (p_type) {
- case LIGHT_TYPE_OMNI: {
- aabb.position = xform.origin;
- aabb.size = Vector3(ld.radius, ld.radius, ld.radius);
- aabb.position -= aabb.size;
- aabb.size *= 2.0;
-
- _add_item(aabb, ITEM_TYPE_OMNI_LIGHT, light_count);
- } break;
- case LIGHT_TYPE_SPOT: {
- float r = ld.radius;
- real_t len = Math::tan(Math::deg2rad(ld.spot_aperture)) * r;
-
- aabb.position = xform.origin;
- aabb.expand_to(xform.xform(Vector3(len, len, -r)));
- aabb.expand_to(xform.xform(Vector3(-len, len, -r)));
- aabb.expand_to(xform.xform(Vector3(-len, -len, -r)));
- aabb.expand_to(xform.xform(Vector3(len, -len, -r)));
- _add_item(aabb, ITEM_TYPE_SPOT_LIGHT, light_count);
- } break;
- }
-
- light_count++;
- }
-
- _FORCE_INLINE_ void add_reflection_probe(const Transform &p_transform, const Vector3 &p_half_extents) {
- if (unlikely(refprobe_count == refprobe_max)) {
- refprobe_max = nearest_power_of_2_templated(refprobe_max + 1);
- refprobes = (OrientedBoxData *)memrealloc(refprobes, sizeof(OrientedBoxData) * refprobe_max);
- }
-
- Transform xform = view_xform * p_transform;
-
- OrientedBoxData &rp = refprobes[refprobe_count];
- Vector3 origin = xform.origin;
- rp.position[0] = origin.x;
- rp.position[1] = origin.y;
- rp.position[2] = origin.z;
-
- Vector3 x_axis = xform.basis.get_axis(0) * p_half_extents.x;
- rp.x_axis[0] = x_axis.x;
- rp.x_axis[1] = x_axis.y;
- rp.x_axis[2] = x_axis.z;
-
- Vector3 y_axis = xform.basis.get_axis(1) * p_half_extents.y;
- rp.y_axis[0] = y_axis.x;
- rp.y_axis[1] = y_axis.y;
- rp.y_axis[2] = y_axis.z;
-
- Vector3 z_axis = xform.basis.get_axis(2) * p_half_extents.z;
- rp.z_axis[0] = z_axis.x;
- rp.z_axis[1] = z_axis.y;
- rp.z_axis[2] = z_axis.z;
-
- AABB aabb;
-
- aabb.position = origin + x_axis + y_axis + z_axis;
- aabb.expand_to(origin + x_axis + y_axis - z_axis);
- aabb.expand_to(origin + x_axis - y_axis + z_axis);
- aabb.expand_to(origin + x_axis - y_axis - z_axis);
- aabb.expand_to(origin - x_axis + y_axis + z_axis);
- aabb.expand_to(origin - x_axis + y_axis - z_axis);
- aabb.expand_to(origin - x_axis - y_axis + z_axis);
- aabb.expand_to(origin - x_axis - y_axis - z_axis);
-
- _add_item(aabb, ITEM_TYPE_REFLECTION_PROBE, refprobe_count);
-
- refprobe_count++;
- }
-
- _FORCE_INLINE_ void add_decal(const Transform &p_transform, const Vector3 &p_half_extents) {
- if (unlikely(decal_count == decal_max)) {
- decal_max = nearest_power_of_2_templated(decal_max + 1);
- decals = (OrientedBoxData *)memrealloc(decals, sizeof(OrientedBoxData) * decal_max);
- }
-
- Transform xform = view_xform * p_transform;
-
- OrientedBoxData &dc = decals[decal_count];
-
- Vector3 origin = xform.origin;
- dc.position[0] = origin.x;
- dc.position[1] = origin.y;
- dc.position[2] = origin.z;
-
- Vector3 x_axis = xform.basis.get_axis(0) * p_half_extents.x;
- dc.x_axis[0] = x_axis.x;
- dc.x_axis[1] = x_axis.y;
- dc.x_axis[2] = x_axis.z;
-
- Vector3 y_axis = xform.basis.get_axis(1) * p_half_extents.y;
- dc.y_axis[0] = y_axis.x;
- dc.y_axis[1] = y_axis.y;
- dc.y_axis[2] = y_axis.z;
-
- Vector3 z_axis = xform.basis.get_axis(2) * p_half_extents.z;
- dc.z_axis[0] = z_axis.x;
- dc.z_axis[1] = z_axis.y;
- dc.z_axis[2] = z_axis.z;
-
- AABB aabb;
-
- aabb.position = origin + x_axis + y_axis + z_axis;
- aabb.expand_to(origin + x_axis + y_axis - z_axis);
- aabb.expand_to(origin + x_axis - y_axis + z_axis);
- aabb.expand_to(origin + x_axis - y_axis - z_axis);
- aabb.expand_to(origin - x_axis + y_axis + z_axis);
- aabb.expand_to(origin - x_axis + y_axis - z_axis);
- aabb.expand_to(origin - x_axis - y_axis + z_axis);
- aabb.expand_to(origin - x_axis - y_axis - z_axis);
-
- _add_item(aabb, ITEM_TYPE_DECAL, decal_count);
-
- decal_count++;
- }
-
- void bake_cluster();
-
- void setup(uint32_t p_width, uint32_t p_height, uint32_t p_depth);
-
- RID get_cluster_texture() const;
- RID get_cluster_indices_buffer() const;
-
- LightClusterBuilder();
- ~LightClusterBuilder();
-};
-
-#endif // LIGHT_CLUSTER_BUILDER_H
diff --git a/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp b/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp
index 05ffc0086d..7d6e2fa8e4 100644
--- a/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp
@@ -1367,7 +1367,7 @@ void RendererCanvasRenderRD::canvas_render_items(RID p_to_render_target, Item *p
}
if (light_count > 0) {
- RD::get_singleton()->buffer_update(state.lights_uniform_buffer, 0, sizeof(LightUniform) * light_count, &state.light_uniforms[0], true);
+ RD::get_singleton()->buffer_update(state.lights_uniform_buffer, 0, sizeof(LightUniform) * light_count, &state.light_uniforms[0]);
}
{
@@ -1421,7 +1421,7 @@ void RendererCanvasRenderRD::canvas_render_items(RID p_to_render_target, Item *p
//print_line("w: " + itos(ssize.width) + " s: " + rtos(canvas_scale));
state_buffer.tex_to_sdf = 1.0 / ((canvas_scale.x + canvas_scale.y) * 0.5);
- RD::get_singleton()->buffer_update(state.canvas_state_buffer, 0, sizeof(State::Buffer), &state_buffer, true);
+ RD::get_singleton()->buffer_update(state.canvas_state_buffer, 0, sizeof(State::Buffer), &state_buffer);
}
{ //default filter/repeat
@@ -1622,7 +1622,7 @@ void RendererCanvasRenderRD::light_update_shadow(RID p_rid, int p_shadow_index,
projection.set_frustum(xmin, xmax, ymin, ymax, nearp, farp);
}
- Vector3 cam_target = Basis(Vector3(0, 0, Math_PI * 2 * ((i + 3) / 4.0))).xform(Vector3(0, 1, 0));
+ Vector3 cam_target = Basis(Vector3(0, 0, Math_TAU * ((i + 3) / 4.0))).xform(Vector3(0, 1, 0));
projection = projection * CameraMatrix(Transform().looking_at(cam_target, Vector3(0, 0, -1)).affine_inverse());
ShadowRenderPushConstant push_constant;
@@ -2239,6 +2239,11 @@ Variant RendererCanvasRenderRD::ShaderData::get_default_parameter(const StringNa
return Variant();
}
+RS::ShaderNativeSourceCode RendererCanvasRenderRD::ShaderData::get_native_source_code() const {
+ RendererCanvasRenderRD *canvas_singleton = (RendererCanvasRenderRD *)RendererCanvasRender::singleton;
+ return canvas_singleton->shader.canvas_shader.version_get_native_source_code(version);
+}
+
RendererCanvasRenderRD::ShaderData::ShaderData() {
valid = false;
uses_screen_texture = false;
@@ -2501,7 +2506,7 @@ RendererCanvasRenderRD::RendererCanvasRenderRD(RendererStorageRD *p_storage) {
actions.renames["FRAGCOORD"] = "gl_FragCoord";
actions.renames["POINT_COORD"] = "gl_PointCoord";
- actions.renames["LIGHT_POSITION"] = "light_pos";
+ actions.renames["LIGHT_POSITION"] = "light_position";
actions.renames["LIGHT_COLOR"] = "light_color";
actions.renames["LIGHT_ENERGY"] = "light_energy";
actions.renames["LIGHT"] = "light";
@@ -2690,9 +2695,10 @@ RendererCanvasRenderRD::RendererCanvasRenderRD(RendererStorageRD *p_storage) {
state.default_transforms_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, shader.default_version_rd_shader, TRANSFORMS_UNIFORM_SET);
}
- default_canvas_texture = storage->canvas_texture_create();
+ default_canvas_texture = storage->canvas_texture_allocate();
+ storage->canvas_texture_initialize(default_canvas_texture);
- state.shadow_texture_size = GLOBAL_GET("rendering/quality/2d_shadow_atlas/size");
+ state.shadow_texture_size = GLOBAL_GET("rendering/2d/shadow_atlas/size");
//create functions for shader and material
storage->shader_set_data_request_function(RendererStorageRD::SHADER_TYPE_2D, _create_shader_funcs);
@@ -2701,9 +2707,14 @@ RendererCanvasRenderRD::RendererCanvasRenderRD(RendererStorageRD *p_storage) {
state.time = 0;
{
- default_canvas_group_shader = storage->shader_create();
+ default_canvas_group_shader = storage->shader_allocate();
+ storage->shader_initialize(default_canvas_group_shader);
+
storage->shader_set_code(default_canvas_group_shader, "shader_type canvas_item; \nvoid fragment() {\n\tvec4 c = textureLod(SCREEN_TEXTURE,SCREEN_UV,0.0); if (c.a > 0.0001) c.rgb/=c.a; COLOR *= c; \n}\n");
- default_canvas_group_material = storage->material_create();
+
+ default_canvas_group_material = storage->material_allocate();
+ storage->material_initialize(default_canvas_group_material);
+
storage->material_set_shader(default_canvas_group_material, default_canvas_group_shader);
}
diff --git a/servers/rendering/renderer_rd/renderer_canvas_render_rd.h b/servers/rendering/renderer_rd/renderer_canvas_render_rd.h
index 545eeaa106..cb947d7180 100644
--- a/servers/rendering/renderer_rd/renderer_canvas_render_rd.h
+++ b/servers/rendering/renderer_rd/renderer_canvas_render_rd.h
@@ -188,6 +188,8 @@ class RendererCanvasRenderRD : public RendererCanvasRender {
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;
+
ShaderData();
virtual ~ShaderData();
};
diff --git a/servers/rendering/renderer_rd/renderer_compositor_rd.cpp b/servers/rendering/renderer_rd/renderer_compositor_rd.cpp
index be2552bd32..d5ac05d1d1 100644
--- a/servers/rendering/renderer_rd/renderer_compositor_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_compositor_rd.cpp
@@ -175,5 +175,5 @@ RendererCompositorRD::RendererCompositorRD() {
storage = memnew(RendererStorageRD);
canvas = memnew(RendererCanvasRenderRD(storage));
- scene = memnew(RendererSceneRenderForward(storage));
+ scene = memnew(RendererSceneRenderForwardClustered(storage));
}
diff --git a/servers/rendering/renderer_rd/renderer_compositor_rd.h b/servers/rendering/renderer_rd/renderer_compositor_rd.h
index cb85fc79e0..67a843452b 100644
--- a/servers/rendering/renderer_rd/renderer_compositor_rd.h
+++ b/servers/rendering/renderer_rd/renderer_compositor_rd.h
@@ -35,14 +35,14 @@
#include "core/templates/thread_work_pool.h"
#include "servers/rendering/renderer_compositor.h"
#include "servers/rendering/renderer_rd/renderer_canvas_render_rd.h"
-#include "servers/rendering/renderer_rd/renderer_scene_render_forward.h"
+#include "servers/rendering/renderer_rd/renderer_scene_render_forward_clustered.h"
#include "servers/rendering/renderer_rd/renderer_storage_rd.h"
class RendererCompositorRD : public RendererCompositor {
protected:
RendererCanvasRenderRD *canvas;
RendererStorageRD *storage;
- RendererSceneRenderForward *scene;
+ RendererSceneRenderRD *scene;
RID copy_viewports_rd_shader;
RID copy_viewports_rd_pipeline;
diff --git a/servers/rendering/renderer_rd/renderer_scene_environment_rd.cpp b/servers/rendering/renderer_rd/renderer_scene_environment_rd.cpp
new file mode 100644
index 0000000000..d631cb4bac
--- /dev/null
+++ b/servers/rendering/renderer_rd/renderer_scene_environment_rd.cpp
@@ -0,0 +1,126 @@
+/*************************************************************************/
+/* renderer_scene_environment_rd.cpp */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 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, const Color &p_ao_color) {
+ ambient_light = p_color;
+ ambient_source = p_ambient;
+ ambient_light_energy = p_energy;
+ ambient_sky_contribution = p_sky_contribution;
+ reflection_source = p_reflection_source;
+ ao_color = p_ao_color;
+}
+
+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) {
+ 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;
+}
+
+void RendererSceneEnvironmentRD::set_sdfgi(bool p_enable, RS::EnvironmentSDFGICascades 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_light, float p_light_energy, float p_length, float p_detail_spread, float p_gi_inject, bool p_temporal_reprojection, float p_temporal_reprojection_amount) {
+ volumetric_fog_enabled = p_enable;
+ volumetric_fog_density = p_density;
+ volumetric_fog_light = p_light;
+ volumetric_fog_light_energy = p_light_energy;
+ 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;
+}
+
+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
new file mode 100644
index 0000000000..992c4bf471
--- /dev/null
+++ b/servers/rendering/renderer_rd/renderer_scene_environment_rd.h
@@ -0,0 +1,155 @@
+/*************************************************************************/
+/* renderer_scene_environment_rd.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 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;
+ Color ao_color;
+
+ /// 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_light = Color(0, 0, 0);
+ float volumetric_fog_light_energy = 0.0;
+ 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;
+
+ /// 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;
+
+ /// 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;
+
+ /// SDFGI
+ bool sdfgi_enabled = false;
+ RS::EnvironmentSDFGICascades sdfgi_cascades;
+ float sdfgi_min_cell_size = 0.2;
+ bool sdfgi_use_occlusion = false;
+ float sdfgi_bounce_feedback = 0.0;
+ bool sdfgi_read_sky_light = false;
+ 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_DISABLED;
+
+ /// 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, const Color &p_ao_color);
+ 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);
+ void set_sdfgi(bool p_enable, RS::EnvironmentSDFGICascades 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_light, float p_light_energy, float p_length, float p_detail_spread, float p_gi_inject, bool p_temporal_reprojection, float p_temporal_reprojection_amount);
+ 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_gi_rd.cpp b/servers/rendering/renderer_rd/renderer_scene_gi_rd.cpp
new file mode 100644
index 0000000000..4e4e553605
--- /dev/null
+++ b/servers/rendering/renderer_rd/renderer_scene_gi_rd.cpp
@@ -0,0 +1,3403 @@
+/*************************************************************************/
+/* renderer_scene_gi_rd.cpp */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 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 "renderer_scene_gi_rd.h"
+
+#include "core/config/project_settings.h"
+#include "servers/rendering/renderer_rd/renderer_scene_render_rd.h"
+#include "servers/rendering/rendering_server_default.h"
+
+const Vector3i RendererSceneGIRD::SDFGI::Cascade::DIRTY_ALL = Vector3i(0x7FFFFFFF, 0x7FFFFFFF, 0x7FFFFFFF);
+
+////////////////////////////////////////////////////////////////////////////////
+// SDFGI
+
+void RendererSceneGIRD::SDFGI::create(RendererSceneEnvironmentRD *p_env, const Vector3 &p_world_position, uint32_t p_requested_history_size, RendererSceneGIRD *p_gi) {
+ storage = p_gi->storage;
+ gi = p_gi;
+ cascade_mode = 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;
+ static const float y_scale[3] = { 1.0, 1.5, 2.0 };
+ y_mult = y_scale[y_scale_mode];
+ static const int cascasde_size[3] = { 4, 6, 8 };
+ cascades.resize(cascasde_size[cascade_mode]);
+ probe_axis_count = SDFGI::PROBE_DIVISOR + 1;
+ solid_cell_ratio = gi->sdfgi_solid_cell_ratio;
+ solid_cell_count = uint32_t(float(cascade_size * cascade_size * cascade_size) * solid_cell_ratio);
+
+ float base_cell_size = min_cell_size;
+
+ RD::TextureFormat tf_sdf;
+ tf_sdf.format = RD::DATA_FORMAT_R8_UNORM;
+ tf_sdf.width = cascade_size; // Always 64x64
+ tf_sdf.height = cascade_size;
+ tf_sdf.depth = cascade_size;
+ tf_sdf.texture_type = RD::TEXTURE_TYPE_3D;
+ tf_sdf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
+
+ {
+ RD::TextureFormat tf_render = tf_sdf;
+ tf_render.format = RD::DATA_FORMAT_R16_UINT;
+ render_albedo = RD::get_singleton()->texture_create(tf_render, RD::TextureView());
+ tf_render.format = RD::DATA_FORMAT_R32_UINT;
+ render_emission = RD::get_singleton()->texture_create(tf_render, RD::TextureView());
+ render_emission_aniso = RD::get_singleton()->texture_create(tf_render, RD::TextureView());
+
+ tf_render.format = RD::DATA_FORMAT_R8_UNORM; //at least its easy to visualize
+
+ for (int i = 0; i < 8; i++) {
+ render_occlusion[i] = RD::get_singleton()->texture_create(tf_render, RD::TextureView());
+ }
+
+ tf_render.format = RD::DATA_FORMAT_R32_UINT;
+ render_geom_facing = RD::get_singleton()->texture_create(tf_render, RD::TextureView());
+
+ tf_render.format = RD::DATA_FORMAT_R8G8B8A8_UINT;
+ render_sdf[0] = RD::get_singleton()->texture_create(tf_render, RD::TextureView());
+ render_sdf[1] = RD::get_singleton()->texture_create(tf_render, RD::TextureView());
+
+ tf_render.width /= 2;
+ tf_render.height /= 2;
+ tf_render.depth /= 2;
+
+ render_sdf_half[0] = RD::get_singleton()->texture_create(tf_render, RD::TextureView());
+ render_sdf_half[1] = RD::get_singleton()->texture_create(tf_render, RD::TextureView());
+ }
+
+ RD::TextureFormat tf_occlusion = tf_sdf;
+ tf_occlusion.format = RD::DATA_FORMAT_R16_UINT;
+ tf_occlusion.shareable_formats.push_back(RD::DATA_FORMAT_R16_UINT);
+ tf_occlusion.shareable_formats.push_back(RD::DATA_FORMAT_R4G4B4A4_UNORM_PACK16);
+ tf_occlusion.depth *= cascades.size(); //use depth for occlusion slices
+ tf_occlusion.width *= 2; //use width for the other half
+
+ RD::TextureFormat tf_light = tf_sdf;
+ tf_light.format = RD::DATA_FORMAT_R32_UINT;
+ tf_light.shareable_formats.push_back(RD::DATA_FORMAT_R32_UINT);
+ tf_light.shareable_formats.push_back(RD::DATA_FORMAT_E5B9G9R9_UFLOAT_PACK32);
+
+ RD::TextureFormat tf_aniso0 = tf_sdf;
+ tf_aniso0.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
+ RD::TextureFormat tf_aniso1 = tf_sdf;
+ tf_aniso1.format = RD::DATA_FORMAT_R8G8_UNORM;
+
+ int passes = nearest_shift(cascade_size) - 1;
+
+ //store lightprobe SH
+ RD::TextureFormat tf_probes;
+ tf_probes.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
+ tf_probes.width = probe_axis_count * probe_axis_count;
+ tf_probes.height = probe_axis_count * SDFGI::SH_SIZE;
+ tf_probes.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
+ tf_probes.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
+
+ history_size = p_requested_history_size;
+
+ RD::TextureFormat tf_probe_history = tf_probes;
+ tf_probe_history.format = RD::DATA_FORMAT_R16G16B16A16_SINT; //signed integer because SH are signed
+ tf_probe_history.array_layers = history_size;
+
+ RD::TextureFormat tf_probe_average = tf_probes;
+ tf_probe_average.format = RD::DATA_FORMAT_R32G32B32A32_SINT; //signed integer because SH are signed
+ tf_probe_average.texture_type = RD::TEXTURE_TYPE_2D;
+
+ lightprobe_history_scroll = RD::get_singleton()->texture_create(tf_probe_history, RD::TextureView());
+ lightprobe_average_scroll = RD::get_singleton()->texture_create(tf_probe_average, RD::TextureView());
+
+ {
+ //octahedral lightprobes
+ RD::TextureFormat tf_octprobes = tf_probes;
+ tf_octprobes.array_layers = cascades.size() * 2;
+ tf_octprobes.format = RD::DATA_FORMAT_R32_UINT; //pack well with RGBE
+ tf_octprobes.width = probe_axis_count * probe_axis_count * (SDFGI::LIGHTPROBE_OCT_SIZE + 2);
+ tf_octprobes.height = probe_axis_count * (SDFGI::LIGHTPROBE_OCT_SIZE + 2);
+ tf_octprobes.shareable_formats.push_back(RD::DATA_FORMAT_R32_UINT);
+ tf_octprobes.shareable_formats.push_back(RD::DATA_FORMAT_E5B9G9R9_UFLOAT_PACK32);
+ //lightprobe texture is an octahedral texture
+
+ lightprobe_data = RD::get_singleton()->texture_create(tf_octprobes, RD::TextureView());
+ RD::TextureView tv;
+ tv.format_override = RD::DATA_FORMAT_E5B9G9R9_UFLOAT_PACK32;
+ lightprobe_texture = RD::get_singleton()->texture_create_shared(tv, lightprobe_data);
+
+ //texture handling ambient data, to integrate with volumetric foc
+ RD::TextureFormat tf_ambient = tf_probes;
+ tf_ambient.array_layers = cascades.size();
+ tf_ambient.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT; //pack well with RGBE
+ tf_ambient.width = probe_axis_count * probe_axis_count;
+ tf_ambient.height = probe_axis_count;
+ tf_ambient.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
+ //lightprobe texture is an octahedral texture
+ ambient_texture = RD::get_singleton()->texture_create(tf_ambient, RD::TextureView());
+ }
+
+ cascades_ubo = RD::get_singleton()->uniform_buffer_create(sizeof(SDFGI::Cascade::UBO) * SDFGI::MAX_CASCADES);
+
+ occlusion_data = RD::get_singleton()->texture_create(tf_occlusion, RD::TextureView());
+ {
+ RD::TextureView tv;
+ tv.format_override = RD::DATA_FORMAT_R4G4B4A4_UNORM_PACK16;
+ occlusion_texture = RD::get_singleton()->texture_create_shared(tv, occlusion_data);
+ }
+
+ for (uint32_t i = 0; i < cascades.size(); i++) {
+ SDFGI::Cascade &cascade = cascades[i];
+
+ /* 3D Textures */
+
+ cascade.sdf_tex = RD::get_singleton()->texture_create(tf_sdf, RD::TextureView());
+
+ cascade.light_data = RD::get_singleton()->texture_create(tf_light, RD::TextureView());
+
+ cascade.light_aniso_0_tex = RD::get_singleton()->texture_create(tf_aniso0, RD::TextureView());
+ cascade.light_aniso_1_tex = RD::get_singleton()->texture_create(tf_aniso1, RD::TextureView());
+
+ {
+ RD::TextureView tv;
+ tv.format_override = RD::DATA_FORMAT_E5B9G9R9_UFLOAT_PACK32;
+ cascade.light_tex = RD::get_singleton()->texture_create_shared(tv, cascade.light_data);
+
+ RD::get_singleton()->texture_clear(cascade.light_tex, Color(0, 0, 0, 0), 0, 1, 0, 1);
+ RD::get_singleton()->texture_clear(cascade.light_aniso_0_tex, Color(0, 0, 0, 0), 0, 1, 0, 1);
+ RD::get_singleton()->texture_clear(cascade.light_aniso_1_tex, Color(0, 0, 0, 0), 0, 1, 0, 1);
+ }
+
+ cascade.cell_size = base_cell_size;
+ Vector3 world_position = p_world_position;
+ world_position.y *= y_mult;
+ int32_t probe_cells = cascade_size / SDFGI::PROBE_DIVISOR;
+ Vector3 probe_size = Vector3(1, 1, 1) * cascade.cell_size * probe_cells;
+ Vector3i probe_pos = Vector3i((world_position / probe_size + Vector3(0.5, 0.5, 0.5)).floor());
+ cascade.position = probe_pos * probe_cells;
+
+ cascade.dirty_regions = SDFGI::Cascade::DIRTY_ALL;
+
+ base_cell_size *= 2.0;
+
+ /* Probe History */
+
+ cascade.lightprobe_history_tex = RD::get_singleton()->texture_create(tf_probe_history, RD::TextureView());
+ RD::get_singleton()->texture_clear(cascade.lightprobe_history_tex, Color(0, 0, 0, 0), 0, 1, 0, tf_probe_history.array_layers); //needs to be cleared for average to work
+
+ cascade.lightprobe_average_tex = RD::get_singleton()->texture_create(tf_probe_average, RD::TextureView());
+ RD::get_singleton()->texture_clear(cascade.lightprobe_average_tex, Color(0, 0, 0, 0), 0, 1, 0, 1); //needs to be cleared for average to work
+
+ /* Buffers */
+
+ cascade.solid_cell_buffer = RD::get_singleton()->storage_buffer_create(sizeof(SDFGI::Cascade::SolidCell) * solid_cell_count);
+ cascade.solid_cell_dispatch_buffer = RD::get_singleton()->storage_buffer_create(sizeof(uint32_t) * 4, Vector<uint8_t>(), RD::STORAGE_BUFFER_USAGE_DISPATCH_INDIRECT);
+ cascade.lights_buffer = RD::get_singleton()->storage_buffer_create(sizeof(SDFGIShader::Light) * MAX(SDFGI::MAX_STATIC_LIGHTS, SDFGI::MAX_DYNAMIC_LIGHTS));
+ {
+ Vector<RD::Uniform> uniforms;
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 1;
+ u.ids.push_back(render_sdf[(passes & 1) ? 1 : 0]); //if passes are even, we read from buffer 0, else we read from buffer 1
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 2;
+ u.ids.push_back(render_albedo);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 3;
+ for (int j = 0; j < 8; j++) {
+ u.ids.push_back(render_occlusion[j]);
+ }
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 4;
+ u.ids.push_back(render_emission);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 5;
+ u.ids.push_back(render_emission_aniso);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 6;
+ u.ids.push_back(render_geom_facing);
+ uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 7;
+ u.ids.push_back(cascade.sdf_tex);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 8;
+ u.ids.push_back(occlusion_data);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u.binding = 10;
+ u.ids.push_back(cascade.solid_cell_dispatch_buffer);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u.binding = 11;
+ u.ids.push_back(cascade.solid_cell_buffer);
+ uniforms.push_back(u);
+ }
+
+ cascade.sdf_store_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, gi->sdfgi_shader.preprocess.version_get_shader(gi->sdfgi_shader.preprocess_shader, SDFGIShader::PRE_PROCESS_STORE), 0);
+ }
+
+ {
+ Vector<RD::Uniform> uniforms;
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 1;
+ u.ids.push_back(render_albedo);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 2;
+ u.ids.push_back(render_geom_facing);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 3;
+ u.ids.push_back(render_emission);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 4;
+ u.ids.push_back(render_emission_aniso);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u.binding = 5;
+ u.ids.push_back(cascade.solid_cell_dispatch_buffer);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u.binding = 6;
+ u.ids.push_back(cascade.solid_cell_buffer);
+ uniforms.push_back(u);
+ }
+
+ cascade.scroll_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, gi->sdfgi_shader.preprocess.version_get_shader(gi->sdfgi_shader.preprocess_shader, SDFGIShader::PRE_PROCESS_SCROLL), 0);
+ }
+ {
+ Vector<RD::Uniform> uniforms;
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 1;
+ for (int j = 0; j < 8; j++) {
+ u.ids.push_back(render_occlusion[j]);
+ }
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 2;
+ u.ids.push_back(occlusion_data);
+ uniforms.push_back(u);
+ }
+
+ cascade.scroll_occlusion_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, gi->sdfgi_shader.preprocess.version_get_shader(gi->sdfgi_shader.preprocess_shader, SDFGIShader::PRE_PROCESS_SCROLL_OCCLUSION), 0);
+ }
+ }
+
+ //direct light
+ for (uint32_t i = 0; i < cascades.size(); i++) {
+ SDFGI::Cascade &cascade = cascades[i];
+
+ Vector<RD::Uniform> uniforms;
+ {
+ RD::Uniform u;
+ u.binding = 1;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ for (uint32_t j = 0; j < SDFGI::MAX_CASCADES; j++) {
+ if (j < cascades.size()) {
+ u.ids.push_back(cascades[j].sdf_tex);
+ } else {
+ u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE));
+ }
+ }
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.binding = 2;
+ u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
+ u.ids.push_back(storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.binding = 3;
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u.ids.push_back(cascade.solid_cell_dispatch_buffer);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.binding = 4;
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u.ids.push_back(cascade.solid_cell_buffer);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.binding = 5;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.ids.push_back(cascade.light_data);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.binding = 6;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.ids.push_back(cascade.light_aniso_0_tex);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.binding = 7;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.ids.push_back(cascade.light_aniso_1_tex);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.binding = 8;
+ u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
+ u.ids.push_back(cascades_ubo);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.binding = 9;
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u.ids.push_back(cascade.lights_buffer);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.binding = 10;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ u.ids.push_back(lightprobe_texture);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.binding = 11;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ u.ids.push_back(occlusion_texture);
+ uniforms.push_back(u);
+ }
+
+ cascade.sdf_direct_light_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, gi->sdfgi_shader.direct_light.version_get_shader(gi->sdfgi_shader.direct_light_shader, 0), 0);
+ }
+
+ //preprocess initialize uniform set
+ {
+ Vector<RD::Uniform> uniforms;
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 1;
+ u.ids.push_back(render_albedo);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 2;
+ u.ids.push_back(render_sdf[0]);
+ uniforms.push_back(u);
+ }
+
+ sdf_initialize_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, gi->sdfgi_shader.preprocess.version_get_shader(gi->sdfgi_shader.preprocess_shader, SDFGIShader::PRE_PROCESS_JUMP_FLOOD_INITIALIZE), 0);
+ }
+
+ {
+ Vector<RD::Uniform> uniforms;
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 1;
+ u.ids.push_back(render_albedo);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 2;
+ u.ids.push_back(render_sdf_half[0]);
+ uniforms.push_back(u);
+ }
+
+ sdf_initialize_half_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, gi->sdfgi_shader.preprocess.version_get_shader(gi->sdfgi_shader.preprocess_shader, SDFGIShader::PRE_PROCESS_JUMP_FLOOD_INITIALIZE_HALF), 0);
+ }
+
+ //jump flood uniform set
+ {
+ Vector<RD::Uniform> uniforms;
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 1;
+ u.ids.push_back(render_sdf[0]);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 2;
+ u.ids.push_back(render_sdf[1]);
+ uniforms.push_back(u);
+ }
+
+ jump_flood_uniform_set[0] = RD::get_singleton()->uniform_set_create(uniforms, gi->sdfgi_shader.preprocess.version_get_shader(gi->sdfgi_shader.preprocess_shader, SDFGIShader::PRE_PROCESS_JUMP_FLOOD), 0);
+ SWAP(uniforms.write[0].ids.write[0], uniforms.write[1].ids.write[0]);
+ jump_flood_uniform_set[1] = RD::get_singleton()->uniform_set_create(uniforms, gi->sdfgi_shader.preprocess.version_get_shader(gi->sdfgi_shader.preprocess_shader, SDFGIShader::PRE_PROCESS_JUMP_FLOOD), 0);
+ }
+ //jump flood half uniform set
+ {
+ Vector<RD::Uniform> uniforms;
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 1;
+ u.ids.push_back(render_sdf_half[0]);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 2;
+ u.ids.push_back(render_sdf_half[1]);
+ uniforms.push_back(u);
+ }
+
+ jump_flood_half_uniform_set[0] = RD::get_singleton()->uniform_set_create(uniforms, gi->sdfgi_shader.preprocess.version_get_shader(gi->sdfgi_shader.preprocess_shader, SDFGIShader::PRE_PROCESS_JUMP_FLOOD), 0);
+ SWAP(uniforms.write[0].ids.write[0], uniforms.write[1].ids.write[0]);
+ jump_flood_half_uniform_set[1] = RD::get_singleton()->uniform_set_create(uniforms, gi->sdfgi_shader.preprocess.version_get_shader(gi->sdfgi_shader.preprocess_shader, SDFGIShader::PRE_PROCESS_JUMP_FLOOD), 0);
+ }
+
+ //upscale half size sdf
+ {
+ Vector<RD::Uniform> uniforms;
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 1;
+ u.ids.push_back(render_albedo);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 2;
+ u.ids.push_back(render_sdf_half[(passes & 1) ? 0 : 1]); //reverse pass order because half size
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 3;
+ u.ids.push_back(render_sdf[(passes & 1) ? 0 : 1]); //reverse pass order because it needs an extra JFA pass
+ uniforms.push_back(u);
+ }
+
+ upscale_jfa_uniform_set_index = (passes & 1) ? 0 : 1;
+ sdf_upscale_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, gi->sdfgi_shader.preprocess.version_get_shader(gi->sdfgi_shader.preprocess_shader, SDFGIShader::PRE_PROCESS_JUMP_FLOOD_UPSCALE), 0);
+ }
+
+ //occlusion uniform set
+ {
+ Vector<RD::Uniform> uniforms;
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 1;
+ u.ids.push_back(render_albedo);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 2;
+ for (int i = 0; i < 8; i++) {
+ u.ids.push_back(render_occlusion[i]);
+ }
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 3;
+ u.ids.push_back(render_geom_facing);
+ uniforms.push_back(u);
+ }
+
+ occlusion_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, gi->sdfgi_shader.preprocess.version_get_shader(gi->sdfgi_shader.preprocess_shader, SDFGIShader::PRE_PROCESS_OCCLUSION), 0);
+ }
+
+ for (uint32_t i = 0; i < cascades.size(); i++) {
+ //integrate uniform
+
+ Vector<RD::Uniform> uniforms;
+
+ {
+ RD::Uniform u;
+ u.binding = 1;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ for (uint32_t j = 0; j < SDFGI::MAX_CASCADES; j++) {
+ if (j < cascades.size()) {
+ u.ids.push_back(cascades[j].sdf_tex);
+ } else {
+ u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE));
+ }
+ }
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.binding = 2;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ for (uint32_t j = 0; j < SDFGI::MAX_CASCADES; j++) {
+ if (j < cascades.size()) {
+ u.ids.push_back(cascades[j].light_tex);
+ } else {
+ u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE));
+ }
+ }
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.binding = 3;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ for (uint32_t j = 0; j < SDFGI::MAX_CASCADES; j++) {
+ if (j < cascades.size()) {
+ u.ids.push_back(cascades[j].light_aniso_0_tex);
+ } else {
+ u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE));
+ }
+ }
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.binding = 4;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ for (uint32_t j = 0; j < SDFGI::MAX_CASCADES; j++) {
+ if (j < cascades.size()) {
+ u.ids.push_back(cascades[j].light_aniso_1_tex);
+ } else {
+ u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE));
+ }
+ }
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
+ u.binding = 6;
+ u.ids.push_back(storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
+ uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
+ u.binding = 7;
+ u.ids.push_back(cascades_ubo);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 8;
+ u.ids.push_back(lightprobe_data);
+ uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 9;
+ u.ids.push_back(cascades[i].lightprobe_history_tex);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 10;
+ u.ids.push_back(cascades[i].lightprobe_average_tex);
+ uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 11;
+ u.ids.push_back(lightprobe_history_scroll);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 12;
+ u.ids.push_back(lightprobe_average_scroll);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 13;
+ RID parent_average;
+ if (i < cascades.size() - 1) {
+ parent_average = cascades[i + 1].lightprobe_average_tex;
+ } else {
+ parent_average = cascades[i - 1].lightprobe_average_tex; //to use something, but it won't be used
+ }
+ u.ids.push_back(parent_average);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 14;
+ u.ids.push_back(ambient_texture);
+ uniforms.push_back(u);
+ }
+
+ cascades[i].integrate_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, gi->sdfgi_shader.integrate.version_get_shader(gi->sdfgi_shader.integrate_shader, 0), 0);
+ }
+
+ bounce_feedback = 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 RendererSceneGIRD::SDFGI::erase() {
+ for (uint32_t i = 0; i < cascades.size(); i++) {
+ const SDFGI::Cascade &c = cascades[i];
+ RD::get_singleton()->free(c.light_data);
+ RD::get_singleton()->free(c.light_aniso_0_tex);
+ RD::get_singleton()->free(c.light_aniso_1_tex);
+ RD::get_singleton()->free(c.sdf_tex);
+ RD::get_singleton()->free(c.solid_cell_dispatch_buffer);
+ RD::get_singleton()->free(c.solid_cell_buffer);
+ RD::get_singleton()->free(c.lightprobe_history_tex);
+ RD::get_singleton()->free(c.lightprobe_average_tex);
+ RD::get_singleton()->free(c.lights_buffer);
+ }
+
+ RD::get_singleton()->free(render_albedo);
+ RD::get_singleton()->free(render_emission);
+ RD::get_singleton()->free(render_emission_aniso);
+
+ RD::get_singleton()->free(render_sdf[0]);
+ RD::get_singleton()->free(render_sdf[1]);
+
+ RD::get_singleton()->free(render_sdf_half[0]);
+ RD::get_singleton()->free(render_sdf_half[1]);
+
+ for (int i = 0; i < 8; i++) {
+ RD::get_singleton()->free(render_occlusion[i]);
+ }
+
+ RD::get_singleton()->free(render_geom_facing);
+
+ RD::get_singleton()->free(lightprobe_data);
+ RD::get_singleton()->free(lightprobe_history_scroll);
+ RD::get_singleton()->free(occlusion_data);
+ RD::get_singleton()->free(ambient_texture);
+
+ RD::get_singleton()->free(cascades_ubo);
+}
+
+void RendererSceneGIRD::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;
+
+ int32_t drag_margin = (cascade_size / SDFGI::PROBE_DIVISOR) / 2;
+
+ for (uint32_t i = 0; i < cascades.size(); i++) {
+ SDFGI::Cascade &cascade = cascades[i];
+ cascade.dirty_regions = Vector3i();
+
+ Vector3 probe_half_size = Vector3(1, 1, 1) * cascade.cell_size * float(cascade_size / SDFGI::PROBE_DIVISOR) * 0.5;
+ probe_half_size = Vector3(0, 0, 0);
+
+ Vector3 world_position = p_world_position;
+ world_position.y *= y_mult;
+ Vector3i pos_in_cascade = Vector3i((world_position + probe_half_size) / cascade.cell_size);
+
+ for (int j = 0; j < 3; j++) {
+ if (pos_in_cascade[j] < cascade.position[j]) {
+ while (pos_in_cascade[j] < (cascade.position[j] - drag_margin)) {
+ cascade.position[j] -= drag_margin * 2;
+ cascade.dirty_regions[j] += drag_margin * 2;
+ }
+ } else if (pos_in_cascade[j] > cascade.position[j]) {
+ while (pos_in_cascade[j] > (cascade.position[j] + drag_margin)) {
+ cascade.position[j] += drag_margin * 2;
+ cascade.dirty_regions[j] -= drag_margin * 2;
+ }
+ }
+
+ if (cascade.dirty_regions[j] == 0) {
+ continue; // not dirty
+ } else if (uint32_t(ABS(cascade.dirty_regions[j])) >= cascade_size) {
+ //moved too much, just redraw everything (make all dirty)
+ cascade.dirty_regions = SDFGI::Cascade::DIRTY_ALL;
+ break;
+ }
+ }
+
+ if (cascade.dirty_regions != Vector3i() && cascade.dirty_regions != SDFGI::Cascade::DIRTY_ALL) {
+ //see how much the total dirty volume represents from the total volume
+ uint32_t total_volume = cascade_size * cascade_size * cascade_size;
+ uint32_t safe_volume = 1;
+ for (int j = 0; j < 3; j++) {
+ safe_volume *= cascade_size - ABS(cascade.dirty_regions[j]);
+ }
+ uint32_t dirty_volume = total_volume - safe_volume;
+ if (dirty_volume > (safe_volume / 2)) {
+ //more than half the volume is dirty, make all dirty so its only rendered once
+ cascade.dirty_regions = SDFGI::Cascade::DIRTY_ALL;
+ }
+ }
+ }
+}
+
+void RendererSceneGIRD::SDFGI::update_light() {
+ RD::get_singleton()->draw_command_begin_label("SDFGI Update dynamic Light");
+
+ /* Update dynamic light */
+
+ RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.direct_light_pipeline[SDFGIShader::DIRECT_LIGHT_MODE_DYNAMIC]);
+
+ SDFGIShader::DirectLightPushConstant push_constant;
+
+ push_constant.grid_size[0] = cascade_size;
+ push_constant.grid_size[1] = cascade_size;
+ push_constant.grid_size[2] = cascade_size;
+ push_constant.max_cascades = cascades.size();
+ push_constant.probe_axis_size = probe_axis_count;
+ push_constant.bounce_feedback = bounce_feedback;
+ push_constant.y_mult = y_mult;
+ push_constant.use_occlusion = uses_occlusion;
+
+ for (uint32_t i = 0; i < cascades.size(); i++) {
+ SDFGI::Cascade &cascade = cascades[i];
+ push_constant.light_count = cascade_dynamic_light_count[i];
+ push_constant.cascade = i;
+
+ if (cascades[i].all_dynamic_lights_dirty || gi->sdfgi_frames_to_update_light == RS::ENV_SDFGI_UPDATE_LIGHT_IN_1_FRAME) {
+ push_constant.process_offset = 0;
+ push_constant.process_increment = 1;
+ } else {
+ static uint32_t frames_to_update_table[RS::ENV_SDFGI_UPDATE_LIGHT_MAX] = {
+ 1, 2, 4, 8, 16
+ };
+
+ uint32_t frames_to_update = frames_to_update_table[gi->sdfgi_frames_to_update_light];
+
+ push_constant.process_offset = RSG::rasterizer->get_frame_number() % frames_to_update;
+ push_constant.process_increment = frames_to_update;
+ }
+ cascades[i].all_dynamic_lights_dirty = false;
+
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, cascade.sdf_direct_light_uniform_set, 0);
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDFGIShader::DirectLightPushConstant));
+ RD::get_singleton()->compute_list_dispatch_indirect(compute_list, cascade.solid_cell_dispatch_buffer, 0);
+ }
+ RD::get_singleton()->compute_list_end(RD::BARRIER_MASK_COMPUTE);
+ RD::get_singleton()->draw_command_end_label();
+}
+
+void RendererSceneGIRD::SDFGI::update_probes(RendererSceneEnvironmentRD *p_env, RendererSceneSkyRD::Sky *p_sky) {
+ RD::get_singleton()->draw_command_begin_label("SDFGI Update Probes");
+
+ SDFGIShader::IntegratePushConstant push_constant;
+ push_constant.grid_size[1] = cascade_size;
+ push_constant.grid_size[2] = cascade_size;
+ push_constant.grid_size[0] = cascade_size;
+ push_constant.max_cascades = cascades.size();
+ push_constant.probe_axis_size = probe_axis_count;
+ push_constant.history_index = render_pass % history_size;
+ push_constant.history_size = history_size;
+ static const uint32_t ray_count[RS::ENV_SDFGI_RAY_COUNT_MAX] = { 4, 8, 16, 32, 64, 96, 128 };
+ push_constant.ray_count = ray_count[gi->sdfgi_ray_count];
+ push_constant.ray_bias = probe_bias;
+ push_constant.image_size[0] = probe_axis_count * probe_axis_count;
+ push_constant.image_size[1] = probe_axis_count;
+ push_constant.store_ambient_texture = p_env->volumetric_fog_enabled;
+
+ 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 (p_env->background == RS::ENV_BG_CLEAR_COLOR) {
+ push_constant.sky_mode = SDFGIShader::IntegratePushConstant::SKY_MODE_COLOR;
+ Color c = storage->get_default_clear_color().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) {
+ push_constant.sky_mode = SDFGIShader::IntegratePushConstant::SKY_MODE_COLOR;
+ Color c = p_env->bg_color;
+ 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) {
+ if (p_sky && p_sky->radiance.is_valid()) {
+ if (integrate_sky_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(integrate_sky_uniform_set)) {
+ Vector<RD::Uniform> uniforms;
+
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ u.binding = 0;
+ u.ids.push_back(p_sky->radiance);
+ uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
+ u.binding = 1;
+ u.ids.push_back(storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
+ uniforms.push_back(u);
+ }
+
+ integrate_sky_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, gi->sdfgi_shader.integrate.version_get_shader(gi->sdfgi_shader.integrate_shader, 0), 1);
+ }
+ sky_uniform_set = integrate_sky_uniform_set;
+ push_constant.sky_mode = SDFGIShader::IntegratePushConstant::SKY_MODE_SKY;
+ }
+ }
+ }
+
+ render_pass++;
+
+ RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(true);
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.integrate_pipeline[SDFGIShader::INTEGRATE_MODE_PROCESS]);
+
+ int32_t probe_divisor = cascade_size / SDFGI::PROBE_DIVISOR;
+ for (uint32_t i = 0; i < cascades.size(); i++) {
+ push_constant.cascade = i;
+ push_constant.world_offset[0] = cascades[i].position.x / probe_divisor;
+ push_constant.world_offset[1] = cascades[i].position.y / probe_divisor;
+ push_constant.world_offset[2] = cascades[i].position.z / probe_divisor;
+
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, cascades[i].integrate_uniform_set, 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, sky_uniform_set, 1);
+
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDFGIShader::IntegratePushConstant));
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, probe_axis_count * probe_axis_count, probe_axis_count, 1);
+ }
+
+ //end later after raster to avoid barriering on layout changes
+ //RD::get_singleton()->compute_list_end(RD::BARRIER_MASK_NO_BARRIER);
+
+ RD::get_singleton()->draw_command_end_label();
+}
+
+void RendererSceneGIRD::SDFGI::store_probes() {
+ RD::get_singleton()->barrier(RD::BARRIER_MASK_COMPUTE, RD::BARRIER_MASK_COMPUTE);
+ RD::get_singleton()->draw_command_begin_label("SDFGI Store Probes");
+
+ SDFGIShader::IntegratePushConstant push_constant;
+ push_constant.grid_size[1] = cascade_size;
+ push_constant.grid_size[2] = cascade_size;
+ push_constant.grid_size[0] = cascade_size;
+ push_constant.max_cascades = cascades.size();
+ push_constant.probe_axis_size = probe_axis_count;
+ push_constant.history_index = render_pass % history_size;
+ push_constant.history_size = history_size;
+ static const uint32_t ray_count[RS::ENV_SDFGI_RAY_COUNT_MAX] = { 4, 8, 16, 32, 64, 96, 128 };
+ push_constant.ray_count = ray_count[gi->sdfgi_ray_count];
+ push_constant.ray_bias = probe_bias;
+ push_constant.image_size[0] = probe_axis_count * probe_axis_count;
+ push_constant.image_size[1] = probe_axis_count;
+ push_constant.store_ambient_texture = false;
+
+ push_constant.sky_mode = 0;
+ push_constant.y_mult = y_mult;
+
+ // Then store values into the lightprobe texture. Separating these steps has a small performance hit, but it allows for multiple bounces
+ RENDER_TIMESTAMP("Average Probes");
+
+ RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.integrate_pipeline[SDFGIShader::INTEGRATE_MODE_STORE]);
+
+ //convert to octahedral to store
+ push_constant.image_size[0] *= SDFGI::LIGHTPROBE_OCT_SIZE;
+ push_constant.image_size[1] *= SDFGI::LIGHTPROBE_OCT_SIZE;
+
+ for (uint32_t i = 0; i < cascades.size(); i++) {
+ push_constant.cascade = i;
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, cascades[i].integrate_uniform_set, 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, gi->sdfgi_shader.integrate_default_sky_uniform_set, 1);
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDFGIShader::IntegratePushConstant));
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, probe_axis_count * probe_axis_count * SDFGI::LIGHTPROBE_OCT_SIZE, probe_axis_count * SDFGI::LIGHTPROBE_OCT_SIZE, 1);
+ }
+
+ RD::get_singleton()->compute_list_end(RD::BARRIER_MASK_COMPUTE);
+
+ RD::get_singleton()->draw_command_end_label();
+}
+
+int RendererSceneGIRD::SDFGI::get_pending_region_data(int p_region, Vector3i &r_local_offset, Vector3i &r_local_size, AABB &r_bounds) const {
+ int dirty_count = 0;
+ for (uint32_t i = 0; i < cascades.size(); i++) {
+ const SDFGI::Cascade &c = cascades[i];
+
+ if (c.dirty_regions == SDFGI::Cascade::DIRTY_ALL) {
+ if (dirty_count == p_region) {
+ r_local_offset = Vector3i();
+ r_local_size = Vector3i(1, 1, 1) * cascade_size;
+
+ r_bounds.position = Vector3((Vector3i(1, 1, 1) * -int32_t(cascade_size >> 1) + c.position)) * c.cell_size * Vector3(1, 1.0 / y_mult, 1);
+ r_bounds.size = Vector3(r_local_size) * c.cell_size * Vector3(1, 1.0 / y_mult, 1);
+ return i;
+ }
+ dirty_count++;
+ } else {
+ for (int j = 0; j < 3; j++) {
+ if (c.dirty_regions[j] != 0) {
+ if (dirty_count == p_region) {
+ Vector3i from = Vector3i(0, 0, 0);
+ Vector3i to = Vector3i(1, 1, 1) * cascade_size;
+
+ if (c.dirty_regions[j] > 0) {
+ //fill from the beginning
+ to[j] = c.dirty_regions[j];
+ } else {
+ //fill from the end
+ from[j] = to[j] + c.dirty_regions[j];
+ }
+
+ for (int k = 0; k < j; k++) {
+ // "chip" away previous regions to avoid re-voxelizing the same thing
+ if (c.dirty_regions[k] > 0) {
+ from[k] += c.dirty_regions[k];
+ } else if (c.dirty_regions[k] < 0) {
+ to[k] += c.dirty_regions[k];
+ }
+ }
+
+ r_local_offset = from;
+ r_local_size = to - from;
+
+ r_bounds.position = Vector3(from + Vector3i(1, 1, 1) * -int32_t(cascade_size >> 1) + c.position) * c.cell_size * Vector3(1, 1.0 / y_mult, 1);
+ r_bounds.size = Vector3(r_local_size) * c.cell_size * Vector3(1, 1.0 / y_mult, 1);
+
+ return i;
+ }
+
+ dirty_count++;
+ }
+ }
+ }
+ }
+ return -1;
+}
+
+void RendererSceneGIRD::SDFGI::update_cascades() {
+ //update cascades
+ SDFGI::Cascade::UBO cascade_data[SDFGI::MAX_CASCADES];
+ int32_t probe_divisor = cascade_size / SDFGI::PROBE_DIVISOR;
+
+ for (uint32_t i = 0; i < cascades.size(); i++) {
+ Vector3 pos = Vector3((Vector3i(1, 1, 1) * -int32_t(cascade_size >> 1) + cascades[i].position)) * cascades[i].cell_size;
+
+ cascade_data[i].offset[0] = pos.x;
+ cascade_data[i].offset[1] = pos.y;
+ cascade_data[i].offset[2] = pos.z;
+ cascade_data[i].to_cell = 1.0 / cascades[i].cell_size;
+ cascade_data[i].probe_offset[0] = cascades[i].position.x / probe_divisor;
+ cascade_data[i].probe_offset[1] = cascades[i].position.y / probe_divisor;
+ cascade_data[i].probe_offset[2] = cascades[i].position.z / probe_divisor;
+ cascade_data[i].pad = 0;
+ }
+
+ RD::get_singleton()->buffer_update(cascades_ubo, 0, sizeof(SDFGI::Cascade::UBO) * SDFGI::MAX_CASCADES, cascade_data, RD::BARRIER_MASK_COMPUTE);
+}
+
+void RendererSceneGIRD::SDFGI::debug_draw(const CameraMatrix &p_projection, const Transform &p_transform, int p_width, int p_height, RID p_render_target, RID p_texture) {
+ if (!debug_uniform_set.is_valid() || !RD::get_singleton()->uniform_set_is_valid(debug_uniform_set)) {
+ Vector<RD::Uniform> uniforms;
+ {
+ RD::Uniform u;
+ u.binding = 1;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ for (uint32_t i = 0; i < SDFGI::MAX_CASCADES; i++) {
+ if (i < cascades.size()) {
+ u.ids.push_back(cascades[i].sdf_tex);
+ } else {
+ u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE));
+ }
+ }
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.binding = 2;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ for (uint32_t i = 0; i < SDFGI::MAX_CASCADES; i++) {
+ if (i < cascades.size()) {
+ u.ids.push_back(cascades[i].light_tex);
+ } else {
+ u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE));
+ }
+ }
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.binding = 3;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ for (uint32_t i = 0; i < SDFGI::MAX_CASCADES; i++) {
+ if (i < cascades.size()) {
+ u.ids.push_back(cascades[i].light_aniso_0_tex);
+ } else {
+ u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE));
+ }
+ }
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.binding = 4;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ for (uint32_t i = 0; i < SDFGI::MAX_CASCADES; i++) {
+ if (i < cascades.size()) {
+ u.ids.push_back(cascades[i].light_aniso_1_tex);
+ } else {
+ u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE));
+ }
+ }
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.binding = 5;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ u.ids.push_back(occlusion_texture);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.binding = 8;
+ u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
+ u.ids.push_back(storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.binding = 9;
+ u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
+ u.ids.push_back(cascades_ubo);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.binding = 10;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.ids.push_back(p_texture);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.binding = 11;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ u.ids.push_back(lightprobe_texture);
+ uniforms.push_back(u);
+ }
+ debug_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, gi->sdfgi_shader.debug_shader_version, 0);
+ }
+
+ RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.debug_pipeline);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, debug_uniform_set, 0);
+
+ SDFGIShader::DebugPushConstant push_constant;
+ push_constant.grid_size[0] = cascade_size;
+ push_constant.grid_size[1] = cascade_size;
+ push_constant.grid_size[2] = cascade_size;
+ push_constant.max_cascades = cascades.size();
+ push_constant.screen_size[0] = p_width;
+ push_constant.screen_size[1] = p_height;
+ push_constant.probe_axis_size = probe_axis_count;
+ push_constant.use_occlusion = uses_occlusion;
+ push_constant.y_mult = y_mult;
+
+ Vector2 vp_half = p_projection.get_viewport_half_extents();
+ push_constant.cam_extent[0] = vp_half.x;
+ push_constant.cam_extent[1] = vp_half.y;
+ push_constant.cam_extent[2] = -p_projection.get_z_near();
+
+ push_constant.cam_transform[0] = p_transform.basis.elements[0][0];
+ push_constant.cam_transform[1] = p_transform.basis.elements[1][0];
+ push_constant.cam_transform[2] = p_transform.basis.elements[2][0];
+ push_constant.cam_transform[3] = 0;
+ push_constant.cam_transform[4] = p_transform.basis.elements[0][1];
+ push_constant.cam_transform[5] = p_transform.basis.elements[1][1];
+ push_constant.cam_transform[6] = p_transform.basis.elements[2][1];
+ push_constant.cam_transform[7] = 0;
+ push_constant.cam_transform[8] = p_transform.basis.elements[0][2];
+ push_constant.cam_transform[9] = p_transform.basis.elements[1][2];
+ push_constant.cam_transform[10] = p_transform.basis.elements[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;
+
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDFGIShader::DebugPushConstant));
+
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_width, p_height, 1);
+ RD::get_singleton()->compute_list_end();
+
+ Size2 rtsize = storage->render_target_get_size(p_render_target);
+ storage->get_effects()->copy_to_fb_rect(p_texture, storage->render_target_get_rd_framebuffer(p_render_target), Rect2(Vector2(), rtsize), true);
+}
+
+void RendererSceneGIRD::SDFGI::debug_probes(RD::DrawListID p_draw_list, RID p_framebuffer, const CameraMatrix &p_camera_with_transform) {
+ SDFGIShader::DebugProbesPushConstant push_constant;
+
+ for (int i = 0; i < 4; i++) {
+ for (int j = 0; j < 4; j++) {
+ push_constant.projection[i * 4 + j] = p_camera_with_transform.matrix[i][j];
+ }
+ }
+
+ //gen spheres from strips
+ uint32_t band_points = 16;
+ push_constant.band_power = 4;
+ push_constant.sections_in_band = ((band_points / 2) - 1);
+ push_constant.band_mask = band_points - 2;
+ push_constant.section_arc = Math_TAU / float(push_constant.sections_in_band);
+ push_constant.y_mult = y_mult;
+
+ uint32_t total_points = push_constant.sections_in_band * band_points;
+ uint32_t total_probes = probe_axis_count * probe_axis_count * probe_axis_count;
+
+ push_constant.grid_size[0] = cascade_size;
+ push_constant.grid_size[1] = cascade_size;
+ push_constant.grid_size[2] = cascade_size;
+ push_constant.cascade = 0;
+
+ push_constant.probe_axis_size = probe_axis_count;
+
+ if (!debug_probes_uniform_set.is_valid() || !RD::get_singleton()->uniform_set_is_valid(debug_probes_uniform_set)) {
+ Vector<RD::Uniform> uniforms;
+ {
+ RD::Uniform u;
+ u.binding = 1;
+ u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
+ u.ids.push_back(cascades_ubo);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.binding = 2;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ u.ids.push_back(lightprobe_texture);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.binding = 3;
+ u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
+ u.ids.push_back(storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.binding = 4;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ u.ids.push_back(occlusion_texture);
+ uniforms.push_back(u);
+ }
+
+ debug_probes_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, gi->sdfgi_shader.debug_probes.version_get_shader(gi->sdfgi_shader.debug_probes_shader, 0), 0);
+ }
+
+ RD::get_singleton()->draw_list_bind_render_pipeline(p_draw_list, gi->sdfgi_shader.debug_probes_pipeline[SDFGIShader::PROBE_DEBUG_PROBES].get_render_pipeline(RD::INVALID_FORMAT_ID, RD::get_singleton()->framebuffer_get_format(p_framebuffer)));
+ RD::get_singleton()->draw_list_bind_uniform_set(p_draw_list, debug_probes_uniform_set, 0);
+ RD::get_singleton()->draw_list_set_push_constant(p_draw_list, &push_constant, sizeof(SDFGIShader::DebugProbesPushConstant));
+ RD::get_singleton()->draw_list_draw(p_draw_list, false, total_probes, total_points);
+
+ if (gi->sdfgi_debug_probe_dir != Vector3()) {
+ print_line("CLICK DEBUG ME?");
+ uint32_t cascade = 0;
+ Vector3 offset = Vector3((Vector3i(1, 1, 1) * -int32_t(cascade_size >> 1) + cascades[cascade].position)) * cascades[cascade].cell_size * Vector3(1.0, 1.0 / y_mult, 1.0);
+ Vector3 probe_size = cascades[cascade].cell_size * (cascade_size / SDFGI::PROBE_DIVISOR) * Vector3(1.0, 1.0 / y_mult, 1.0);
+ Vector3 ray_from = gi->sdfgi_debug_probe_pos;
+ Vector3 ray_to = gi->sdfgi_debug_probe_pos + gi->sdfgi_debug_probe_dir * cascades[cascade].cell_size * Math::sqrt(3.0) * cascade_size;
+ float sphere_radius = 0.2;
+ float closest_dist = 1e20;
+ gi->sdfgi_debug_probe_enabled = false;
+
+ Vector3i probe_from = cascades[cascade].position / (cascade_size / SDFGI::PROBE_DIVISOR);
+ for (int i = 0; i < (SDFGI::PROBE_DIVISOR + 1); i++) {
+ for (int j = 0; j < (SDFGI::PROBE_DIVISOR + 1); j++) {
+ for (int k = 0; k < (SDFGI::PROBE_DIVISOR + 1); k++) {
+ Vector3 pos = offset + probe_size * Vector3(i, j, k);
+ Vector3 res;
+ if (Geometry3D::segment_intersects_sphere(ray_from, ray_to, pos, sphere_radius, &res)) {
+ float d = ray_from.distance_to(res);
+ if (d < closest_dist) {
+ closest_dist = d;
+ gi->sdfgi_debug_probe_enabled = true;
+ gi->sdfgi_debug_probe_index = probe_from + Vector3i(i, j, k);
+ }
+ }
+ }
+ }
+ }
+
+ if (gi->sdfgi_debug_probe_enabled) {
+ print_line("found: " + gi->sdfgi_debug_probe_index);
+ } else {
+ print_line("no found");
+ }
+ gi->sdfgi_debug_probe_dir = Vector3();
+ }
+
+ if (gi->sdfgi_debug_probe_enabled) {
+ uint32_t cascade = 0;
+ uint32_t probe_cells = (cascade_size / SDFGI::PROBE_DIVISOR);
+ Vector3i probe_from = cascades[cascade].position / probe_cells;
+ Vector3i ofs = gi->sdfgi_debug_probe_index - probe_from;
+ if (ofs.x < 0 || ofs.y < 0 || ofs.z < 0) {
+ return;
+ }
+ if (ofs.x > SDFGI::PROBE_DIVISOR || ofs.y > SDFGI::PROBE_DIVISOR || ofs.z > SDFGI::PROBE_DIVISOR) {
+ return;
+ }
+
+ uint32_t mult = (SDFGI::PROBE_DIVISOR + 1);
+ uint32_t index = ofs.z * mult * mult + ofs.y * mult + ofs.x;
+
+ push_constant.probe_debug_index = index;
+
+ uint32_t cell_count = probe_cells * 2 * probe_cells * 2 * probe_cells * 2;
+
+ RD::get_singleton()->draw_list_bind_render_pipeline(p_draw_list, gi->sdfgi_shader.debug_probes_pipeline[SDFGIShader::PROBE_DEBUG_VISIBILITY].get_render_pipeline(RD::INVALID_FORMAT_ID, RD::get_singleton()->framebuffer_get_format(p_framebuffer)));
+ RD::get_singleton()->draw_list_bind_uniform_set(p_draw_list, debug_probes_uniform_set, 0);
+ RD::get_singleton()->draw_list_set_push_constant(p_draw_list, &push_constant, sizeof(SDFGIShader::DebugProbesPushConstant));
+ RD::get_singleton()->draw_list_draw(p_draw_list, false, cell_count, total_points);
+ }
+}
+
+void RendererSceneGIRD::SDFGI::pre_process_gi(const Transform &p_transform, RendererSceneRenderRD *p_scene_render) {
+ /* Update general SDFGI Buffer */
+
+ SDFGIData sdfgi_data;
+
+ sdfgi_data.grid_size[0] = cascade_size;
+ sdfgi_data.grid_size[1] = cascade_size;
+ sdfgi_data.grid_size[2] = cascade_size;
+
+ sdfgi_data.max_cascades = cascades.size();
+ sdfgi_data.probe_axis_size = probe_axis_count;
+ sdfgi_data.cascade_probe_size[0] = sdfgi_data.probe_axis_size - 1; //float version for performance
+ sdfgi_data.cascade_probe_size[1] = sdfgi_data.probe_axis_size - 1;
+ sdfgi_data.cascade_probe_size[2] = sdfgi_data.probe_axis_size - 1;
+
+ float csize = cascade_size;
+ sdfgi_data.probe_to_uvw = 1.0 / float(sdfgi_data.cascade_probe_size[0]);
+ sdfgi_data.use_occlusion = uses_occlusion;
+ //sdfgi_data.energy = energy;
+
+ sdfgi_data.y_mult = y_mult;
+
+ float cascade_voxel_size = (csize / sdfgi_data.cascade_probe_size[0]);
+ float occlusion_clamp = (cascade_voxel_size - 0.5) / cascade_voxel_size;
+ sdfgi_data.occlusion_clamp[0] = occlusion_clamp;
+ sdfgi_data.occlusion_clamp[1] = occlusion_clamp;
+ sdfgi_data.occlusion_clamp[2] = occlusion_clamp;
+ sdfgi_data.normal_bias = (normal_bias / csize) * sdfgi_data.cascade_probe_size[0];
+
+ //vec2 tex_pixel_size = 1.0 / vec2(ivec2( (OCT_SIZE+2) * params.probe_axis_size * params.probe_axis_size, (OCT_SIZE+2) * params.probe_axis_size ) );
+ //vec3 probe_uv_offset = (ivec3(OCT_SIZE+2,OCT_SIZE+2,(OCT_SIZE+2) * params.probe_axis_size)) * tex_pixel_size.xyx;
+
+ uint32_t oct_size = SDFGI::LIGHTPROBE_OCT_SIZE;
+
+ sdfgi_data.lightprobe_tex_pixel_size[0] = 1.0 / ((oct_size + 2) * sdfgi_data.probe_axis_size * sdfgi_data.probe_axis_size);
+ sdfgi_data.lightprobe_tex_pixel_size[1] = 1.0 / ((oct_size + 2) * sdfgi_data.probe_axis_size);
+ sdfgi_data.lightprobe_tex_pixel_size[2] = 1.0;
+
+ sdfgi_data.energy = energy;
+
+ sdfgi_data.lightprobe_uv_offset[0] = float(oct_size + 2) * sdfgi_data.lightprobe_tex_pixel_size[0];
+ sdfgi_data.lightprobe_uv_offset[1] = float(oct_size + 2) * sdfgi_data.lightprobe_tex_pixel_size[1];
+ sdfgi_data.lightprobe_uv_offset[2] = float((oct_size + 2) * sdfgi_data.probe_axis_size) * sdfgi_data.lightprobe_tex_pixel_size[0];
+
+ sdfgi_data.occlusion_renormalize[0] = 0.5;
+ sdfgi_data.occlusion_renormalize[1] = 1.0;
+ sdfgi_data.occlusion_renormalize[2] = 1.0 / float(sdfgi_data.max_cascades);
+
+ int32_t probe_divisor = cascade_size / SDFGI::PROBE_DIVISOR;
+
+ for (uint32_t i = 0; i < sdfgi_data.max_cascades; i++) {
+ SDFGIData::ProbeCascadeData &c = sdfgi_data.cascades[i];
+ Vector3 pos = Vector3((Vector3i(1, 1, 1) * -int32_t(cascade_size >> 1) + cascades[i].position)) * cascades[i].cell_size;
+ Vector3 cam_origin = p_transform.origin;
+ cam_origin.y *= y_mult;
+ pos -= cam_origin; //make pos local to camera, to reduce numerical error
+ c.position[0] = pos.x;
+ c.position[1] = pos.y;
+ c.position[2] = pos.z;
+ c.to_probe = 1.0 / (float(cascade_size) * cascades[i].cell_size / float(probe_axis_count - 1));
+
+ Vector3i probe_ofs = cascades[i].position / probe_divisor;
+ c.probe_world_offset[0] = probe_ofs.x;
+ c.probe_world_offset[1] = probe_ofs.y;
+ c.probe_world_offset[2] = probe_ofs.z;
+
+ c.to_cell = 1.0 / cascades[i].cell_size;
+ }
+
+ RD::get_singleton()->buffer_update(gi->sdfgi_ubo, 0, sizeof(SDFGIData), &sdfgi_data, RD::BARRIER_MASK_COMPUTE);
+
+ /* Update dynamic lights in SDFGI cascades */
+
+ for (uint32_t i = 0; i < cascades.size(); i++) {
+ SDFGI::Cascade &cascade = cascades[i];
+
+ SDFGIShader::Light lights[SDFGI::MAX_DYNAMIC_LIGHTS];
+ uint32_t idx = 0;
+ for (uint32_t j = 0; j < (uint32_t)p_scene_render->render_state.sdfgi_update_data->directional_lights->size(); j++) {
+ if (idx == SDFGI::MAX_DYNAMIC_LIGHTS) {
+ break;
+ }
+
+ RendererSceneRenderRD::LightInstance *li = p_scene_render->light_instance_owner.getornull(p_scene_render->render_state.sdfgi_update_data->directional_lights->get(j));
+ ERR_CONTINUE(!li);
+
+ if (storage->light_directional_is_sky_only(li->light)) {
+ continue;
+ }
+
+ Vector3 dir = -li->transform.basis.get_axis(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 = storage->light_get_color(li->light);
+ color = color.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 = storage->light_get_param(li->light, RS::LIGHT_PARAM_ENERGY);
+ lights[idx].has_shadow = storage->light_has_shadow(li->light);
+
+ idx++;
+ }
+
+ AABB cascade_aabb;
+ cascade_aabb.position = Vector3((Vector3i(1, 1, 1) * -int32_t(cascade_size >> 1) + cascade.position)) * cascade.cell_size;
+ cascade_aabb.size = Vector3(1, 1, 1) * cascade_size * cascade.cell_size;
+
+ for (uint32_t j = 0; j < p_scene_render->render_state.sdfgi_update_data->positional_light_count; j++) {
+ if (idx == SDFGI::MAX_DYNAMIC_LIGHTS) {
+ break;
+ }
+
+ RendererSceneRenderRD::LightInstance *li = p_scene_render->light_instance_owner.getornull(p_scene_render->render_state.sdfgi_update_data->positional_light_instances[j]);
+ ERR_CONTINUE(!li);
+
+ uint32_t max_sdfgi_cascade = storage->light_get_max_sdfgi_cascade(li->light);
+ if (i > max_sdfgi_cascade) {
+ continue;
+ }
+
+ if (!cascade_aabb.intersects(li->aabb)) {
+ continue;
+ }
+
+ Vector3 dir = -li->transform.basis.get_axis(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;
+ pos.y *= y_mult;
+ lights[idx].position[0] = pos.x;
+ lights[idx].position[1] = pos.y;
+ lights[idx].position[2] = pos.z;
+ Color color = storage->light_get_color(li->light);
+ color = color.to_linear();
+ lights[idx].color[0] = color.r;
+ lights[idx].color[1] = color.g;
+ lights[idx].color[2] = color.b;
+ lights[idx].type = storage->light_get_type(li->light);
+ lights[idx].energy = storage->light_get_param(li->light, RS::LIGHT_PARAM_ENERGY);
+ lights[idx].has_shadow = storage->light_has_shadow(li->light);
+ lights[idx].attenuation = storage->light_get_param(li->light, RS::LIGHT_PARAM_ATTENUATION);
+ lights[idx].radius = storage->light_get_param(li->light, RS::LIGHT_PARAM_RANGE);
+ lights[idx].cos_spot_angle = Math::cos(Math::deg2rad(storage->light_get_param(li->light, RS::LIGHT_PARAM_SPOT_ANGLE)));
+ lights[idx].inv_spot_attenuation = 1.0f / storage->light_get_param(li->light, RS::LIGHT_PARAM_SPOT_ATTENUATION);
+
+ idx++;
+ }
+
+ if (idx > 0) {
+ RD::get_singleton()->buffer_update(cascade.lights_buffer, 0, idx * sizeof(SDFGIShader::Light), lights, RD::BARRIER_MASK_COMPUTE);
+ }
+
+ cascade_dynamic_light_count[i] = idx;
+ }
+}
+
+void RendererSceneGIRD::SDFGI::render_region(RID p_render_buffers, int p_region, const PagedArray<RendererSceneRender::GeometryInstance *> &p_instances, RendererSceneRenderRD *p_scene_render) {
+ //print_line("rendering region " + itos(p_region));
+ RendererSceneRenderRD::RenderBuffers *rb = p_scene_render->render_buffers_owner.getornull(p_render_buffers);
+ ERR_FAIL_COND(!rb); // we wouldn't be here if this failed but...
+ AABB bounds;
+ Vector3i from;
+ Vector3i size;
+
+ int cascade_prev = get_pending_region_data(p_region - 1, from, size, bounds);
+ int cascade_next = get_pending_region_data(p_region + 1, from, size, bounds);
+ int cascade = get_pending_region_data(p_region, from, size, bounds);
+ ERR_FAIL_COND(cascade < 0);
+
+ if (cascade_prev != cascade) {
+ //initialize render
+ RD::get_singleton()->texture_clear(render_albedo, Color(0, 0, 0, 0), 0, 1, 0, 1);
+ RD::get_singleton()->texture_clear(render_emission, Color(0, 0, 0, 0), 0, 1, 0, 1);
+ RD::get_singleton()->texture_clear(render_emission_aniso, Color(0, 0, 0, 0), 0, 1, 0, 1);
+ RD::get_singleton()->texture_clear(render_geom_facing, Color(0, 0, 0, 0), 0, 1, 0, 1);
+ }
+
+ //print_line("rendering cascade " + itos(p_region) + " objects: " + itos(p_cull_count) + " bounds: " + bounds + " from: " + from + " size: " + size + " cell size: " + rtos(cascades[cascade].cell_size));
+ p_scene_render->_render_sdfgi(p_render_buffers, from, size, bounds, p_instances, render_albedo, render_emission, render_emission_aniso, render_geom_facing);
+
+ if (cascade_next != cascade) {
+ RD::get_singleton()->draw_command_begin_label("SDFGI Pre-Process Cascade");
+
+ RENDER_TIMESTAMP(">SDFGI Update SDF");
+ //done rendering! must update SDF
+ //clear dispatch indirect data
+
+ SDFGIShader::PreprocessPushConstant push_constant;
+ zeromem(&push_constant, sizeof(SDFGIShader::PreprocessPushConstant));
+
+ RENDER_TIMESTAMP("Scroll SDF");
+
+ //scroll
+ if (cascades[cascade].dirty_regions != SDFGI::Cascade::DIRTY_ALL) {
+ //for scroll
+ Vector3i dirty = cascades[cascade].dirty_regions;
+ push_constant.scroll[0] = dirty.x;
+ push_constant.scroll[1] = dirty.y;
+ push_constant.scroll[2] = dirty.z;
+ } else {
+ //for no scroll
+ push_constant.scroll[0] = 0;
+ push_constant.scroll[1] = 0;
+ push_constant.scroll[2] = 0;
+ }
+
+ cascades[cascade].all_dynamic_lights_dirty = true;
+
+ push_constant.grid_size = cascade_size;
+ push_constant.cascade = cascade;
+
+ if (cascades[cascade].dirty_regions != SDFGI::Cascade::DIRTY_ALL) {
+ RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
+
+ //must pre scroll existing data because not all is dirty
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.preprocess_pipeline[SDFGIShader::PRE_PROCESS_SCROLL]);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, cascades[cascade].scroll_uniform_set, 0);
+
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDFGIShader::PreprocessPushConstant));
+ RD::get_singleton()->compute_list_dispatch_indirect(compute_list, cascades[cascade].solid_cell_dispatch_buffer, 0);
+ // no barrier do all together
+
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.preprocess_pipeline[SDFGIShader::PRE_PROCESS_SCROLL_OCCLUSION]);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, cascades[cascade].scroll_occlusion_uniform_set, 0);
+
+ Vector3i dirty = cascades[cascade].dirty_regions;
+ Vector3i groups;
+ groups.x = cascade_size - ABS(dirty.x);
+ groups.y = cascade_size - ABS(dirty.y);
+ groups.z = cascade_size - ABS(dirty.z);
+
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDFGIShader::PreprocessPushConstant));
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, groups.x, groups.y, groups.z);
+
+ //no barrier, continue together
+
+ {
+ //scroll probes and their history also
+
+ SDFGIShader::IntegratePushConstant ipush_constant;
+ ipush_constant.grid_size[1] = cascade_size;
+ ipush_constant.grid_size[2] = cascade_size;
+ ipush_constant.grid_size[0] = cascade_size;
+ ipush_constant.max_cascades = cascades.size();
+ ipush_constant.probe_axis_size = probe_axis_count;
+ ipush_constant.history_index = 0;
+ ipush_constant.history_size = history_size;
+ ipush_constant.ray_count = 0;
+ ipush_constant.ray_bias = 0;
+ ipush_constant.sky_mode = 0;
+ ipush_constant.sky_energy = 0;
+ ipush_constant.sky_color[0] = 0;
+ ipush_constant.sky_color[1] = 0;
+ ipush_constant.sky_color[2] = 0;
+ ipush_constant.y_mult = y_mult;
+ ipush_constant.store_ambient_texture = false;
+
+ ipush_constant.image_size[0] = probe_axis_count * probe_axis_count;
+ ipush_constant.image_size[1] = probe_axis_count;
+
+ int32_t probe_divisor = cascade_size / SDFGI::PROBE_DIVISOR;
+ ipush_constant.cascade = cascade;
+ ipush_constant.world_offset[0] = cascades[cascade].position.x / probe_divisor;
+ ipush_constant.world_offset[1] = cascades[cascade].position.y / probe_divisor;
+ ipush_constant.world_offset[2] = cascades[cascade].position.z / probe_divisor;
+
+ ipush_constant.scroll[0] = dirty.x / probe_divisor;
+ ipush_constant.scroll[1] = dirty.y / probe_divisor;
+ ipush_constant.scroll[2] = dirty.z / probe_divisor;
+
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.integrate_pipeline[SDFGIShader::INTEGRATE_MODE_SCROLL]);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, cascades[cascade].integrate_uniform_set, 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, gi->sdfgi_shader.integrate_default_sky_uniform_set, 1);
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &ipush_constant, sizeof(SDFGIShader::IntegratePushConstant));
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, probe_axis_count * probe_axis_count, probe_axis_count, 1);
+
+ RD::get_singleton()->compute_list_add_barrier(compute_list);
+
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.integrate_pipeline[SDFGIShader::INTEGRATE_MODE_SCROLL_STORE]);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, cascades[cascade].integrate_uniform_set, 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, gi->sdfgi_shader.integrate_default_sky_uniform_set, 1);
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &ipush_constant, sizeof(SDFGIShader::IntegratePushConstant));
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, probe_axis_count * probe_axis_count, probe_axis_count, 1);
+
+ RD::get_singleton()->compute_list_add_barrier(compute_list);
+
+ if (bounce_feedback > 0.0) {
+ //multibounce requires this to be stored so direct light can read from it
+
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.integrate_pipeline[SDFGIShader::INTEGRATE_MODE_STORE]);
+
+ //convert to octahedral to store
+ ipush_constant.image_size[0] *= SDFGI::LIGHTPROBE_OCT_SIZE;
+ ipush_constant.image_size[1] *= SDFGI::LIGHTPROBE_OCT_SIZE;
+
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, cascades[cascade].integrate_uniform_set, 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, gi->sdfgi_shader.integrate_default_sky_uniform_set, 1);
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &ipush_constant, sizeof(SDFGIShader::IntegratePushConstant));
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, probe_axis_count * probe_axis_count * SDFGI::LIGHTPROBE_OCT_SIZE, probe_axis_count * SDFGI::LIGHTPROBE_OCT_SIZE, 1);
+ }
+ }
+
+ //ok finally barrier
+ RD::get_singleton()->compute_list_end();
+ }
+
+ //clear dispatch indirect data
+ uint32_t dispatch_indirct_data[4] = { 0, 0, 0, 0 };
+ RD::get_singleton()->buffer_update(cascades[cascade].solid_cell_dispatch_buffer, 0, sizeof(uint32_t) * 4, dispatch_indirct_data);
+
+ RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
+
+ bool half_size = true; //much faster, very little difference
+ static const int optimized_jf_group_size = 8;
+
+ if (half_size) {
+ push_constant.grid_size >>= 1;
+
+ uint32_t cascade_half_size = cascade_size >> 1;
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.preprocess_pipeline[SDFGIShader::PRE_PROCESS_JUMP_FLOOD_INITIALIZE_HALF]);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, sdf_initialize_half_uniform_set, 0);
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDFGIShader::PreprocessPushConstant));
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, cascade_half_size, cascade_half_size, cascade_half_size);
+ RD::get_singleton()->compute_list_add_barrier(compute_list);
+
+ //must start with regular jumpflood
+
+ push_constant.half_size = true;
+ {
+ RENDER_TIMESTAMP("SDFGI Jump Flood (Half Size)");
+
+ uint32_t s = cascade_half_size;
+
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.preprocess_pipeline[SDFGIShader::PRE_PROCESS_JUMP_FLOOD]);
+
+ int jf_us = 0;
+ //start with regular jump flood for very coarse reads, as this is impossible to optimize
+ while (s > 1) {
+ s /= 2;
+ push_constant.step_size = s;
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, jump_flood_half_uniform_set[jf_us], 0);
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDFGIShader::PreprocessPushConstant));
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, cascade_half_size, cascade_half_size, cascade_half_size);
+ RD::get_singleton()->compute_list_add_barrier(compute_list);
+ jf_us = jf_us == 0 ? 1 : 0;
+
+ if (cascade_half_size / (s / 2) >= optimized_jf_group_size) {
+ break;
+ }
+ }
+
+ RENDER_TIMESTAMP("SDFGI Jump Flood Optimized (Half Size)");
+
+ //continue with optimized jump flood for smaller reads
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.preprocess_pipeline[SDFGIShader::PRE_PROCESS_JUMP_FLOOD_OPTIMIZED]);
+ while (s > 1) {
+ s /= 2;
+ push_constant.step_size = s;
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, jump_flood_half_uniform_set[jf_us], 0);
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDFGIShader::PreprocessPushConstant));
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, cascade_half_size, cascade_half_size, cascade_half_size);
+ RD::get_singleton()->compute_list_add_barrier(compute_list);
+ jf_us = jf_us == 0 ? 1 : 0;
+ }
+ }
+
+ // restore grid size for last passes
+ push_constant.grid_size = cascade_size;
+
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.preprocess_pipeline[SDFGIShader::PRE_PROCESS_JUMP_FLOOD_UPSCALE]);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, sdf_upscale_uniform_set, 0);
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDFGIShader::PreprocessPushConstant));
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, cascade_size, cascade_size, cascade_size);
+ RD::get_singleton()->compute_list_add_barrier(compute_list);
+
+ //run one pass of fullsize jumpflood to fix up half size arctifacts
+
+ push_constant.half_size = false;
+ push_constant.step_size = 1;
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.preprocess_pipeline[SDFGIShader::PRE_PROCESS_JUMP_FLOOD_OPTIMIZED]);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, jump_flood_uniform_set[upscale_jfa_uniform_set_index], 0);
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDFGIShader::PreprocessPushConstant));
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, cascade_size, cascade_size, cascade_size);
+ RD::get_singleton()->compute_list_add_barrier(compute_list);
+
+ } else {
+ //full size jumpflood
+ RENDER_TIMESTAMP("SDFGI Jump Flood");
+
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.preprocess_pipeline[SDFGIShader::PRE_PROCESS_JUMP_FLOOD_INITIALIZE]);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, sdf_initialize_uniform_set, 0);
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDFGIShader::PreprocessPushConstant));
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, cascade_size, cascade_size, cascade_size);
+
+ RD::get_singleton()->compute_list_add_barrier(compute_list);
+
+ push_constant.half_size = false;
+ {
+ uint32_t s = cascade_size;
+
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.preprocess_pipeline[SDFGIShader::PRE_PROCESS_JUMP_FLOOD]);
+
+ int jf_us = 0;
+ //start with regular jump flood for very coarse reads, as this is impossible to optimize
+ while (s > 1) {
+ s /= 2;
+ push_constant.step_size = s;
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, jump_flood_uniform_set[jf_us], 0);
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDFGIShader::PreprocessPushConstant));
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, cascade_size, cascade_size, cascade_size);
+ RD::get_singleton()->compute_list_add_barrier(compute_list);
+ jf_us = jf_us == 0 ? 1 : 0;
+
+ if (cascade_size / (s / 2) >= optimized_jf_group_size) {
+ break;
+ }
+ }
+
+ RENDER_TIMESTAMP("SDFGI Jump Flood Optimized");
+
+ //continue with optimized jump flood for smaller reads
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.preprocess_pipeline[SDFGIShader::PRE_PROCESS_JUMP_FLOOD_OPTIMIZED]);
+ while (s > 1) {
+ s /= 2;
+ push_constant.step_size = s;
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, jump_flood_uniform_set[jf_us], 0);
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDFGIShader::PreprocessPushConstant));
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, cascade_size, cascade_size, cascade_size);
+ RD::get_singleton()->compute_list_add_barrier(compute_list);
+ jf_us = jf_us == 0 ? 1 : 0;
+ }
+ }
+ }
+
+ RENDER_TIMESTAMP("SDFGI Occlusion");
+
+ // occlusion
+ {
+ uint32_t probe_size = cascade_size / SDFGI::PROBE_DIVISOR;
+ Vector3i probe_global_pos = cascades[cascade].position / probe_size;
+
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.preprocess_pipeline[SDFGIShader::PRE_PROCESS_OCCLUSION]);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, occlusion_uniform_set, 0);
+ for (int i = 0; i < 8; i++) {
+ //dispatch all at once for performance
+ Vector3i offset(i & 1, (i >> 1) & 1, (i >> 2) & 1);
+
+ if ((probe_global_pos.x & 1) != 0) {
+ offset.x = (offset.x + 1) & 1;
+ }
+ if ((probe_global_pos.y & 1) != 0) {
+ offset.y = (offset.y + 1) & 1;
+ }
+ if ((probe_global_pos.z & 1) != 0) {
+ offset.z = (offset.z + 1) & 1;
+ }
+ push_constant.probe_offset[0] = offset.x;
+ push_constant.probe_offset[1] = offset.y;
+ push_constant.probe_offset[2] = offset.z;
+ push_constant.occlusion_index = i;
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDFGIShader::PreprocessPushConstant));
+
+ Vector3i groups = Vector3i(probe_size + 1, probe_size + 1, probe_size + 1) - offset; //if offset, it's one less probe per axis to compute
+ RD::get_singleton()->compute_list_dispatch(compute_list, groups.x, groups.y, groups.z);
+ }
+ RD::get_singleton()->compute_list_add_barrier(compute_list);
+ }
+
+ RENDER_TIMESTAMP("SDFGI Store");
+
+ // store
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.preprocess_pipeline[SDFGIShader::PRE_PROCESS_STORE]);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, cascades[cascade].sdf_store_uniform_set, 0);
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDFGIShader::PreprocessPushConstant));
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, cascade_size, cascade_size, cascade_size);
+
+ RD::get_singleton()->compute_list_end();
+
+ //clear these textures, as they will have previous garbage on next draw
+ RD::get_singleton()->texture_clear(cascades[cascade].light_tex, Color(0, 0, 0, 0), 0, 1, 0, 1);
+ RD::get_singleton()->texture_clear(cascades[cascade].light_aniso_0_tex, Color(0, 0, 0, 0), 0, 1, 0, 1);
+ RD::get_singleton()->texture_clear(cascades[cascade].light_aniso_1_tex, Color(0, 0, 0, 0), 0, 1, 0, 1);
+
+#if 0
+ Vector<uint8_t> data = RD::get_singleton()->texture_get_data(cascades[cascade].sdf, 0);
+ Ref<Image> img;
+ img.instance();
+ for (uint32_t i = 0; i < cascade_size; i++) {
+ Vector<uint8_t> subarr = data.subarray(128 * 128 * i, 128 * 128 * (i + 1) - 1);
+ img->create(cascade_size, cascade_size, false, Image::FORMAT_L8, subarr);
+ img->save_png("res://cascade_sdf_" + itos(cascade) + "_" + itos(i) + ".png");
+ }
+
+ //finalize render and update sdf
+#endif
+
+#if 0
+ Vector<uint8_t> data = RD::get_singleton()->texture_get_data(render_albedo, 0);
+ Ref<Image> img;
+ img.instance();
+ for (uint32_t i = 0; i < cascade_size; i++) {
+ Vector<uint8_t> subarr = data.subarray(128 * 128 * i * 2, 128 * 128 * (i + 1) * 2 - 1);
+ img->createcascade_size, cascade_size, false, Image::FORMAT_RGB565, subarr);
+ img->convert(Image::FORMAT_RGBA8);
+ img->save_png("res://cascade_" + itos(cascade) + "_" + itos(i) + ".png");
+ }
+
+ //finalize render and update sdf
+#endif
+
+ RENDER_TIMESTAMP("<SDFGI Update SDF");
+ RD::get_singleton()->draw_command_end_label();
+ }
+}
+
+void RendererSceneGIRD::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.getornull(p_render_buffers);
+ ERR_FAIL_COND(!rb); // we wouldn't be here if this failed but...
+
+ RD::get_singleton()->draw_command_begin_label("SDFGI Render Static Lighs");
+
+ update_cascades();
+ ; //need cascades updated for this
+
+ SDFGIShader::Light lights[SDFGI::MAX_STATIC_LIGHTS];
+ uint32_t light_count[SDFGI::MAX_STATIC_LIGHTS];
+
+ for (uint32_t i = 0; i < p_cascade_count; i++) {
+ ERR_CONTINUE(p_cascade_indices[i] >= cascades.size());
+
+ SDFGI::Cascade &cc = cascades[p_cascade_indices[i]];
+
+ { //fill light buffer
+
+ AABB cascade_aabb;
+ cascade_aabb.position = Vector3((Vector3i(1, 1, 1) * -int32_t(cascade_size >> 1) + cc.position)) * cc.cell_size;
+ cascade_aabb.size = Vector3(1, 1, 1) * cascade_size * cc.cell_size;
+
+ int idx = 0;
+
+ for (uint32_t j = 0; j < (uint32_t)p_positional_light_cull_result[i].size(); j++) {
+ if (idx == SDFGI::MAX_STATIC_LIGHTS) {
+ break;
+ }
+
+ RendererSceneRenderRD::LightInstance *li = p_scene_render->light_instance_owner.getornull(p_positional_light_cull_result[i][j]);
+ ERR_CONTINUE(!li);
+
+ uint32_t max_sdfgi_cascade = storage->light_get_max_sdfgi_cascade(li->light);
+ if (p_cascade_indices[i] > max_sdfgi_cascade) {
+ continue;
+ }
+
+ if (!cascade_aabb.intersects(li->aabb)) {
+ continue;
+ }
+
+ lights[idx].type = storage->light_get_type(li->light);
+
+ Vector3 dir = -li->transform.basis.get_axis(Vector3::AXIS_Z);
+ if (lights[idx].type == RS::LIGHT_DIRECTIONAL) {
+ dir.y *= y_mult; //only makes sense for directional
+ dir.normalize();
+ }
+ lights[idx].direction[0] = dir.x;
+ lights[idx].direction[1] = dir.y;
+ lights[idx].direction[2] = dir.z;
+ Vector3 pos = li->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 = storage->light_get_color(li->light);
+ color = color.to_linear();
+ lights[idx].color[0] = color.r;
+ lights[idx].color[1] = color.g;
+ lights[idx].color[2] = color.b;
+ lights[idx].energy = storage->light_get_param(li->light, RS::LIGHT_PARAM_ENERGY);
+ lights[idx].has_shadow = storage->light_has_shadow(li->light);
+ lights[idx].attenuation = storage->light_get_param(li->light, RS::LIGHT_PARAM_ATTENUATION);
+ lights[idx].radius = storage->light_get_param(li->light, RS::LIGHT_PARAM_RANGE);
+ lights[idx].cos_spot_angle = Math::cos(Math::deg2rad(storage->light_get_param(li->light, RS::LIGHT_PARAM_SPOT_ANGLE)));
+ lights[idx].inv_spot_attenuation = 1.0f / storage->light_get_param(li->light, RS::LIGHT_PARAM_SPOT_ATTENUATION);
+
+ idx++;
+ }
+
+ if (idx > 0) {
+ RD::get_singleton()->buffer_update(cc.lights_buffer, 0, idx * sizeof(SDFGIShader::Light), lights);
+ }
+
+ light_count[i] = idx;
+ }
+ }
+
+ /* Static Lights */
+ RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
+
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.direct_light_pipeline[SDFGIShader::DIRECT_LIGHT_MODE_STATIC]);
+
+ SDFGIShader::DirectLightPushConstant dl_push_constant;
+
+ dl_push_constant.grid_size[0] = cascade_size;
+ dl_push_constant.grid_size[1] = cascade_size;
+ dl_push_constant.grid_size[2] = cascade_size;
+ dl_push_constant.max_cascades = cascades.size();
+ dl_push_constant.probe_axis_size = probe_axis_count;
+ dl_push_constant.bounce_feedback = 0.0; // this is static light, do not multibounce yet
+ dl_push_constant.y_mult = y_mult;
+ dl_push_constant.use_occlusion = uses_occlusion;
+
+ //all must be processed
+ dl_push_constant.process_offset = 0;
+ dl_push_constant.process_increment = 1;
+
+ for (uint32_t i = 0; i < p_cascade_count; i++) {
+ ERR_CONTINUE(p_cascade_indices[i] >= cascades.size());
+
+ SDFGI::Cascade &cc = cascades[p_cascade_indices[i]];
+
+ dl_push_constant.light_count = light_count[i];
+ dl_push_constant.cascade = p_cascade_indices[i];
+
+ if (dl_push_constant.light_count > 0) {
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, cc.sdf_direct_light_uniform_set, 0);
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &dl_push_constant, sizeof(SDFGIShader::DirectLightPushConstant));
+ RD::get_singleton()->compute_list_dispatch_indirect(compute_list, cc.solid_cell_dispatch_buffer, 0);
+ }
+ }
+
+ RD::get_singleton()->compute_list_end();
+
+ RD::get_singleton()->draw_command_end_label();
+}
+
+////////////////////////////////////////////////////////////////////////////////
+// GIProbeInstance
+
+void RendererSceneGIRD::GIProbeInstance::update(bool p_update_light_instances, const Vector<RID> &p_light_instances, const PagedArray<RendererSceneRender::GeometryInstance *> &p_dynamic_objects, RendererSceneRenderRD *p_scene_render) {
+ uint32_t data_version = storage->gi_probe_get_data_version(probe);
+
+ // (RE)CREATE IF NEEDED
+
+ 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();
+
+ Vector3i octree_size = storage->gi_probe_get_octree_size(probe);
+
+ if (octree_size != Vector3i()) {
+ //can create a 3D texture
+ Vector<int> levels = storage->gi_probe_get_level_counts(probe);
+
+ RD::TextureFormat tf;
+ tf.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
+ tf.width = octree_size.x;
+ tf.height = octree_size.y;
+ tf.depth = octree_size.z;
+ tf.texture_type = RD::TEXTURE_TYPE_3D;
+ tf.mipmaps = levels.size();
+
+ tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;
+
+ texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
+
+ RD::get_singleton()->texture_clear(texture, Color(0, 0, 0, 0), 0, levels.size(), 0, 1);
+
+ {
+ int total_elements = 0;
+ for (int i = 0; i < levels.size(); i++) {
+ total_elements += levels[i];
+ }
+
+ write_buffer = RD::get_singleton()->storage_buffer_create(total_elements * 16);
+ }
+
+ for (int i = 0; i < levels.size(); i++) {
+ GIProbeInstance::Mipmap mipmap;
+ mipmap.texture = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), texture, 0, i, RD::TEXTURE_SLICE_3D);
+ mipmap.level = levels.size() - i - 1;
+ mipmap.cell_offset = 0;
+ for (uint32_t j = 0; j < mipmap.level; j++) {
+ mipmap.cell_offset += levels[j];
+ }
+ mipmap.cell_count = levels[mipmap.level];
+
+ Vector<RD::Uniform> uniforms;
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u.binding = 1;
+ u.ids.push_back(storage->gi_probe_get_octree_buffer(probe));
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u.binding = 2;
+ u.ids.push_back(storage->gi_probe_get_data_buffer(probe));
+ uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u.binding = 4;
+ u.ids.push_back(write_buffer);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ u.binding = 9;
+ u.ids.push_back(storage->gi_probe_get_sdf_texture(probe));
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
+ u.binding = 10;
+ u.ids.push_back(storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
+ uniforms.push_back(u);
+ }
+
+ {
+ Vector<RD::Uniform> copy_uniforms = uniforms;
+ if (i == 0) {
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
+ u.binding = 3;
+ u.ids.push_back(gi->gi_probe_lights_uniform);
+ copy_uniforms.push_back(u);
+ }
+
+ mipmap.uniform_set = RD::get_singleton()->uniform_set_create(copy_uniforms, gi->giprobe_lighting_shader_version_shaders[GI_PROBE_SHADER_VERSION_COMPUTE_LIGHT], 0);
+
+ copy_uniforms = uniforms; //restore
+
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ u.binding = 5;
+ u.ids.push_back(texture);
+ copy_uniforms.push_back(u);
+ }
+ mipmap.second_bounce_uniform_set = RD::get_singleton()->uniform_set_create(copy_uniforms, gi->giprobe_lighting_shader_version_shaders[GI_PROBE_SHADER_VERSION_COMPUTE_SECOND_BOUNCE], 0);
+ } else {
+ mipmap.uniform_set = RD::get_singleton()->uniform_set_create(copy_uniforms, gi->giprobe_lighting_shader_version_shaders[GI_PROBE_SHADER_VERSION_COMPUTE_MIPMAP], 0);
+ }
+ }
+
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 5;
+ u.ids.push_back(mipmap.texture);
+ uniforms.push_back(u);
+ }
+
+ mipmap.write_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, gi->giprobe_lighting_shader_version_shaders[GI_PROBE_SHADER_VERSION_WRITE_TEXTURE], 0);
+
+ mipmaps.push_back(mipmap);
+ }
+
+ {
+ uint32_t dynamic_map_size = MAX(MAX(octree_size.x, octree_size.y), octree_size.z);
+ uint32_t oversample = nearest_power_of_2_templated(4);
+ int mipmap_index = 0;
+
+ while (mipmap_index < mipmaps.size()) {
+ GIProbeInstance::DynamicMap dmap;
+
+ if (oversample > 0) {
+ dmap.size = dynamic_map_size * (1 << oversample);
+ dmap.mipmap = -1;
+ oversample--;
+ } else {
+ dmap.size = dynamic_map_size >> mipmap_index;
+ dmap.mipmap = mipmap_index;
+ mipmap_index++;
+ }
+
+ RD::TextureFormat dtf;
+ dtf.width = dmap.size;
+ dtf.height = dmap.size;
+ dtf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
+ dtf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT;
+
+ if (dynamic_maps.size() == 0) {
+ dtf.usage_bits |= RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
+ }
+ dmap.texture = RD::get_singleton()->texture_create(dtf, RD::TextureView());
+
+ if (dynamic_maps.size() == 0) {
+ //render depth for first one
+ dtf.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;
+ dtf.usage_bits = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
+ dmap.fb_depth = RD::get_singleton()->texture_create(dtf, RD::TextureView());
+ }
+
+ //just use depth as-is
+ dtf.format = RD::DATA_FORMAT_R32_SFLOAT;
+ dtf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
+
+ dmap.depth = RD::get_singleton()->texture_create(dtf, RD::TextureView());
+
+ if (dynamic_maps.size() == 0) {
+ dtf.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
+ dtf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
+ dmap.albedo = RD::get_singleton()->texture_create(dtf, RD::TextureView());
+ dmap.normal = RD::get_singleton()->texture_create(dtf, RD::TextureView());
+ dmap.orm = RD::get_singleton()->texture_create(dtf, RD::TextureView());
+
+ Vector<RID> fb;
+ fb.push_back(dmap.albedo);
+ fb.push_back(dmap.normal);
+ fb.push_back(dmap.orm);
+ fb.push_back(dmap.texture); //emission
+ fb.push_back(dmap.depth);
+ fb.push_back(dmap.fb_depth);
+
+ dmap.fb = RD::get_singleton()->framebuffer_create(fb);
+
+ {
+ Vector<RD::Uniform> uniforms;
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
+ u.binding = 3;
+ u.ids.push_back(gi->gi_probe_lights_uniform);
+ uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 5;
+ u.ids.push_back(dmap.albedo);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 6;
+ u.ids.push_back(dmap.normal);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 7;
+ u.ids.push_back(dmap.orm);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ u.binding = 8;
+ u.ids.push_back(dmap.fb_depth);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ u.binding = 9;
+ u.ids.push_back(storage->gi_probe_get_sdf_texture(probe));
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
+ u.binding = 10;
+ u.ids.push_back(storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 11;
+ u.ids.push_back(dmap.texture);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 12;
+ u.ids.push_back(dmap.depth);
+ uniforms.push_back(u);
+ }
+
+ dmap.uniform_set = RD::get_singleton()->uniform_set_create(uniforms, gi->giprobe_lighting_shader_version_shaders[GI_PROBE_SHADER_VERSION_DYNAMIC_OBJECT_LIGHTING], 0);
+ }
+ } else {
+ bool plot = dmap.mipmap >= 0;
+ bool write = dmap.mipmap < (mipmaps.size() - 1);
+
+ Vector<RD::Uniform> uniforms;
+
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 5;
+ u.ids.push_back(dynamic_maps[dynamic_maps.size() - 1].texture);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 6;
+ u.ids.push_back(dynamic_maps[dynamic_maps.size() - 1].depth);
+ uniforms.push_back(u);
+ }
+
+ if (write) {
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 7;
+ u.ids.push_back(dmap.texture);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 8;
+ u.ids.push_back(dmap.depth);
+ uniforms.push_back(u);
+ }
+ }
+
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ u.binding = 9;
+ u.ids.push_back(storage->gi_probe_get_sdf_texture(probe));
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
+ u.binding = 10;
+ u.ids.push_back(storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
+ uniforms.push_back(u);
+ }
+
+ if (plot) {
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 11;
+ u.ids.push_back(mipmaps[dmap.mipmap].texture);
+ uniforms.push_back(u);
+ }
+ }
+
+ dmap.uniform_set = RD::get_singleton()->uniform_set_create(
+ uniforms,
+ gi->giprobe_lighting_shader_version_shaders[(write && plot) ? GI_PROBE_SHADER_VERSION_DYNAMIC_SHRINK_WRITE_PLOT : (write ? GI_PROBE_SHADER_VERSION_DYNAMIC_SHRINK_WRITE : GI_PROBE_SHADER_VERSION_DYNAMIC_SHRINK_PLOT)],
+ 0);
+ }
+
+ dynamic_maps.push_back(dmap);
+ }
+ }
+ }
+
+ last_probe_data_version = data_version;
+ p_update_light_instances = true; //just in case
+
+ p_scene_render->_base_uniforms_changed();
+ }
+
+ // UDPDATE TIME
+
+ if (has_dynamic_object_data) {
+ //if it has dynamic object data, it needs to be cleared
+ RD::get_singleton()->texture_clear(texture, Color(0, 0, 0, 0), 0, mipmaps.size(), 0, 1);
+ }
+
+ uint32_t light_count = 0;
+
+ if (p_update_light_instances || p_dynamic_objects.size() > 0) {
+ light_count = MIN(gi->gi_probe_max_lights, (uint32_t)p_light_instances.size());
+
+ {
+ Transform to_cell = storage->gi_probe_get_to_cell_xform(probe);
+ Transform to_probe_xform = (transform * to_cell.affine_inverse()).affine_inverse();
+ //update lights
+
+ for (uint32_t i = 0; i < light_count; i++) {
+ GIProbeLight &l = gi->gi_probe_lights[i];
+ RID light_instance = p_light_instances[i];
+ RID light = p_scene_render->light_instance_get_base_light(light_instance);
+
+ l.type = storage->light_get_type(light);
+ if (l.type == RS::LIGHT_DIRECTIONAL && storage->light_directional_is_sky_only(light)) {
+ light_count--;
+ continue;
+ }
+
+ l.attenuation = storage->light_get_param(light, RS::LIGHT_PARAM_ATTENUATION);
+ l.energy = storage->light_get_param(light, RS::LIGHT_PARAM_ENERGY) * storage->light_get_param(light, RS::LIGHT_PARAM_INDIRECT_ENERGY);
+ l.radius = to_cell.basis.xform(Vector3(storage->light_get_param(light, RS::LIGHT_PARAM_RANGE), 0, 0)).length();
+ Color color = storage->light_get_color(light).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(storage->light_get_param(light, RS::LIGHT_PARAM_SPOT_ANGLE)));
+ l.inv_spot_attenuation = 1.0f / storage->light_get_param(light, RS::LIGHT_PARAM_SPOT_ATTENUATION);
+
+ Transform xform = p_scene_render->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_axis(2)).normalized();
+
+ l.position[0] = pos.x;
+ l.position[1] = pos.y;
+ l.position[2] = pos.z;
+
+ l.direction[0] = dir.x;
+ l.direction[1] = dir.y;
+ l.direction[2] = dir.z;
+
+ l.has_shadow = storage->light_has_shadow(light);
+ }
+
+ RD::get_singleton()->buffer_update(gi->gi_probe_lights_uniform, 0, sizeof(GIProbeLight) * light_count, gi->gi_probe_lights);
+ }
+ }
+
+ if (has_dynamic_object_data || p_update_light_instances || p_dynamic_objects.size()) {
+ // PROCESS MIPMAPS
+ if (mipmaps.size()) {
+ //can update mipmaps
+
+ Vector3i probe_size = storage->gi_probe_get_octree_size(probe);
+
+ GIProbePushConstant push_constant;
+
+ push_constant.limits[0] = probe_size.x;
+ push_constant.limits[1] = probe_size.y;
+ push_constant.limits[2] = probe_size.z;
+ push_constant.stack_size = mipmaps.size();
+ push_constant.emission_scale = 1.0;
+ push_constant.propagation = storage->gi_probe_get_propagation(probe);
+ push_constant.dynamic_range = storage->gi_probe_get_dynamic_range(probe);
+ push_constant.light_count = light_count;
+ push_constant.aniso_strength = 0;
+
+ /* print_line("probe update to version " + itos(last_probe_version));
+ print_line("propagation " + rtos(push_constant.propagation));
+ print_line("dynrange " + rtos(push_constant.dynamic_range));
+ */
+ RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
+
+ int passes;
+ if (p_update_light_instances) {
+ passes = storage->gi_probe_is_using_two_bounces(probe) ? 2 : 1;
+ } else {
+ passes = 1; //only re-blitting is necessary
+ }
+ int wg_size = 64;
+ int wg_limit_x = RD::get_singleton()->limit_get(RD::LIMIT_MAX_COMPUTE_WORKGROUP_COUNT_X);
+
+ for (int pass = 0; pass < passes; pass++) {
+ if (p_update_light_instances) {
+ for (int i = 0; i < mipmaps.size(); i++) {
+ if (i == 0) {
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->giprobe_lighting_shader_version_pipelines[pass == 0 ? GI_PROBE_SHADER_VERSION_COMPUTE_LIGHT : GI_PROBE_SHADER_VERSION_COMPUTE_SECOND_BOUNCE]);
+ } else if (i == 1) {
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->giprobe_lighting_shader_version_pipelines[GI_PROBE_SHADER_VERSION_COMPUTE_MIPMAP]);
+ }
+
+ if (pass == 1 || i > 0) {
+ RD::get_singleton()->compute_list_add_barrier(compute_list); //wait til previous step is done
+ }
+ if (pass == 0 || i > 0) {
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, mipmaps[i].uniform_set, 0);
+ } else {
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, mipmaps[i].second_bounce_uniform_set, 0);
+ }
+
+ push_constant.cell_offset = mipmaps[i].cell_offset;
+ push_constant.cell_count = mipmaps[i].cell_count;
+
+ int wg_todo = (mipmaps[i].cell_count - 1) / wg_size + 1;
+ while (wg_todo) {
+ int wg_count = MIN(wg_todo, wg_limit_x);
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(GIProbePushConstant));
+ RD::get_singleton()->compute_list_dispatch(compute_list, wg_count, 1, 1);
+ wg_todo -= wg_count;
+ push_constant.cell_offset += wg_count * wg_size;
+ }
+ }
+
+ RD::get_singleton()->compute_list_add_barrier(compute_list); //wait til previous step is done
+ }
+
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->giprobe_lighting_shader_version_pipelines[GI_PROBE_SHADER_VERSION_WRITE_TEXTURE]);
+
+ for (int i = 0; i < mipmaps.size(); i++) {
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, mipmaps[i].write_uniform_set, 0);
+
+ push_constant.cell_offset = mipmaps[i].cell_offset;
+ push_constant.cell_count = mipmaps[i].cell_count;
+
+ int wg_todo = (mipmaps[i].cell_count - 1) / wg_size + 1;
+ while (wg_todo) {
+ int wg_count = MIN(wg_todo, wg_limit_x);
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(GIProbePushConstant));
+ RD::get_singleton()->compute_list_dispatch(compute_list, wg_count, 1, 1);
+ wg_todo -= wg_count;
+ push_constant.cell_offset += wg_count * wg_size;
+ }
+ }
+ }
+
+ RD::get_singleton()->compute_list_end();
+ }
+ }
+
+ has_dynamic_object_data = false; //clear until dynamic object data is used again
+
+ if (p_dynamic_objects.size() && dynamic_maps.size()) {
+ Vector3i octree_size = storage->gi_probe_get_octree_size(probe);
+ int multiplier = dynamic_maps[0].size / MAX(MAX(octree_size.x, octree_size.y), octree_size.z);
+
+ Transform oversample_scale;
+ oversample_scale.basis.scale(Vector3(multiplier, multiplier, multiplier));
+
+ Transform to_cell = oversample_scale * storage->gi_probe_get_to_cell_xform(probe);
+ Transform to_world_xform = transform * to_cell.affine_inverse();
+ Transform to_probe_xform = to_world_xform.affine_inverse();
+
+ AABB probe_aabb(Vector3(), octree_size);
+
+ //this could probably be better parallelized in compute..
+ for (int i = 0; i < (int)p_dynamic_objects.size(); i++) {
+ RendererSceneRender::GeometryInstance *instance = p_dynamic_objects[i];
+
+ //transform aabb to giprobe
+ AABB aabb = (to_probe_xform * p_scene_render->geometry_instance_get_transform(instance)).xform(p_scene_render->geometry_instance_get_aabb(instance));
+
+ //this needs to wrap to grid resolution to avoid jitter
+ //also extend margin a bit just in case
+ Vector3i begin = aabb.position - Vector3i(1, 1, 1);
+ Vector3i end = aabb.position + aabb.size + Vector3i(1, 1, 1);
+
+ for (int j = 0; j < 3; j++) {
+ if ((end[j] - begin[j]) & 1) {
+ end[j]++; //for half extents split, it needs to be even
+ }
+ begin[j] = MAX(begin[j], 0);
+ end[j] = MIN(end[j], octree_size[j] * multiplier);
+ }
+
+ //aabb = aabb.intersection(probe_aabb); //intersect
+ aabb.position = begin;
+ aabb.size = end - begin;
+
+ //print_line("aabb: " + aabb);
+
+ for (int j = 0; j < 6; j++) {
+ //if (j != 0 && j != 3) {
+ // continue;
+ //}
+ static const Vector3 render_z[6] = {
+ Vector3(1, 0, 0),
+ Vector3(0, 1, 0),
+ Vector3(0, 0, 1),
+ Vector3(-1, 0, 0),
+ Vector3(0, -1, 0),
+ Vector3(0, 0, -1),
+ };
+ static const Vector3 render_up[6] = {
+ Vector3(0, 1, 0),
+ Vector3(0, 0, 1),
+ Vector3(0, 1, 0),
+ Vector3(0, 1, 0),
+ Vector3(0, 0, 1),
+ Vector3(0, 1, 0),
+ };
+
+ Vector3 render_dir = render_z[j];
+ Vector3 up_dir = render_up[j];
+
+ Vector3 center = aabb.position + aabb.size * 0.5;
+ Transform xform;
+ xform.set_look_at(center - aabb.size * 0.5 * render_dir, center, up_dir);
+
+ Vector3 x_dir = xform.basis.get_axis(0).abs();
+ int x_axis = int(Vector3(0, 1, 2).dot(x_dir));
+ Vector3 y_dir = xform.basis.get_axis(1).abs();
+ int y_axis = int(Vector3(0, 1, 2).dot(y_dir));
+ Vector3 z_dir = -xform.basis.get_axis(2);
+ int z_axis = int(Vector3(0, 1, 2).dot(z_dir.abs()));
+
+ Rect2i rect(aabb.position[x_axis], aabb.position[y_axis], aabb.size[x_axis], aabb.size[y_axis]);
+ bool x_flip = bool(Vector3(1, 1, 1).dot(xform.basis.get_axis(0)) < 0);
+ bool y_flip = bool(Vector3(1, 1, 1).dot(xform.basis.get_axis(1)) < 0);
+ bool z_flip = bool(Vector3(1, 1, 1).dot(xform.basis.get_axis(2)) > 0);
+
+ CameraMatrix 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);
+ }
+ 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));
+
+ GIProbeDynamicPushConstant push_constant;
+ zeromem(&push_constant, sizeof(GIProbeDynamicPushConstant));
+ push_constant.limits[0] = octree_size.x;
+ push_constant.limits[1] = octree_size.y;
+ push_constant.limits[2] = octree_size.z;
+ push_constant.light_count = p_light_instances.size();
+ push_constant.x_dir[0] = x_dir[0];
+ push_constant.x_dir[1] = x_dir[1];
+ push_constant.x_dir[2] = x_dir[2];
+ push_constant.y_dir[0] = y_dir[0];
+ push_constant.y_dir[1] = y_dir[1];
+ push_constant.y_dir[2] = y_dir[2];
+ push_constant.z_dir[0] = z_dir[0];
+ push_constant.z_dir[1] = z_dir[1];
+ push_constant.z_dir[2] = z_dir[2];
+ push_constant.z_base = xform.origin[z_axis];
+ push_constant.z_sign = (z_flip ? -1.0 : 1.0);
+ push_constant.pos_multiplier = float(1.0) / multiplier;
+ push_constant.dynamic_range = storage->gi_probe_get_dynamic_range(probe);
+ push_constant.flip_x = x_flip;
+ push_constant.flip_y = y_flip;
+ push_constant.rect_pos[0] = rect.position[0];
+ push_constant.rect_pos[1] = rect.position[1];
+ push_constant.rect_size[0] = rect.size[0];
+ push_constant.rect_size[1] = rect.size[1];
+ push_constant.prev_rect_ofs[0] = 0;
+ push_constant.prev_rect_ofs[1] = 0;
+ push_constant.prev_rect_size[0] = 0;
+ push_constant.prev_rect_size[1] = 0;
+ push_constant.on_mipmap = false;
+ push_constant.propagation = storage->gi_probe_get_propagation(probe);
+ push_constant.pad[0] = 0;
+ push_constant.pad[1] = 0;
+ push_constant.pad[2] = 0;
+
+ //process lighting
+ RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->giprobe_lighting_shader_version_pipelines[GI_PROBE_SHADER_VERSION_DYNAMIC_OBJECT_LIGHTING]);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, dynamic_maps[0].uniform_set, 0);
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(GIProbeDynamicPushConstant));
+ RD::get_singleton()->compute_list_dispatch(compute_list, (rect.size.x - 1) / 8 + 1, (rect.size.y - 1) / 8 + 1, 1);
+ //print_line("rect: " + itos(i) + ": " + rect);
+
+ for (int k = 1; k < dynamic_maps.size(); k++) {
+ // enlarge the rect if needed so all pixels fit when downscaled,
+ // this ensures downsampling is smooth and optimal because no pixels are left behind
+
+ //x
+ if (rect.position.x & 1) {
+ rect.size.x++;
+ push_constant.prev_rect_ofs[0] = 1; //this is used to ensure reading is also optimal
+ } else {
+ push_constant.prev_rect_ofs[0] = 0;
+ }
+ if (rect.size.x & 1) {
+ rect.size.x++;
+ }
+
+ rect.position.x >>= 1;
+ rect.size.x = MAX(1, rect.size.x >> 1);
+
+ //y
+ if (rect.position.y & 1) {
+ rect.size.y++;
+ push_constant.prev_rect_ofs[1] = 1;
+ } else {
+ push_constant.prev_rect_ofs[1] = 0;
+ }
+ if (rect.size.y & 1) {
+ rect.size.y++;
+ }
+
+ rect.position.y >>= 1;
+ rect.size.y = MAX(1, rect.size.y >> 1);
+
+ //shrink limits to ensure plot does not go outside map
+ if (dynamic_maps[k].mipmap > 0) {
+ for (int l = 0; l < 3; l++) {
+ push_constant.limits[l] = MAX(1, push_constant.limits[l] >> 1);
+ }
+ }
+
+ //print_line("rect: " + itos(i) + ": " + rect);
+ push_constant.rect_pos[0] = rect.position[0];
+ push_constant.rect_pos[1] = rect.position[1];
+ push_constant.prev_rect_size[0] = push_constant.rect_size[0];
+ push_constant.prev_rect_size[1] = push_constant.rect_size[1];
+ push_constant.rect_size[0] = rect.size[0];
+ push_constant.rect_size[1] = rect.size[1];
+ push_constant.on_mipmap = dynamic_maps[k].mipmap > 0;
+
+ RD::get_singleton()->compute_list_add_barrier(compute_list);
+
+ if (dynamic_maps[k].mipmap < 0) {
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->giprobe_lighting_shader_version_pipelines[GI_PROBE_SHADER_VERSION_DYNAMIC_SHRINK_WRITE]);
+ } else if (k < dynamic_maps.size() - 1) {
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->giprobe_lighting_shader_version_pipelines[GI_PROBE_SHADER_VERSION_DYNAMIC_SHRINK_WRITE_PLOT]);
+ } else {
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->giprobe_lighting_shader_version_pipelines[GI_PROBE_SHADER_VERSION_DYNAMIC_SHRINK_PLOT]);
+ }
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, dynamic_maps[k].uniform_set, 0);
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(GIProbeDynamicPushConstant));
+ RD::get_singleton()->compute_list_dispatch(compute_list, (rect.size.x - 1) / 8 + 1, (rect.size.y - 1) / 8 + 1, 1);
+ }
+
+ RD::get_singleton()->compute_list_end();
+ }
+ }
+
+ has_dynamic_object_data = true; //clear until dynamic object data is used again
+ }
+
+ last_probe_version = storage->gi_probe_get_version(probe);
+}
+
+void RendererSceneGIRD::GIProbeInstance::debug(RD::DrawListID p_draw_list, RID p_framebuffer, const CameraMatrix &p_camera_with_transform, bool p_lighting, bool p_emission, float p_alpha) {
+ if (mipmaps.size() == 0) {
+ return;
+ }
+
+ CameraMatrix cam_transform = (p_camera_with_transform * CameraMatrix(transform)) * CameraMatrix(storage->gi_probe_get_to_cell_xform(probe).affine_inverse());
+
+ int level = 0;
+ Vector3i octree_size = storage->gi_probe_get_octree_size(probe);
+
+ GIProbeDebugPushConstant push_constant;
+ push_constant.alpha = p_alpha;
+ push_constant.dynamic_range = storage->gi_probe_get_dynamic_range(probe);
+ push_constant.cell_offset = mipmaps[level].cell_offset;
+ push_constant.level = level;
+
+ push_constant.bounds[0] = octree_size.x >> level;
+ push_constant.bounds[1] = octree_size.y >> level;
+ push_constant.bounds[2] = octree_size.z >> level;
+ push_constant.pad = 0;
+
+ for (int i = 0; i < 4; i++) {
+ for (int j = 0; j < 4; j++) {
+ push_constant.projection[i * 4 + j] = cam_transform.matrix[i][j];
+ }
+ }
+
+ if (gi->giprobe_debug_uniform_set.is_valid()) {
+ RD::get_singleton()->free(gi->giprobe_debug_uniform_set);
+ }
+ Vector<RD::Uniform> uniforms;
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u.binding = 1;
+ u.ids.push_back(storage->gi_probe_get_data_buffer(probe));
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ u.binding = 2;
+ u.ids.push_back(texture);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
+ u.binding = 3;
+ u.ids.push_back(storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
+ uniforms.push_back(u);
+ }
+
+ int cell_count;
+ if (!p_emission && p_lighting && has_dynamic_object_data) {
+ cell_count = push_constant.bounds[0] * push_constant.bounds[1] * push_constant.bounds[2];
+ } else {
+ cell_count = mipmaps[level].cell_count;
+ }
+
+ gi->giprobe_debug_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, gi->giprobe_debug_shader_version_shaders[0], 0);
+
+ int giprobe_debug_pipeline = GI_PROBE_DEBUG_COLOR;
+ if (p_emission) {
+ giprobe_debug_pipeline = GI_PROBE_DEBUG_EMISSION;
+ } else if (p_lighting) {
+ giprobe_debug_pipeline = has_dynamic_object_data ? GI_PROBE_DEBUG_LIGHT_FULL : GI_PROBE_DEBUG_LIGHT;
+ }
+ RD::get_singleton()->draw_list_bind_render_pipeline(
+ p_draw_list,
+ gi->giprobe_debug_shader_version_pipelines[giprobe_debug_pipeline].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_framebuffer)));
+ RD::get_singleton()->draw_list_bind_uniform_set(p_draw_list, gi->giprobe_debug_uniform_set, 0);
+ RD::get_singleton()->draw_list_set_push_constant(p_draw_list, &push_constant, sizeof(GIProbeDebugPushConstant));
+ RD::get_singleton()->draw_list_draw(p_draw_list, false, cell_count, 36);
+}
+
+////////////////////////////////////////////////////////////////////////////////
+// GIRD
+
+RendererSceneGIRD::RendererSceneGIRD() {
+ sdfgi_ray_count = RS::EnvironmentSDFGIRayCount(CLAMP(int32_t(GLOBAL_GET("rendering/global_illumination/sdfgi/probe_ray_count")), 0, int32_t(RS::ENV_SDFGI_RAY_COUNT_MAX - 1)));
+ sdfgi_frames_to_converge = RS::EnvironmentSDFGIFramesToConverge(CLAMP(int32_t(GLOBAL_GET("rendering/global_illumination/sdfgi/frames_to_converge")), 0, int32_t(RS::ENV_SDFGI_CONVERGE_MAX - 1)));
+ sdfgi_frames_to_update_light = RS::EnvironmentSDFGIFramesToUpdateLight(CLAMP(int32_t(GLOBAL_GET("rendering/global_illumination/sdfgi/frames_to_update_lights")), 0, int32_t(RS::ENV_SDFGI_UPDATE_LIGHT_MAX - 1)));
+}
+
+RendererSceneGIRD::~RendererSceneGIRD() {
+}
+
+void RendererSceneGIRD::init(RendererStorageRD *p_storage, RendererSceneSkyRD *p_sky) {
+ storage = p_storage;
+
+ /* GI */
+
+ {
+ //kinda complicated to compute the amount of slots, we try to use as many as we can
+
+ gi_probe_max_lights = 32;
+
+ gi_probe_lights = memnew_arr(GIProbeLight, gi_probe_max_lights);
+ gi_probe_lights_uniform = RD::get_singleton()->uniform_buffer_create(gi_probe_max_lights * sizeof(GIProbeLight));
+ gi_probe_quality = RS::GIProbeQuality(CLAMP(int(GLOBAL_GET("rendering/global_illumination/gi_probes/quality")), 0, 1));
+
+ String defines = "\n#define MAX_LIGHTS " + itos(gi_probe_max_lights) + "\n";
+
+ Vector<String> versions;
+ versions.push_back("\n#define MODE_COMPUTE_LIGHT\n");
+ versions.push_back("\n#define MODE_SECOND_BOUNCE\n");
+ versions.push_back("\n#define MODE_UPDATE_MIPMAPS\n");
+ versions.push_back("\n#define MODE_WRITE_TEXTURE\n");
+ versions.push_back("\n#define MODE_DYNAMIC\n#define MODE_DYNAMIC_LIGHTING\n");
+ versions.push_back("\n#define MODE_DYNAMIC\n#define MODE_DYNAMIC_SHRINK\n#define MODE_DYNAMIC_SHRINK_WRITE\n");
+ versions.push_back("\n#define MODE_DYNAMIC\n#define MODE_DYNAMIC_SHRINK\n#define MODE_DYNAMIC_SHRINK_PLOT\n");
+ versions.push_back("\n#define MODE_DYNAMIC\n#define MODE_DYNAMIC_SHRINK\n#define MODE_DYNAMIC_SHRINK_PLOT\n#define MODE_DYNAMIC_SHRINK_WRITE\n");
+
+ giprobe_shader.initialize(versions, defines);
+ giprobe_lighting_shader_version = giprobe_shader.version_create();
+ for (int i = 0; i < GI_PROBE_SHADER_VERSION_MAX; i++) {
+ giprobe_lighting_shader_version_shaders[i] = giprobe_shader.version_get_shader(giprobe_lighting_shader_version, i);
+ giprobe_lighting_shader_version_pipelines[i] = RD::get_singleton()->compute_pipeline_create(giprobe_lighting_shader_version_shaders[i]);
+ }
+ }
+
+ {
+ String defines;
+ Vector<String> versions;
+ versions.push_back("\n#define MODE_DEBUG_COLOR\n");
+ versions.push_back("\n#define MODE_DEBUG_LIGHT\n");
+ versions.push_back("\n#define MODE_DEBUG_EMISSION\n");
+ versions.push_back("\n#define MODE_DEBUG_LIGHT\n#define MODE_DEBUG_LIGHT_FULL\n");
+
+ giprobe_debug_shader.initialize(versions, defines);
+ giprobe_debug_shader_version = giprobe_debug_shader.version_create();
+ for (int i = 0; i < GI_PROBE_DEBUG_MAX; i++) {
+ giprobe_debug_shader_version_shaders[i] = giprobe_debug_shader.version_get_shader(giprobe_debug_shader_version, i);
+
+ RD::PipelineRasterizationState rs;
+ rs.cull_mode = RD::POLYGON_CULL_FRONT;
+ RD::PipelineDepthStencilState ds;
+ ds.enable_depth_test = true;
+ ds.enable_depth_write = true;
+ ds.depth_compare_operator = RD::COMPARE_OP_LESS_OR_EQUAL;
+
+ giprobe_debug_shader_version_pipelines[i].setup(giprobe_debug_shader_version_shaders[i], RD::RENDER_PRIMITIVE_TRIANGLES, rs, RD::PipelineMultisampleState(), ds, RD::PipelineColorBlendState::create_disabled(), 0);
+ }
+ }
+
+ /* SDGFI */
+
+ {
+ Vector<String> preprocess_modes;
+ preprocess_modes.push_back("\n#define MODE_SCROLL\n");
+ preprocess_modes.push_back("\n#define MODE_SCROLL_OCCLUSION\n");
+ preprocess_modes.push_back("\n#define MODE_INITIALIZE_JUMP_FLOOD\n");
+ preprocess_modes.push_back("\n#define MODE_INITIALIZE_JUMP_FLOOD_HALF\n");
+ preprocess_modes.push_back("\n#define MODE_JUMPFLOOD\n");
+ preprocess_modes.push_back("\n#define MODE_JUMPFLOOD_OPTIMIZED\n");
+ preprocess_modes.push_back("\n#define MODE_UPSCALE_JUMP_FLOOD\n");
+ preprocess_modes.push_back("\n#define MODE_OCCLUSION\n");
+ preprocess_modes.push_back("\n#define MODE_STORE\n");
+ String defines = "\n#define OCCLUSION_SIZE " + itos(SDFGI::CASCADE_SIZE / SDFGI::PROBE_DIVISOR) + "\n";
+ sdfgi_shader.preprocess.initialize(preprocess_modes, defines);
+ sdfgi_shader.preprocess_shader = sdfgi_shader.preprocess.version_create();
+ for (int i = 0; i < SDFGIShader::PRE_PROCESS_MAX; i++) {
+ sdfgi_shader.preprocess_pipeline[i] = RD::get_singleton()->compute_pipeline_create(sdfgi_shader.preprocess.version_get_shader(sdfgi_shader.preprocess_shader, i));
+ }
+ }
+
+ {
+ //calculate tables
+ String defines = "\n#define OCT_SIZE " + itos(SDFGI::LIGHTPROBE_OCT_SIZE) + "\n";
+
+ Vector<String> direct_light_modes;
+ direct_light_modes.push_back("\n#define MODE_PROCESS_STATIC\n");
+ direct_light_modes.push_back("\n#define MODE_PROCESS_DYNAMIC\n");
+ sdfgi_shader.direct_light.initialize(direct_light_modes, defines);
+ sdfgi_shader.direct_light_shader = sdfgi_shader.direct_light.version_create();
+ for (int i = 0; i < SDFGIShader::DIRECT_LIGHT_MODE_MAX; i++) {
+ sdfgi_shader.direct_light_pipeline[i] = RD::get_singleton()->compute_pipeline_create(sdfgi_shader.direct_light.version_get_shader(sdfgi_shader.direct_light_shader, i));
+ }
+ }
+
+ {
+ //calculate tables
+ String defines = "\n#define OCT_SIZE " + itos(SDFGI::LIGHTPROBE_OCT_SIZE) + "\n";
+ defines += "\n#define SH_SIZE " + itos(SDFGI::SH_SIZE) + "\n";
+ if (p_sky->sky_use_cubemap_array) {
+ defines += "\n#define USE_CUBEMAP_ARRAY\n";
+ }
+
+ Vector<String> integrate_modes;
+ integrate_modes.push_back("\n#define MODE_PROCESS\n");
+ integrate_modes.push_back("\n#define MODE_STORE\n");
+ integrate_modes.push_back("\n#define MODE_SCROLL\n");
+ integrate_modes.push_back("\n#define MODE_SCROLL_STORE\n");
+ sdfgi_shader.integrate.initialize(integrate_modes, defines);
+ sdfgi_shader.integrate_shader = sdfgi_shader.integrate.version_create();
+
+ for (int i = 0; i < SDFGIShader::INTEGRATE_MODE_MAX; i++) {
+ sdfgi_shader.integrate_pipeline[i] = RD::get_singleton()->compute_pipeline_create(sdfgi_shader.integrate.version_get_shader(sdfgi_shader.integrate_shader, i));
+ }
+
+ {
+ Vector<RD::Uniform> uniforms;
+
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ u.binding = 0;
+ u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_WHITE));
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
+ u.binding = 1;
+ u.ids.push_back(storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
+ uniforms.push_back(u);
+ }
+
+ sdfgi_shader.integrate_default_sky_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sdfgi_shader.integrate.version_get_shader(sdfgi_shader.integrate_shader, 0), 1);
+ }
+ }
+
+ //GK
+ {
+ //calculate tables
+ String defines = "\n#define SDFGI_OCT_SIZE " + itos(SDFGI::LIGHTPROBE_OCT_SIZE) + "\n";
+ Vector<String> gi_modes;
+ gi_modes.push_back("\n#define USE_GIPROBES\n");
+ gi_modes.push_back("\n#define USE_SDFGI\n");
+ gi_modes.push_back("\n#define USE_SDFGI\n\n#define USE_GIPROBES\n");
+ gi_modes.push_back("\n#define MODE_HALF_RES\n#define USE_GIPROBES\n");
+ gi_modes.push_back("\n#define MODE_HALF_RES\n#define USE_SDFGI\n");
+ gi_modes.push_back("\n#define MODE_HALF_RES\n#define USE_SDFGI\n\n#define USE_GIPROBES\n");
+
+ shader.initialize(gi_modes, defines);
+ shader_version = shader.version_create();
+ for (int i = 0; i < MODE_MAX; i++) {
+ pipelines[i] = RD::get_singleton()->compute_pipeline_create(shader.version_get_shader(shader_version, i));
+ }
+
+ sdfgi_ubo = RD::get_singleton()->uniform_buffer_create(sizeof(SDFGIData));
+ }
+ {
+ String defines = "\n#define OCT_SIZE " + itos(SDFGI::LIGHTPROBE_OCT_SIZE) + "\n";
+ Vector<String> debug_modes;
+ debug_modes.push_back("");
+ sdfgi_shader.debug.initialize(debug_modes, defines);
+ sdfgi_shader.debug_shader = sdfgi_shader.debug.version_create();
+ sdfgi_shader.debug_shader_version = sdfgi_shader.debug.version_get_shader(sdfgi_shader.debug_shader, 0);
+ sdfgi_shader.debug_pipeline = RD::get_singleton()->compute_pipeline_create(sdfgi_shader.debug_shader_version);
+ }
+ {
+ String defines = "\n#define OCT_SIZE " + itos(SDFGI::LIGHTPROBE_OCT_SIZE) + "\n";
+
+ Vector<String> versions;
+ versions.push_back("\n#define MODE_PROBES\n");
+ versions.push_back("\n#define MODE_VISIBILITY\n");
+
+ sdfgi_shader.debug_probes.initialize(versions, defines);
+ sdfgi_shader.debug_probes_shader = sdfgi_shader.debug_probes.version_create();
+
+ {
+ RD::PipelineRasterizationState rs;
+ rs.cull_mode = RD::POLYGON_CULL_DISABLED;
+ RD::PipelineDepthStencilState ds;
+ ds.enable_depth_test = true;
+ ds.enable_depth_write = true;
+ ds.depth_compare_operator = RD::COMPARE_OP_LESS_OR_EQUAL;
+ for (int i = 0; i < SDFGIShader::PROBE_DEBUG_MAX; i++) {
+ RID debug_probes_shader_version = sdfgi_shader.debug_probes.version_get_shader(sdfgi_shader.debug_probes_shader, i);
+ sdfgi_shader.debug_probes_pipeline[i].setup(debug_probes_shader_version, RD::RENDER_PRIMITIVE_TRIANGLE_STRIPS, rs, RD::PipelineMultisampleState(), ds, RD::PipelineColorBlendState::create_disabled(), 0);
+ }
+ }
+ }
+ default_giprobe_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(GIProbeData) * MAX_GIPROBES);
+}
+
+void RendererSceneGIRD::free() {
+ RD::get_singleton()->free(default_giprobe_buffer);
+ RD::get_singleton()->free(gi_probe_lights_uniform);
+ RD::get_singleton()->free(sdfgi_ubo);
+
+ giprobe_debug_shader.version_free(giprobe_debug_shader_version);
+ giprobe_shader.version_free(giprobe_lighting_shader_version);
+ shader.version_free(shader_version);
+ sdfgi_shader.debug_probes.version_free(sdfgi_shader.debug_probes_shader);
+ sdfgi_shader.debug.version_free(sdfgi_shader.debug_shader);
+ sdfgi_shader.direct_light.version_free(sdfgi_shader.direct_light_shader);
+ sdfgi_shader.integrate.version_free(sdfgi_shader.integrate_shader);
+ sdfgi_shader.preprocess.version_free(sdfgi_shader.preprocess_shader);
+
+ memdelete_arr(gi_probe_lights);
+}
+
+RendererSceneGIRD::SDFGI *RendererSceneGIRD::create_sdfgi(RendererSceneEnvironmentRD *p_env, const Vector3 &p_world_position, uint32_t p_requested_history_size) {
+ SDFGI *sdfgi = memnew(SDFGI);
+
+ sdfgi->create(p_env, p_world_position, p_requested_history_size, this);
+
+ return sdfgi;
+}
+
+void RendererSceneGIRD::setup_giprobes(RID p_render_buffers, const Transform &p_transform, const PagedArray<RID> &p_gi_probes, uint32_t &r_gi_probes_used, RendererSceneRenderRD *p_scene_render) {
+ r_gi_probes_used = 0;
+
+ // feels a little dirty to use our container this way but....
+ RendererSceneRenderRD::RenderBuffers *rb = p_scene_render->render_buffers_owner.getornull(p_render_buffers);
+ ERR_FAIL_COND(rb == nullptr);
+
+ RID gi_probe_buffer = p_scene_render->render_buffers_get_gi_probe_buffer(p_render_buffers);
+
+ RD::get_singleton()->draw_command_begin_label("GIProbes Setup");
+
+ GIProbeData gi_probe_data[MAX_GIPROBES];
+
+ bool giprobes_changed = false;
+
+ Transform to_camera;
+ to_camera.origin = p_transform.origin; //only translation, make local
+
+ for (int i = 0; i < MAX_GIPROBES; i++) {
+ RID texture;
+ if (i < (int)p_gi_probes.size()) {
+ GIProbeInstance *gipi = get_probe_instance(p_gi_probes[i]);
+
+ if (gipi) {
+ texture = gipi->texture;
+ GIProbeData &gipd = gi_probe_data[i];
+
+ RID base_probe = gipi->probe;
+
+ Transform to_cell = storage->gi_probe_get_to_cell_xform(gipi->probe) * gipi->transform.affine_inverse() * to_camera;
+
+ gipd.xform[0] = to_cell.basis.elements[0][0];
+ gipd.xform[1] = to_cell.basis.elements[1][0];
+ gipd.xform[2] = to_cell.basis.elements[2][0];
+ gipd.xform[3] = 0;
+ gipd.xform[4] = to_cell.basis.elements[0][1];
+ gipd.xform[5] = to_cell.basis.elements[1][1];
+ gipd.xform[6] = to_cell.basis.elements[2][1];
+ gipd.xform[7] = 0;
+ gipd.xform[8] = to_cell.basis.elements[0][2];
+ gipd.xform[9] = to_cell.basis.elements[1][2];
+ gipd.xform[10] = to_cell.basis.elements[2][2];
+ gipd.xform[11] = 0;
+ gipd.xform[12] = to_cell.origin.x;
+ gipd.xform[13] = to_cell.origin.y;
+ gipd.xform[14] = to_cell.origin.z;
+ gipd.xform[15] = 1;
+
+ Vector3 bounds = storage->gi_probe_get_octree_size(base_probe);
+
+ gipd.bounds[0] = bounds.x;
+ gipd.bounds[1] = bounds.y;
+ gipd.bounds[2] = bounds.z;
+
+ gipd.dynamic_range = storage->gi_probe_get_dynamic_range(base_probe) * storage->gi_probe_get_energy(base_probe);
+ gipd.bias = storage->gi_probe_get_bias(base_probe);
+ gipd.normal_bias = storage->gi_probe_get_normal_bias(base_probe);
+ gipd.blend_ambient = !storage->gi_probe_is_interior(base_probe);
+ gipd.anisotropy_strength = 0;
+ gipd.ao = storage->gi_probe_get_ao(base_probe);
+ gipd.ao_size = Math::pow(storage->gi_probe_get_ao_size(base_probe), 4.0f);
+ gipd.mipmaps = gipi->mipmaps.size();
+ }
+
+ r_gi_probes_used++;
+ }
+
+ if (texture == RID()) {
+ texture = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE);
+ }
+
+ if (texture != rb->gi.giprobe_textures[i]) {
+ giprobes_changed = true;
+ rb->gi.giprobe_textures[i] = texture;
+ }
+ }
+
+ if (giprobes_changed) {
+ if (RD::get_singleton()->uniform_set_is_valid(rb->gi_uniform_set)) {
+ RD::get_singleton()->free(rb->gi_uniform_set);
+ }
+ rb->gi_uniform_set = RID();
+ if (rb->volumetric_fog) {
+ if (RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->uniform_set)) {
+ RD::get_singleton()->free(rb->volumetric_fog->uniform_set);
+ RD::get_singleton()->free(rb->volumetric_fog->uniform_set2);
+ }
+ rb->volumetric_fog->uniform_set = RID();
+ rb->volumetric_fog->uniform_set2 = RID();
+ }
+ }
+
+ if (p_gi_probes.size() > 0) {
+ RD::get_singleton()->buffer_update(gi_probe_buffer, 0, sizeof(GIProbeData) * MIN((uint64_t)MAX_GIPROBES, p_gi_probes.size()), gi_probe_data, RD::BARRIER_MASK_COMPUTE);
+ }
+
+ RD::get_singleton()->draw_command_end_label();
+}
+
+void RendererSceneGIRD::process_gi(RID p_render_buffers, RID p_normal_roughness_buffer, RID p_gi_probe_buffer, RID p_environment, const CameraMatrix &p_projection, const Transform &p_transform, const PagedArray<RID> &p_gi_probes, RendererSceneRenderRD *p_scene_render) {
+ RD::get_singleton()->draw_command_begin_label("GI Render");
+
+ RendererSceneRenderRD::RenderBuffers *rb = p_scene_render->render_buffers_owner.getornull(p_render_buffers);
+ ERR_FAIL_COND(rb == nullptr);
+ RendererSceneEnvironmentRD *env = p_scene_render->environment_owner.getornull(p_environment);
+
+ if (rb->ambient_buffer.is_null() || rb->using_half_size_gi != half_resolution) {
+ if (rb->ambient_buffer.is_valid()) {
+ RD::get_singleton()->free(rb->ambient_buffer);
+ RD::get_singleton()->free(rb->reflection_buffer);
+ }
+
+ RD::TextureFormat tf;
+ tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
+ tf.width = rb->width;
+ tf.height = rb->height;
+ if (half_resolution) {
+ tf.width >>= 1;
+ tf.height >>= 1;
+ }
+ tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
+ rb->reflection_buffer = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ rb->ambient_buffer = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ rb->using_half_size_gi = half_resolution;
+
+ p_scene_render->_render_buffers_uniform_set_changed(p_render_buffers);
+ }
+
+ PushConstant push_constant;
+
+ push_constant.screen_size[0] = rb->width;
+ push_constant.screen_size[1] = rb->height;
+ push_constant.z_near = p_projection.get_z_near();
+ push_constant.z_far = p_projection.get_z_far();
+ push_constant.orthogonal = p_projection.is_orthogonal();
+ push_constant.proj_info[0] = -2.0f / (rb->width * p_projection.matrix[0][0]);
+ push_constant.proj_info[1] = -2.0f / (rb->height * p_projection.matrix[1][1]);
+ push_constant.proj_info[2] = (1.0f - p_projection.matrix[0][2]) / p_projection.matrix[0][0];
+ push_constant.proj_info[3] = (1.0f + p_projection.matrix[1][2]) / p_projection.matrix[1][1];
+ push_constant.max_giprobes = MIN((uint64_t)MAX_GIPROBES, p_gi_probes.size());
+ push_constant.high_quality_vct = gi_probe_quality == RS::GI_PROBE_QUALITY_HIGH;
+
+ bool use_sdfgi = rb->sdfgi != nullptr;
+ bool use_giprobes = push_constant.max_giprobes > 0;
+
+ if (env) {
+ push_constant.ao_color[0] = env->ao_color.r;
+ push_constant.ao_color[1] = env->ao_color.g;
+ push_constant.ao_color[2] = env->ao_color.b;
+ } else {
+ push_constant.ao_color[0] = 0;
+ push_constant.ao_color[1] = 0;
+ push_constant.ao_color[2] = 0;
+ }
+
+ push_constant.cam_rotation[0] = p_transform.basis[0][0];
+ push_constant.cam_rotation[1] = p_transform.basis[1][0];
+ push_constant.cam_rotation[2] = p_transform.basis[2][0];
+ push_constant.cam_rotation[3] = 0;
+ push_constant.cam_rotation[4] = p_transform.basis[0][1];
+ push_constant.cam_rotation[5] = p_transform.basis[1][1];
+ push_constant.cam_rotation[6] = p_transform.basis[2][1];
+ push_constant.cam_rotation[7] = 0;
+ push_constant.cam_rotation[8] = p_transform.basis[0][2];
+ push_constant.cam_rotation[9] = p_transform.basis[1][2];
+ push_constant.cam_rotation[10] = p_transform.basis[2][2];
+ push_constant.cam_rotation[11] = 0;
+
+ if (rb->gi_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(rb->gi_uniform_set)) {
+ 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.ids.push_back(rb->sdfgi->cascades[j].sdf_tex);
+ } else {
+ u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE));
+ }
+ }
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.binding = 2;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ for (uint32_t j = 0; j < SDFGI::MAX_CASCADES; j++) {
+ if (rb->sdfgi && j < rb->sdfgi->cascades.size()) {
+ u.ids.push_back(rb->sdfgi->cascades[j].light_tex);
+ } else {
+ u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE));
+ }
+ }
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.binding = 3;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ for (uint32_t j = 0; j < SDFGI::MAX_CASCADES; j++) {
+ if (rb->sdfgi && j < rb->sdfgi->cascades.size()) {
+ u.ids.push_back(rb->sdfgi->cascades[j].light_aniso_0_tex);
+ } else {
+ u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE));
+ }
+ }
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.binding = 4;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ for (uint32_t j = 0; j < SDFGI::MAX_CASCADES; j++) {
+ if (rb->sdfgi && j < rb->sdfgi->cascades.size()) {
+ u.ids.push_back(rb->sdfgi->cascades[j].light_aniso_1_tex);
+ } else {
+ u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE));
+ }
+ }
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ u.binding = 5;
+ if (rb->sdfgi) {
+ u.ids.push_back(rb->sdfgi->occlusion_texture);
+ } else {
+ u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE));
+ }
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
+ u.binding = 6;
+ u.ids.push_back(storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
+ u.binding = 7;
+ u.ids.push_back(storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
+ uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 9;
+ u.ids.push_back(rb->ambient_buffer);
+ uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 10;
+ u.ids.push_back(rb->reflection_buffer);
+ uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ u.binding = 11;
+ if (rb->sdfgi) {
+ u.ids.push_back(rb->sdfgi->lightprobe_texture);
+ } else {
+ u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE));
+ }
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ u.binding = 12;
+ u.ids.push_back(rb->depth_texture);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ u.binding = 13;
+ u.ids.push_back(p_normal_roughness_buffer);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ u.binding = 14;
+ RID buffer = p_gi_probe_buffer.is_valid() ? p_gi_probe_buffer : storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_BLACK);
+ u.ids.push_back(buffer);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
+ u.binding = 15;
+ u.ids.push_back(sdfgi_ubo);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
+ u.binding = 16;
+ u.ids.push_back(rb->gi.giprobe_buffer);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ u.binding = 17;
+ for (int i = 0; i < MAX_GIPROBES; i++) {
+ u.ids.push_back(rb->gi.giprobe_textures[i]);
+ }
+ uniforms.push_back(u);
+ }
+
+ rb->gi_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, shader.version_get_shader(shader_version, 0), 0);
+ }
+
+ Mode mode;
+
+ if (rb->using_half_size_gi) {
+ mode = (use_sdfgi && use_giprobes) ? MODE_HALF_RES_COMBINED : (use_sdfgi ? MODE_HALF_RES_SDFGI : MODE_HALF_RES_GIPROBE);
+ } else {
+ mode = (use_sdfgi && use_giprobes) ? MODE_COMBINED : (use_sdfgi ? MODE_SDFGI : MODE_GIPROBE);
+ }
+ RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(true);
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, pipelines[mode]);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->gi_uniform_set, 0);
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(PushConstant));
+
+ if (rb->using_half_size_gi) {
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->width >> 1, rb->height >> 1, 1);
+ } else {
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->width, rb->height, 1);
+ }
+ //do barrier later to allow oeverlap
+ //RD::get_singleton()->compute_list_end(RD::BARRIER_MASK_NO_BARRIER); //no barriers, let other compute, raster and transfer happen at the same time
+ RD::get_singleton()->draw_command_end_label();
+}
+
+RID RendererSceneGIRD::gi_probe_instance_create(RID p_base) {
+ GIProbeInstance gi_probe;
+ gi_probe.gi = this;
+ gi_probe.storage = storage;
+ gi_probe.probe = p_base;
+ RID rid = gi_probe_instance_owner.make_rid(gi_probe);
+ return rid;
+}
+
+void RendererSceneGIRD::gi_probe_instance_set_transform_to_data(RID p_probe, const Transform &p_xform) {
+ GIProbeInstance *gi_probe = get_probe_instance(p_probe);
+ ERR_FAIL_COND(!gi_probe);
+
+ gi_probe->transform = p_xform;
+}
+
+bool RendererSceneGIRD::gi_probe_needs_update(RID p_probe) const {
+ GIProbeInstance *gi_probe = get_probe_instance(p_probe);
+ ERR_FAIL_COND_V(!gi_probe, false);
+
+ return gi_probe->last_probe_version != storage->gi_probe_get_version(gi_probe->probe);
+}
+
+void RendererSceneGIRD::gi_probe_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) {
+ GIProbeInstance *gi_probe = get_probe_instance(p_probe);
+ ERR_FAIL_COND(!gi_probe);
+
+ gi_probe->update(p_update_light_instances, p_light_instances, p_dynamic_objects, p_scene_render);
+}
+
+void RendererSceneGIRD::debug_giprobe(RID p_gi_probe, RD::DrawListID p_draw_list, RID p_framebuffer, const CameraMatrix &p_camera_with_transform, bool p_lighting, bool p_emission, float p_alpha) {
+ GIProbeInstance *gi_probe = gi_probe_instance_owner.getornull(p_gi_probe);
+ ERR_FAIL_COND(!gi_probe);
+
+ gi_probe->debug(p_draw_list, p_framebuffer, p_camera_with_transform, p_lighting, p_emission, p_alpha);
+}
diff --git a/servers/rendering/renderer_rd/renderer_scene_gi_rd.h b/servers/rendering/renderer_rd/renderer_scene_gi_rd.h
new file mode 100644
index 0000000000..c0f3318538
--- /dev/null
+++ b/servers/rendering/renderer_rd/renderer_scene_gi_rd.h
@@ -0,0 +1,668 @@
+/*************************************************************************/
+/* renderer_scene_gi_rd.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 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_GI_RD_H
+#define RENDERING_SERVER_SCENE_GI_RD_H
+
+#include "core/templates/local_vector.h"
+#include "core/templates/rid_owner.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/renderer_storage_rd.h"
+#include "servers/rendering/renderer_rd/shaders/gi.glsl.gen.h"
+#include "servers/rendering/renderer_rd/shaders/giprobe.glsl.gen.h"
+#include "servers/rendering/renderer_rd/shaders/giprobe_debug.glsl.gen.h"
+#include "servers/rendering/renderer_rd/shaders/sdfgi_debug.glsl.gen.h"
+#include "servers/rendering/renderer_rd/shaders/sdfgi_debug_probes.glsl.gen.h"
+#include "servers/rendering/renderer_rd/shaders/sdfgi_direct_light.glsl.gen.h"
+#include "servers/rendering/renderer_rd/shaders/sdfgi_integrate.glsl.gen.h"
+#include "servers/rendering/renderer_rd/shaders/sdfgi_preprocess.glsl.gen.h"
+#include "servers/rendering/renderer_scene_render.h"
+#include "servers/rendering/rendering_device.h"
+
+// Forward declare RendererSceneRenderRD so we can pass it into some of our methods, these classes are pretty tightly bound
+class RendererSceneRenderRD;
+
+class RendererSceneGIRD {
+private:
+ RendererStorageRD *storage;
+
+ /* GIPROBE INSTANCE */
+
+ struct GIProbeLight {
+ uint32_t type;
+ float energy;
+ float radius;
+ float attenuation;
+
+ float color[3];
+ float cos_spot_angle;
+
+ float position[3];
+ float inv_spot_attenuation;
+
+ float direction[3];
+ uint32_t has_shadow;
+ };
+
+ struct GIProbePushConstant {
+ int32_t limits[3];
+ uint32_t stack_size;
+
+ float emission_scale;
+ float propagation;
+ float dynamic_range;
+ uint32_t light_count;
+
+ uint32_t cell_offset;
+ uint32_t cell_count;
+ float aniso_strength;
+ uint32_t pad;
+ };
+
+ struct GIProbeDynamicPushConstant {
+ int32_t limits[3];
+ uint32_t light_count;
+ int32_t x_dir[3];
+ float z_base;
+ int32_t y_dir[3];
+ float z_sign;
+ int32_t z_dir[3];
+ float pos_multiplier;
+ uint32_t rect_pos[2];
+ uint32_t rect_size[2];
+ uint32_t prev_rect_ofs[2];
+ uint32_t prev_rect_size[2];
+ uint32_t flip_x;
+ uint32_t flip_y;
+ float dynamic_range;
+ uint32_t on_mipmap;
+ float propagation;
+ float pad[3];
+ };
+
+ GIProbeLight *gi_probe_lights;
+ uint32_t gi_probe_max_lights;
+ RID gi_probe_lights_uniform;
+
+ enum {
+ GI_PROBE_SHADER_VERSION_COMPUTE_LIGHT,
+ GI_PROBE_SHADER_VERSION_COMPUTE_SECOND_BOUNCE,
+ GI_PROBE_SHADER_VERSION_COMPUTE_MIPMAP,
+ GI_PROBE_SHADER_VERSION_WRITE_TEXTURE,
+ GI_PROBE_SHADER_VERSION_DYNAMIC_OBJECT_LIGHTING,
+ GI_PROBE_SHADER_VERSION_DYNAMIC_SHRINK_WRITE,
+ GI_PROBE_SHADER_VERSION_DYNAMIC_SHRINK_PLOT,
+ GI_PROBE_SHADER_VERSION_DYNAMIC_SHRINK_WRITE_PLOT,
+ GI_PROBE_SHADER_VERSION_MAX
+ };
+
+ GiprobeShaderRD giprobe_shader;
+ RID giprobe_lighting_shader_version;
+ RID giprobe_lighting_shader_version_shaders[GI_PROBE_SHADER_VERSION_MAX];
+ RID giprobe_lighting_shader_version_pipelines[GI_PROBE_SHADER_VERSION_MAX];
+
+ enum {
+ GI_PROBE_DEBUG_COLOR,
+ GI_PROBE_DEBUG_LIGHT,
+ GI_PROBE_DEBUG_EMISSION,
+ GI_PROBE_DEBUG_LIGHT_FULL,
+ GI_PROBE_DEBUG_MAX
+ };
+
+ struct GIProbeDebugPushConstant {
+ float projection[16];
+ uint32_t cell_offset;
+ float dynamic_range;
+ float alpha;
+ uint32_t level;
+ int32_t bounds[3];
+ uint32_t pad;
+ };
+
+ GiprobeDebugShaderRD giprobe_debug_shader;
+ RID giprobe_debug_shader_version;
+ RID giprobe_debug_shader_version_shaders[GI_PROBE_DEBUG_MAX];
+ PipelineCacheRD giprobe_debug_shader_version_pipelines[GI_PROBE_DEBUG_MAX];
+ RID giprobe_debug_uniform_set;
+
+ /* SDFGI */
+
+ struct SDFGIShader {
+ enum SDFGIPreprocessShaderVersion {
+ PRE_PROCESS_SCROLL,
+ PRE_PROCESS_SCROLL_OCCLUSION,
+ PRE_PROCESS_JUMP_FLOOD_INITIALIZE,
+ PRE_PROCESS_JUMP_FLOOD_INITIALIZE_HALF,
+ PRE_PROCESS_JUMP_FLOOD,
+ PRE_PROCESS_JUMP_FLOOD_OPTIMIZED,
+ PRE_PROCESS_JUMP_FLOOD_UPSCALE,
+ PRE_PROCESS_OCCLUSION,
+ PRE_PROCESS_STORE,
+ PRE_PROCESS_MAX
+ };
+
+ struct PreprocessPushConstant {
+ int32_t scroll[3];
+ int32_t grid_size;
+
+ int32_t probe_offset[3];
+ int32_t step_size;
+
+ int32_t half_size;
+ uint32_t occlusion_index;
+ int32_t cascade;
+ uint32_t pad;
+ };
+
+ SdfgiPreprocessShaderRD preprocess;
+ RID preprocess_shader;
+ RID preprocess_pipeline[PRE_PROCESS_MAX];
+
+ struct DebugPushConstant {
+ float grid_size[3];
+ uint32_t max_cascades;
+
+ int32_t screen_size[2];
+ uint32_t use_occlusion;
+ float y_mult;
+
+ float cam_extent[3];
+ uint32_t probe_axis_size;
+
+ float cam_transform[16];
+ };
+
+ SdfgiDebugShaderRD debug;
+ RID debug_shader;
+ RID debug_shader_version;
+ RID debug_pipeline;
+
+ enum ProbeDebugMode {
+ PROBE_DEBUG_PROBES,
+ PROBE_DEBUG_VISIBILITY,
+ PROBE_DEBUG_MAX
+ };
+
+ struct DebugProbesPushConstant {
+ float projection[16];
+
+ uint32_t band_power;
+ uint32_t sections_in_band;
+ uint32_t band_mask;
+ float section_arc;
+
+ float grid_size[3];
+ uint32_t cascade;
+
+ uint32_t pad;
+ float y_mult;
+ int32_t probe_debug_index;
+ int32_t probe_axis_size;
+ };
+
+ SdfgiDebugProbesShaderRD debug_probes;
+ RID debug_probes_shader;
+ RID debug_probes_shader_version;
+
+ PipelineCacheRD debug_probes_pipeline[PROBE_DEBUG_MAX];
+
+ struct Light {
+ float color[3];
+ float energy;
+
+ float direction[3];
+ uint32_t has_shadow;
+
+ float position[3];
+ float attenuation;
+
+ uint32_t type;
+ float cos_spot_angle;
+ float inv_spot_attenuation;
+ float radius;
+
+ float shadow_color[4];
+ };
+
+ struct DirectLightPushConstant {
+ float grid_size[3];
+ uint32_t max_cascades;
+
+ uint32_t cascade;
+ uint32_t light_count;
+ uint32_t process_offset;
+ uint32_t process_increment;
+
+ int32_t probe_axis_size;
+ float bounce_feedback;
+ float y_mult;
+ uint32_t use_occlusion;
+ };
+
+ enum {
+ DIRECT_LIGHT_MODE_STATIC,
+ DIRECT_LIGHT_MODE_DYNAMIC,
+ DIRECT_LIGHT_MODE_MAX
+ };
+ SdfgiDirectLightShaderRD direct_light;
+ RID direct_light_shader;
+ RID direct_light_pipeline[DIRECT_LIGHT_MODE_MAX];
+
+ enum {
+ INTEGRATE_MODE_PROCESS,
+ INTEGRATE_MODE_STORE,
+ INTEGRATE_MODE_SCROLL,
+ INTEGRATE_MODE_SCROLL_STORE,
+ INTEGRATE_MODE_MAX
+ };
+ struct IntegratePushConstant {
+ enum {
+ SKY_MODE_DISABLED,
+ SKY_MODE_COLOR,
+ SKY_MODE_SKY,
+ };
+
+ float grid_size[3];
+ uint32_t max_cascades;
+
+ uint32_t probe_axis_size;
+ uint32_t cascade;
+ uint32_t history_index;
+ uint32_t history_size;
+
+ uint32_t ray_count;
+ float ray_bias;
+ int32_t image_size[2];
+
+ int32_t world_offset[3];
+ uint32_t sky_mode;
+
+ int32_t scroll[3];
+ float sky_energy;
+
+ float sky_color[3];
+ float y_mult;
+
+ uint32_t store_ambient_texture;
+ uint32_t pad[3];
+ };
+
+ SdfgiIntegrateShaderRD integrate;
+ RID integrate_shader;
+ RID integrate_pipeline[INTEGRATE_MODE_MAX];
+
+ RID integrate_default_sky_uniform_set;
+
+ } sdfgi_shader;
+
+public:
+ /* GIPROBE INSTANCE */
+
+ //@TODO GIProbeInstance is still directly used in the render code, we'll address this when we refactor the render code itself.
+
+ struct GIProbeInstance {
+ // access to our containers
+ RendererStorageRD *storage;
+ RendererSceneGIRD *gi;
+
+ 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;
+
+ Transform transform;
+
+ 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);
+ };
+
+ mutable RID_Owner<GIProbeInstance> gi_probe_instance_owner;
+
+ _FORCE_INLINE_ GIProbeInstance *get_probe_instance(RID p_probe) const {
+ return gi_probe_instance_owner.getornull(p_probe);
+ };
+
+ _FORCE_INLINE_ RID gi_probe_instance_get_texture(RID p_probe) {
+ GIProbeInstance *gi_probe = get_probe_instance(p_probe);
+ ERR_FAIL_COND_V(!gi_probe, RID());
+ return gi_probe->texture;
+ };
+
+ RS::GIProbeQuality gi_probe_quality = RS::GI_PROBE_QUALITY_HIGH;
+
+ /* SDFGI */
+
+ struct SDFGI {
+ enum {
+ MAX_CASCADES = 8,
+ CASCADE_SIZE = 128,
+ PROBE_DIVISOR = 16,
+ ANISOTROPY_SIZE = 6,
+ MAX_DYNAMIC_LIGHTS = 128,
+ MAX_STATIC_LIGHTS = 1024,
+ LIGHTPROBE_OCT_SIZE = 6,
+ SH_SIZE = 16
+ };
+
+ struct Cascade {
+ struct UBO {
+ float offset[3];
+ float to_cell;
+ int32_t probe_offset[3];
+ uint32_t pad;
+ };
+
+ //cascade blocks are full-size for volume (128^3), half size for albedo/emission
+ RID sdf_tex;
+ RID light_tex;
+ RID light_aniso_0_tex;
+ RID light_aniso_1_tex;
+
+ RID light_data;
+ RID light_aniso_0_data;
+ RID light_aniso_1_data;
+
+ struct SolidCell { // this struct is unused, but remains as reference for size
+ uint32_t position;
+ uint32_t albedo;
+ uint32_t static_light;
+ uint32_t static_light_aniso;
+ };
+
+ RID solid_cell_dispatch_buffer; //buffer for indirect compute dispatch
+ RID solid_cell_buffer;
+
+ RID lightprobe_history_tex;
+ RID lightprobe_average_tex;
+
+ float cell_size;
+ Vector3i position;
+
+ static const Vector3i DIRTY_ALL;
+ Vector3i dirty_regions; //(0,0,0 is not dirty, negative is refresh from the end, DIRTY_ALL is refresh all.
+
+ RID sdf_store_uniform_set;
+ RID sdf_direct_light_uniform_set;
+ RID scroll_uniform_set;
+ RID scroll_occlusion_uniform_set;
+ RID integrate_uniform_set;
+ RID lights_buffer;
+
+ bool all_dynamic_lights_dirty = true;
+ };
+
+ // access to our containers
+ RendererStorageRD *storage;
+ RendererSceneGIRD *gi;
+
+ // used for rendering (voxelization)
+ RID render_albedo;
+ RID render_emission;
+ RID render_emission_aniso;
+ RID render_occlusion[8];
+ RID render_geom_facing;
+
+ RID render_sdf[2];
+ RID render_sdf_half[2];
+
+ // used for ping pong processing in cascades
+ RID sdf_initialize_uniform_set;
+ RID sdf_initialize_half_uniform_set;
+ RID jump_flood_uniform_set[2];
+ RID jump_flood_half_uniform_set[2];
+ RID sdf_upscale_uniform_set;
+ int upscale_jfa_uniform_set_index;
+ RID occlusion_uniform_set;
+
+ uint32_t cascade_size = 128;
+
+ LocalVector<Cascade> cascades;
+
+ RID lightprobe_texture;
+ RID lightprobe_data;
+ RID occlusion_texture;
+ RID occlusion_data;
+ RID ambient_texture; //integrates with volumetric fog
+
+ RID lightprobe_history_scroll; //used for scrolling lightprobes
+ RID lightprobe_average_scroll; //used for scrolling lightprobes
+
+ uint32_t history_size = 0;
+ float solid_cell_ratio = 0;
+ uint32_t solid_cell_count = 0;
+
+ RS::EnvironmentSDFGICascades cascade_mode;
+ float min_cell_size = 0;
+ uint32_t probe_axis_count = 0; //amount of probes per axis, this is an odd number because it encloses endpoints
+
+ RID debug_uniform_set;
+ RID debug_probes_uniform_set;
+ RID cascades_ubo;
+
+ bool uses_occlusion = false;
+ float bounce_feedback = 0.0;
+ bool reads_sky = false;
+ float energy = 1.0;
+ float normal_bias = 1.1;
+ float probe_bias = 1.1;
+ RS::EnvironmentSDFGIYScale y_scale_mode = RS::ENV_SDFGI_Y_SCALE_DISABLED;
+
+ float y_mult = 1.0;
+
+ uint32_t render_pass = 0;
+
+ 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, RendererSceneGIRD *p_gi);
+ void erase();
+ void update(RendererSceneEnvironmentRD *p_env, const Vector3 &p_world_position);
+ void update_light();
+ void update_probes(RendererSceneEnvironmentRD *p_env, RendererSceneSkyRD::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(const CameraMatrix &p_projection, const Transform &p_transform, int p_width, int p_height, RID p_render_target, RID p_texture);
+ void debug_probes(RD::DrawListID p_draw_list, RID p_framebuffer, const CameraMatrix &p_camera_with_transform);
+
+ void pre_process_gi(const Transform &p_transform, 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);
+ };
+
+ RS::EnvironmentSDFGIRayCount sdfgi_ray_count = RS::ENV_SDFGI_RAY_COUNT_16;
+ RS::EnvironmentSDFGIFramesToConverge sdfgi_frames_to_converge = RS::ENV_SDFGI_CONVERGE_IN_10_FRAMES;
+ RS::EnvironmentSDFGIFramesToUpdateLight sdfgi_frames_to_update_light = RS::ENV_SDFGI_UPDATE_LIGHT_IN_4_FRAMES;
+
+ float sdfgi_solid_cell_ratio = 0.25;
+ Vector3 sdfgi_debug_probe_pos;
+ Vector3 sdfgi_debug_probe_dir;
+ bool sdfgi_debug_probe_enabled = false;
+ Vector3i sdfgi_debug_probe_index;
+
+ /* SDFGI UPDATE */
+
+ int sdfgi_get_lightprobe_octahedron_size() const { return SDFGI::LIGHTPROBE_OCT_SIZE; }
+
+ /* GI */
+ enum {
+ MAX_GIPROBES = 8
+ };
+
+ // Struct for use in render buffer
+ struct RenderBuffersGI {
+ RID giprobe_textures[MAX_GIPROBES];
+ RID giprobe_buffer;
+
+ RID full_buffer;
+ RID full_dispatch;
+ RID full_mask;
+ };
+
+ struct SDFGIData {
+ float grid_size[3];
+ uint32_t max_cascades;
+
+ uint32_t use_occlusion;
+ int32_t probe_axis_size;
+ float probe_to_uvw;
+ float normal_bias;
+
+ float lightprobe_tex_pixel_size[3];
+ float energy;
+
+ float lightprobe_uv_offset[3];
+ float y_mult;
+
+ float occlusion_clamp[3];
+ uint32_t pad3;
+
+ float occlusion_renormalize[3];
+ uint32_t pad4;
+
+ float cascade_probe_size[3];
+ uint32_t pad5;
+
+ struct ProbeCascadeData {
+ float position[3]; //offset of (0,0,0) in world coordinates
+ float to_probe; // 1/bounds * grid_size
+ int32_t probe_world_offset[3];
+ float to_cell; // 1/bounds * grid_size
+ };
+
+ ProbeCascadeData cascades[SDFGI::MAX_CASCADES];
+ };
+
+ struct GIProbeData {
+ float xform[16];
+ float bounds[3];
+ float dynamic_range;
+
+ float bias;
+ float normal_bias;
+ uint32_t blend_ambient;
+ uint32_t texture_slot;
+
+ float anisotropy_strength;
+ float ao;
+ float ao_size;
+ uint32_t mipmaps;
+ };
+
+ struct PushConstant {
+ int32_t screen_size[2];
+ float z_near;
+ float z_far;
+
+ float proj_info[4];
+ float ao_color[3];
+ uint32_t max_giprobes;
+
+ uint32_t high_quality_vct;
+ uint32_t orthogonal;
+ uint32_t pad[2];
+
+ float cam_rotation[12];
+ };
+
+ RID sdfgi_ubo;
+ enum Mode {
+ MODE_GIPROBE,
+ MODE_SDFGI,
+ MODE_COMBINED,
+ MODE_HALF_RES_GIPROBE,
+ MODE_HALF_RES_SDFGI,
+ MODE_HALF_RES_COMBINED,
+ MODE_MAX
+ };
+
+ RID default_giprobe_buffer;
+
+ bool half_resolution = false;
+ GiShaderRD shader;
+ RID shader_version;
+ RID pipelines[MODE_MAX];
+
+ RendererSceneGIRD();
+ ~RendererSceneGIRD();
+
+ void init(RendererStorageRD *p_storage, RendererSceneSkyRD *p_sky);
+ void free();
+
+ SDFGI *create_sdfgi(RendererSceneEnvironmentRD *p_env, const Vector3 &p_world_position, uint32_t p_requested_history_size);
+
+ void setup_giprobes(RID p_render_buffers, const Transform &p_transform, const PagedArray<RID> &p_gi_probes, uint32_t &r_gi_probes_used, RendererSceneRenderRD *p_scene_render);
+ void process_gi(RID p_render_buffers, RID p_normal_roughness_buffer, RID p_gi_probe_buffer, RID p_environment, const CameraMatrix &p_projection, const Transform &p_transform, const PagedArray<RID> &p_gi_probes, RendererSceneRenderRD *p_scene_render);
+
+ RID gi_probe_instance_create(RID p_base);
+ void gi_probe_instance_set_transform_to_data(RID p_probe, const Transform &p_xform);
+ bool gi_probe_needs_update(RID p_probe) const;
+ void gi_probe_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_giprobe(RID p_gi_probe, RD::DrawListID p_draw_list, RID p_framebuffer, const CameraMatrix &p_camera_with_transform, bool p_lighting, bool p_emission, float p_alpha);
+};
+
+#endif /* !RENDERING_SERVER_SCENE_GI_RD_H */
diff --git a/servers/rendering/renderer_rd/renderer_scene_render_forward.cpp b/servers/rendering/renderer_rd/renderer_scene_render_forward_clustered.cpp
index c0939f23ef..7a19495f48 100644
--- a/servers/rendering/renderer_rd/renderer_scene_render_forward.cpp
+++ b/servers/rendering/renderer_rd/renderer_scene_render_forward_clustered.cpp
@@ -1,5 +1,5 @@
/*************************************************************************/
-/* renderer_scene_render_forward.cpp */
+/* renderer_scene_render_forward_clustered.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
@@ -28,13 +28,13 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#include "renderer_scene_render_forward.h"
+#include "renderer_scene_render_forward_clustered.h"
#include "core/config/project_settings.h"
#include "servers/rendering/rendering_device.h"
#include "servers/rendering/rendering_server_default.h"
/* SCENE SHADER */
-void RendererSceneRenderForward::ShaderData::set_code(const String &p_code) {
+void RendererSceneRenderForwardClustered::ShaderData::set_code(const String &p_code) {
//compile
code = p_code;
@@ -123,7 +123,7 @@ void RendererSceneRenderForward::ShaderData::set_code(const String &p_code) {
actions.uniforms = &uniforms;
- RendererSceneRenderForward *scene_singleton = (RendererSceneRenderForward *)RendererSceneRenderForward::singleton;
+ RendererSceneRenderForwardClustered *scene_singleton = (RendererSceneRenderForwardClustered *)RendererSceneRenderForwardClustered::singleton;
Error err = scene_singleton->shader.compiler.compile(RS::SHADER_SPATIAL, code, &actions, path, gen_code);
@@ -257,7 +257,7 @@ void RendererSceneRenderForward::ShaderData::set_code(const String &p_code) {
RD::RenderPrimitive primitive_rd = uses_point_size ? RD::RENDER_PRIMITIVE_POINTS : primitive_rd_table[j];
for (int k = 0; k < SHADER_VERSION_MAX; k++) {
- if (!static_cast<RendererSceneRenderForward *>(singleton)->shader.scene_shader.is_variant_enabled(k)) {
+ if (!static_cast<RendererSceneRenderForwardClustered *>(singleton)->shader.scene_shader.is_variant_enabled(k)) {
continue;
}
RD::PipelineRasterizationState raster_state;
@@ -324,7 +324,7 @@ void RendererSceneRenderForward::ShaderData::set_code(const String &p_code) {
valid = true;
}
-void RendererSceneRenderForward::ShaderData::set_default_texture_param(const StringName &p_name, RID p_texture) {
+void RendererSceneRenderForwardClustered::ShaderData::set_default_texture_param(const StringName &p_name, RID p_texture) {
if (!p_texture.is_valid()) {
default_texture_params.erase(p_name);
} else {
@@ -332,7 +332,7 @@ void RendererSceneRenderForward::ShaderData::set_default_texture_param(const Str
}
}
-void RendererSceneRenderForward::ShaderData::get_param_list(List<PropertyInfo> *p_param_list) const {
+void RendererSceneRenderForwardClustered::ShaderData::get_param_list(List<PropertyInfo> *p_param_list) const {
Map<int, StringName> order;
for (Map<StringName, ShaderLanguage::ShaderNode::Uniform>::Element *E = uniforms.front(); E; E = E->next()) {
@@ -354,7 +354,7 @@ void RendererSceneRenderForward::ShaderData::get_param_list(List<PropertyInfo> *
}
}
-void RendererSceneRenderForward::ShaderData::get_instance_param_list(List<RendererStorage::InstanceShaderParam> *p_param_list) const {
+void RendererSceneRenderForwardClustered::ShaderData::get_instance_param_list(List<RendererStorage::InstanceShaderParam> *p_param_list) const {
for (Map<StringName, ShaderLanguage::ShaderNode::Uniform>::Element *E = uniforms.front(); E; E = E->next()) {
if (E->get().scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
continue;
@@ -369,7 +369,7 @@ void RendererSceneRenderForward::ShaderData::get_instance_param_list(List<Render
}
}
-bool RendererSceneRenderForward::ShaderData::is_param_texture(const StringName &p_param) const {
+bool RendererSceneRenderForwardClustered::ShaderData::is_param_texture(const StringName &p_param) const {
if (!uniforms.has(p_param)) {
return false;
}
@@ -377,15 +377,15 @@ bool RendererSceneRenderForward::ShaderData::is_param_texture(const StringName &
return uniforms[p_param].texture_order >= 0;
}
-bool RendererSceneRenderForward::ShaderData::is_animated() const {
+bool RendererSceneRenderForwardClustered::ShaderData::is_animated() const {
return false;
}
-bool RendererSceneRenderForward::ShaderData::casts_shadows() const {
+bool RendererSceneRenderForwardClustered::ShaderData::casts_shadows() const {
return false;
}
-Variant RendererSceneRenderForward::ShaderData::get_default_parameter(const StringName &p_parameter) const {
+Variant RendererSceneRenderForwardClustered::ShaderData::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;
@@ -394,13 +394,19 @@ Variant RendererSceneRenderForward::ShaderData::get_default_parameter(const Stri
return Variant();
}
-RendererSceneRenderForward::ShaderData::ShaderData() {
+RS::ShaderNativeSourceCode RendererSceneRenderForwardClustered::ShaderData::get_native_source_code() const {
+ RendererSceneRenderForwardClustered *scene_singleton = (RendererSceneRenderForwardClustered *)RendererSceneRenderForwardClustered::singleton;
+
+ return scene_singleton->shader.scene_shader.version_get_native_source_code(version);
+}
+
+RendererSceneRenderForwardClustered::ShaderData::ShaderData() {
valid = false;
uses_screen_texture = false;
}
-RendererSceneRenderForward::ShaderData::~ShaderData() {
- RendererSceneRenderForward *scene_singleton = (RendererSceneRenderForward *)RendererSceneRenderForward::singleton;
+RendererSceneRenderForwardClustered::ShaderData::~ShaderData() {
+ RendererSceneRenderForwardClustered *scene_singleton = (RendererSceneRenderForwardClustered *)RendererSceneRenderForwardClustered::singleton;
ERR_FAIL_COND(!scene_singleton);
//pipeline variants will clear themselves if shader is gone
if (version.is_valid()) {
@@ -408,21 +414,21 @@ RendererSceneRenderForward::ShaderData::~ShaderData() {
}
}
-RendererStorageRD::ShaderData *RendererSceneRenderForward::_create_shader_func() {
+RendererStorageRD::ShaderData *RendererSceneRenderForwardClustered::_create_shader_func() {
ShaderData *shader_data = memnew(ShaderData);
return shader_data;
}
-void RendererSceneRenderForward::MaterialData::set_render_priority(int p_priority) {
+void RendererSceneRenderForwardClustered::MaterialData::set_render_priority(int p_priority) {
priority = p_priority - RS::MATERIAL_RENDER_PRIORITY_MIN; //8 bits
}
-void RendererSceneRenderForward::MaterialData::set_next_pass(RID p_pass) {
+void RendererSceneRenderForwardClustered::MaterialData::set_next_pass(RID p_pass) {
next_pass = p_pass;
}
-void RendererSceneRenderForward::MaterialData::update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
- RendererSceneRenderForward *scene_singleton = (RendererSceneRenderForward *)RendererSceneRenderForward::singleton;
+void RendererSceneRenderForwardClustered::MaterialData::update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
+ RendererSceneRenderForwardClustered *scene_singleton = (RendererSceneRenderForwardClustered *)RendererSceneRenderForwardClustered::singleton;
if ((uint32_t)ubo_data.size() != shader_data->ubo_size) {
p_uniform_dirty = true;
@@ -447,7 +453,7 @@ void RendererSceneRenderForward::MaterialData::update_parameters(const Map<Strin
//check whether buffer changed
if (p_uniform_dirty && ubo_data.size()) {
update_uniform_buffer(shader_data->uniforms, shader_data->ubo_offsets.ptr(), p_parameters, ubo_data.ptrw(), ubo_data.size(), false);
- RD::get_singleton()->buffer_update(uniform_buffer, 0, ubo_data.size(), ubo_data.ptrw());
+ RD::get_singleton()->buffer_update(uniform_buffer, 0, ubo_data.size(), ubo_data.ptrw(), RD::BARRIER_MASK_RASTER);
}
uint32_t tex_uniform_count = shader_data->texture_uniforms.size();
@@ -501,7 +507,7 @@ void RendererSceneRenderForward::MaterialData::update_parameters(const Map<Strin
uniform_set = RD::get_singleton()->uniform_set_create(uniforms, scene_singleton->shader.scene_shader.version_get_shader(shader_data->version, 0), MATERIAL_UNIFORM_SET);
}
-RendererSceneRenderForward::MaterialData::~MaterialData() {
+RendererSceneRenderForwardClustered::MaterialData::~MaterialData() {
if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
RD::get_singleton()->free(uniform_set);
}
@@ -511,7 +517,7 @@ RendererSceneRenderForward::MaterialData::~MaterialData() {
}
}
-RendererStorageRD::MaterialData *RendererSceneRenderForward::_create_material_func(ShaderData *p_shader) {
+RendererStorageRD::MaterialData *RendererSceneRenderForwardClustered::_create_material_func(ShaderData *p_shader) {
MaterialData *material_data = memnew(MaterialData);
material_data->shader_data = p_shader;
material_data->last_frame = false;
@@ -519,11 +525,11 @@ RendererStorageRD::MaterialData *RendererSceneRenderForward::_create_material_fu
return material_data;
}
-RendererSceneRenderForward::RenderBufferDataForward::~RenderBufferDataForward() {
+RendererSceneRenderForwardClustered::RenderBufferDataForward::~RenderBufferDataForward() {
clear();
}
-void RendererSceneRenderForward::RenderBufferDataForward::ensure_specular() {
+void RendererSceneRenderForwardClustered::RenderBufferDataForward::ensure_specular() {
if (!specular.is_valid()) {
RD::TextureFormat tf;
tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
@@ -577,20 +583,7 @@ void RendererSceneRenderForward::RenderBufferDataForward::ensure_specular() {
}
}
-void RendererSceneRenderForward::RenderBufferDataForward::ensure_gi() {
- if (!reflection_buffer.is_valid()) {
- RD::TextureFormat tf;
- tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
- tf.width = width;
- tf.height = height;
- tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
-
- reflection_buffer = RD::get_singleton()->texture_create(tf, RD::TextureView());
- ambient_buffer = RD::get_singleton()->texture_create(tf, RD::TextureView());
- }
-}
-
-void RendererSceneRenderForward::RenderBufferDataForward::ensure_giprobe() {
+void RendererSceneRenderForwardClustered::RenderBufferDataForward::ensure_giprobe() {
if (!giprobe_buffer.is_valid()) {
RD::TextureFormat tf;
tf.format = RD::DATA_FORMAT_R8G8_UINT;
@@ -626,17 +619,7 @@ void RendererSceneRenderForward::RenderBufferDataForward::ensure_giprobe() {
}
}
-void RendererSceneRenderForward::RenderBufferDataForward::clear() {
- if (ambient_buffer != RID() && ambient_buffer != color) {
- RD::get_singleton()->free(ambient_buffer);
- ambient_buffer = RID();
- }
-
- if (reflection_buffer != RID() && reflection_buffer != specular) {
- RD::get_singleton()->free(reflection_buffer);
- reflection_buffer = RID();
- }
-
+void RendererSceneRenderForwardClustered::RenderBufferDataForward::clear() {
if (giprobe_buffer != RID()) {
RD::get_singleton()->free(giprobe_buffer);
giprobe_buffer = RID();
@@ -690,7 +673,7 @@ void RendererSceneRenderForward::RenderBufferDataForward::clear() {
}
}
-void RendererSceneRenderForward::RenderBufferDataForward::configure(RID p_color_buffer, RID p_depth_buffer, int p_width, int p_height, RS::ViewportMSAA p_msaa) {
+void RendererSceneRenderForwardClustered::RenderBufferDataForward::configure(RID p_color_buffer, RID p_depth_buffer, int p_width, int p_height, RS::ViewportMSAA p_msaa) {
clear();
msaa = p_msaa;
@@ -757,7 +740,7 @@ void RendererSceneRenderForward::RenderBufferDataForward::configure(RID p_color_
}
}
-void RendererSceneRenderForward::_allocate_normal_roughness_texture(RenderBufferDataForward *rb) {
+void RendererSceneRenderForwardClustered::_allocate_normal_roughness_texture(RenderBufferDataForward *rb) {
if (rb->normal_roughness_buffer.is_valid()) {
return;
}
@@ -795,11 +778,11 @@ void RendererSceneRenderForward::_allocate_normal_roughness_texture(RenderBuffer
_render_buffers_clear_uniform_set(rb);
}
-RendererSceneRenderRD::RenderBufferData *RendererSceneRenderForward::_create_render_buffer_data() {
+RendererSceneRenderRD::RenderBufferData *RendererSceneRenderForwardClustered::_create_render_buffer_data() {
return memnew(RenderBufferDataForward);
}
-bool RendererSceneRenderForward::free(RID p_rid) {
+bool RendererSceneRenderForwardClustered::free(RID p_rid) {
if (RendererSceneRenderRD::free(p_rid)) {
return true;
}
@@ -808,8 +791,8 @@ bool RendererSceneRenderForward::free(RID p_rid) {
/// RENDERING ///
-template <RendererSceneRenderForward::PassMode p_pass_mode>
-void RendererSceneRenderForward::_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) {
+template <RendererSceneRenderForwardClustered::PassMode p_pass_mode>
+void RendererSceneRenderForwardClustered::_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) {
RD::DrawListID draw_list = p_draw_list;
RD::FramebufferFormatID framebuffer_format = p_framebuffer_Format;
@@ -827,16 +810,26 @@ void RendererSceneRenderForward::_render_list_template(RenderingDevice::DrawList
bool shadow_pass = (p_params->pass_mode == PASS_MODE_SHADOW) || (p_params->pass_mode == PASS_MODE_SHADOW_DP);
- float old_offset[2] = { 0, 0 };
+ SceneState::PushConstant push_constant;
+
+ if (p_params->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 {
+ push_constant.uv_offset = 0;
+ }
for (uint32_t i = p_from_element; i < p_to_element; i++) {
const GeometryInstanceSurfaceDataCache *surf = p_params->elements[i];
+ const RenderElementInfo &element_info = p_params->element_info[i];
+
+ push_constant.base_index = i + p_params->element_offset;
RID material_uniform_set;
ShaderData *shader;
void *mesh_surface;
- if (shadow_pass) {
+ if (shadow_pass || p_params->pass_mode == PASS_MODE_DEPTH) { //regular depth pass can use these too
material_uniform_set = surf->material_uniform_set_shadow;
shader = surf->shader_shadow;
mesh_surface = surf->surface_shadow;
@@ -851,13 +844,6 @@ void RendererSceneRenderForward::_render_list_template(RenderingDevice::DrawList
continue;
}
- if (p_params->pass_mode == PASS_MODE_DEPTH_MATERIAL) {
- old_offset[0] = surf->owner->push_constant.lightmap_uv_scale[0];
- old_offset[1] = surf->owner->push_constant.lightmap_uv_scale[1];
- surf->owner->push_constant.lightmap_uv_scale[0] = p_params->uv_offset.x;
- surf->owner->push_constant.lightmap_uv_scale[1] = p_params->uv_offset.y;
- }
-
//find cull variant
ShaderData::CullVariant cull_variant;
@@ -879,16 +865,16 @@ void RendererSceneRenderForward::_render_list_template(RenderingDevice::DrawList
switch (p_params->pass_mode) {
case PASS_MODE_COLOR:
case PASS_MODE_COLOR_TRANSPARENT: {
- if (surf->sort.uses_lightmap) {
+ if (element_info.uses_lightmap) {
shader_version = SHADER_VERSION_LIGHTMAP_COLOR_PASS;
- } else if (surf->sort.uses_forward_gi) {
+ } else if (element_info.uses_forward_gi) {
shader_version = SHADER_VERSION_COLOR_PASS_WITH_FORWARD_GI;
} else {
shader_version = SHADER_VERSION_COLOR_PASS;
}
} break;
case PASS_MODE_COLOR_SPECULAR: {
- if (surf->sort.uses_lightmap) {
+ if (element_info.uses_lightmap) {
shader_version = SHADER_VERSION_LIGHTMAP_COLOR_PASS_WITH_SEPARATE_SPECULAR;
} else {
shader_version = SHADER_VERSION_COLOR_PASS_WITH_SEPARATE_SPECULAR;
@@ -930,31 +916,7 @@ void RendererSceneRenderForward::_render_list_template(RenderingDevice::DrawList
storage->mesh_surface_get_vertex_arrays_and_format(mesh_surface, pipeline->get_vertex_input_mask(), vertex_array_rd, vertex_format);
}
- if (p_params->screen_lod_threshold > 0.0 && storage->mesh_surface_has_lod(mesh_surface)) {
- //lod
- Vector3 support_min = surf->owner->transformed_aabb.get_support(-p_params->lod_plane.normal);
- Vector3 support_max = surf->owner->transformed_aabb.get_support(p_params->lod_plane.normal);
-
- float distance_min = p_params->lod_plane.distance_to(support_min);
- float distance_max = p_params->lod_plane.distance_to(support_max);
-
- float distance = 0.0;
-
- if (distance_min * distance_max < 0.0) {
- //crossing plane
- distance = 0.0;
- } else if (distance_min >= 0.0) {
- distance = distance_min;
- } else if (distance_max <= 0.0) {
- distance = -distance_max;
- }
-
- index_array_rd = storage->mesh_surface_get_index_array_with_lod(mesh_surface, surf->owner->lod_model_scale * surf->owner->lod_bias, distance * p_params->lod_distance_multiplier, p_params->screen_lod_threshold);
-
- } else {
- //no lod
- index_array_rd = storage->mesh_surface_get_index_array(mesh_surface);
- }
+ index_array_rd = storage->mesh_surface_get_index_array(mesh_surface, element_info.lod_index);
if (prev_vertex_array_rd != vertex_array_rd) {
RD::get_singleton()->draw_list_bind_vertex_array(draw_list, vertex_array_rd);
@@ -991,18 +953,15 @@ void RendererSceneRenderForward::_render_list_template(RenderingDevice::DrawList
prev_material_uniform_set = material_uniform_set;
}
- RD::get_singleton()->draw_list_set_push_constant(draw_list, &surf->owner->push_constant, sizeof(GeometryInstanceForward::PushConstant));
-
- RD::get_singleton()->draw_list_draw(draw_list, index_array_rd.is_valid(), surf->owner->instance_count);
+ RD::get_singleton()->draw_list_set_push_constant(draw_list, &push_constant, sizeof(SceneState::PushConstant));
- if (p_params->pass_mode == PASS_MODE_DEPTH_MATERIAL) {
- surf->owner->push_constant.lightmap_uv_scale[0] = old_offset[0];
- surf->owner->push_constant.lightmap_uv_scale[1] = old_offset[1];
- }
+ uint32_t instance_count = surf->owner->instance_count > 1 ? surf->owner->instance_count : element_info.repeat;
+ RD::get_singleton()->draw_list_draw(draw_list, index_array_rd.is_valid(), instance_count);
+ i += element_info.repeat - 1; //skip equal elements
}
}
-void RendererSceneRenderForward::_render_list(RenderingDevice::DrawListID p_draw_list, RenderingDevice::FramebufferFormatID p_framebuffer_Format, RenderListParameters *p_params, uint32_t p_from_element, uint32_t p_to_element) {
+void RendererSceneRenderForwardClustered::_render_list(RenderingDevice::DrawListID p_draw_list, RenderingDevice::FramebufferFormatID p_framebuffer_Format, RenderListParameters *p_params, uint32_t p_from_element, uint32_t p_to_element) {
//use template for faster performance (pass mode comparisons are inlined)
switch (p_params->pass_mode) {
@@ -1039,7 +998,7 @@ void RendererSceneRenderForward::_render_list(RenderingDevice::DrawListID p_draw
}
}
-void RendererSceneRenderForward::_render_list_thread_function(uint32_t p_thread, RenderListParameters *p_params) {
+void RendererSceneRenderForwardClustered::_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 render_from = p_thread * render_total / total_threads;
@@ -1047,7 +1006,7 @@ void RendererSceneRenderForward::_render_list_thread_function(uint32_t p_thread,
_render_list(thread_draw_lists[p_thread], p_params->framebuffer_format, p_params, render_from, render_to);
}
-void RendererSceneRenderForward::_render_list_with_threads(RenderListParameters *p_params, RID p_framebuffer, RD::InitialAction p_initial_color_action, RD::FinalAction p_final_color_action, RD::InitialAction p_initial_depth_action, RD::FinalAction p_final_depth_action, const Vector<Color> &p_clear_color_values, float p_clear_depth, uint32_t p_clear_stencil, const Rect2 &p_region, const Vector<RID> &p_storage_textures) {
+void RendererSceneRenderForwardClustered::_render_list_with_threads(RenderListParameters *p_params, RID p_framebuffer, RD::InitialAction p_initial_color_action, RD::FinalAction p_final_color_action, RD::InitialAction p_initial_depth_action, RD::FinalAction p_final_depth_action, const Vector<Color> &p_clear_color_values, float p_clear_depth, uint32_t p_clear_stencil, const Rect2 &p_region, const Vector<RID> &p_storage_textures) {
RD::FramebufferFormatID fb_format = RD::get_singleton()->framebuffer_get_format(p_framebuffer);
p_params->framebuffer_format = fb_format;
@@ -1055,17 +1014,17 @@ void RendererSceneRenderForward::_render_list_with_threads(RenderListParameters
//multi threaded
thread_draw_lists.resize(RendererThreadPool::singleton->thread_work_pool.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, &RendererSceneRenderForward::_render_list_thread_function, p_params);
- RD::get_singleton()->draw_list_end();
+ RendererThreadPool::singleton->thread_work_pool.do_work(thread_draw_lists.size(), this, &RendererSceneRenderForwardClustered::_render_list_thread_function, p_params);
+ RD::get_singleton()->draw_list_end(p_params->barrier);
} else {
//single threaded
RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_framebuffer, 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);
_render_list(draw_list, fb_format, p_params, 0, p_params->element_count);
- RD::get_singleton()->draw_list_end();
+ RD::get_singleton()->draw_list_end(p_params->barrier);
}
}
-void RendererSceneRenderForward::_setup_environment(RID p_environment, RID p_render_buffers, const CameraMatrix &p_cam_projection, const Transform &p_cam_transform, RID p_reflection_probe, bool p_no_fog, const Size2 &p_screen_pixel_size, RID p_shadow_atlas, bool p_flip_y, const Color &p_default_bg_color, float p_znear, float p_zfar, bool p_opaque_render_buffers, bool p_pancake_shadows) {
+void RendererSceneRenderForwardClustered::_setup_environment(RID p_environment, RID p_render_buffers, const CameraMatrix &p_cam_projection, const Transform &p_cam_transform, RID p_reflection_probe, bool p_no_fog, const Size2i &p_screen_size, uint32_t p_cluster_size, uint32_t p_max_cluster_elements, RID p_shadow_atlas, bool p_flip_y, const Color &p_default_bg_color, float p_znear, float p_zfar, bool p_opaque_render_buffers, bool p_pancake_shadows, int p_index) {
//CameraMatrix projection = p_cam_projection;
//projection.flip_y(); // Vulkan and modern APIs use Y-Down
CameraMatrix correction;
@@ -1093,8 +1052,18 @@ void RendererSceneRenderForward::_setup_environment(RID p_environment, RID p_ren
scene_state.ubo.penumbra_shadow_samples = penumbra_shadow_samples_get();
scene_state.ubo.soft_shadow_samples = soft_shadow_samples_get();
- scene_state.ubo.screen_pixel_size[0] = p_screen_pixel_size.x;
- scene_state.ubo.screen_pixel_size[1] = p_screen_pixel_size.y;
+ 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;
+
+ scene_state.ubo.cluster_shift = get_shift_from_power_of_2(p_cluster_size);
+ scene_state.ubo.max_cluster_element_count_div_32 = p_max_cluster_elements / 32;
+ {
+ uint32_t cluster_screen_width = (p_screen_size.width - 1) / p_cluster_size + 1;
+ uint32_t cluster_screen_height = (p_screen_size.height - 1) / p_cluster_size + 1;
+ scene_state.ubo.cluster_type_size = cluster_screen_width * cluster_screen_height * (scene_state.ubo.max_cluster_element_count_div_32 + 32);
+ scene_state.ubo.cluster_width = cluster_screen_width;
+ }
if (p_shadow_atlas.is_valid()) {
Vector2 sas = shadow_atlas_get_size(p_shadow_atlas);
@@ -1161,7 +1130,7 @@ void RendererSceneRenderForward::_setup_environment(RID p_environment, RID p_ren
//vec2 tex_pixel_size = 1.0 / vec2(ivec2( (OCT_SIZE+2) * params.probe_axis_size * params.probe_axis_size, (OCT_SIZE+2) * params.probe_axis_size ) );
//vec3 probe_uv_offset = (ivec3(OCT_SIZE+2,OCT_SIZE+2,(OCT_SIZE+2) * params.probe_axis_size)) * tex_pixel_size.xyx;
- uint32_t oct_size = sdfgi_get_lightprobe_octahedron_size();
+ uint32_t oct_size = gi.sdfgi_get_lightprobe_octahedron_size();
scene_state.ubo.sdfgi_lightprobe_tex_pixel_size[0] = 1.0 / ((oct_size + 2) * scene_state.ubo.sdfgi_probe_axis_size * scene_state.ubo.sdfgi_probe_axis_size);
scene_state.ubo.sdfgi_lightprobe_tex_pixel_size[1] = 1.0 / ((oct_size + 2) * scene_state.ubo.sdfgi_probe_axis_size);
@@ -1294,27 +1263,125 @@ void RendererSceneRenderForward::_setup_environment(RID p_environment, RID p_ren
scene_state.ubo.roughness_limiter_amount = screen_space_roughness_limiter_get_amount();
scene_state.ubo.roughness_limiter_limit = screen_space_roughness_limiter_get_limit();
- RD::get_singleton()->buffer_update(scene_state.uniform_buffer, 0, sizeof(SceneState::UBO), &scene_state.ubo, true);
+ 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));
+ }
+ }
+ RD::get_singleton()->buffer_update(scene_state.uniform_buffers[p_index], 0, sizeof(SceneState::UBO), &scene_state.ubo, RD::BARRIER_MASK_RASTER);
}
-void RendererSceneRenderForward::_fill_render_list(const PagedArray<GeometryInstance *> &p_instances, PassMode p_pass_mode, const CameraMatrix &p_cam_projection, const Transform &p_cam_transform, bool p_using_sdfgi, bool p_using_opaque_gi) {
- scene_state.used_sss = false;
- scene_state.used_screen_texture = false;
- scene_state.used_normal_texture = false;
- scene_state.used_depth_texture = false;
+void RendererSceneRenderForwardClustered::_update_instance_data_buffer(RenderListType p_render_list) {
+ if (scene_state.instance_data[p_render_list].size() > 0) {
+ if (scene_state.instance_buffer[p_render_list] == RID() || scene_state.instance_buffer_size[p_render_list] < scene_state.instance_data[p_render_list].size()) {
+ if (scene_state.instance_buffer[p_render_list] != RID()) {
+ RD::get_singleton()->free(scene_state.instance_buffer[p_render_list]);
+ }
+ uint32_t new_size = nearest_power_of_2_templated(MAX(uint64_t(INSTANCE_DATA_BUFFER_MIN_SIZE), scene_state.instance_data[p_render_list].size()));
+ scene_state.instance_buffer[p_render_list] = RD::get_singleton()->storage_buffer_create(new_size * sizeof(SceneState::InstanceData));
+ scene_state.instance_buffer_size[p_render_list] = new_size;
+ }
+ RD::get_singleton()->buffer_update(scene_state.instance_buffer[p_render_list], 0, sizeof(SceneState::InstanceData) * scene_state.instance_data[p_render_list].size(), scene_state.instance_data[p_render_list].ptr(), RD::BARRIER_MASK_RASTER);
+ }
+}
+void RendererSceneRenderForwardClustered::_fill_instance_data(RenderListType p_render_list, uint32_t p_offset, int32_t p_max_elements, bool p_update_buffer) {
+ RenderList *rl = &render_list[p_render_list];
+ uint32_t element_total = p_max_elements >= 0 ? uint32_t(p_max_elements) : rl->elements.size();
+
+ scene_state.instance_data[p_render_list].resize(p_offset + element_total);
+ rl->element_info.resize(p_offset + element_total);
+
+ uint32_t repeats = 0;
+ GeometryInstanceSurfaceDataCache *prev_surface = nullptr;
+ for (uint32_t i = 0; i < element_total; i++) {
+ GeometryInstanceSurfaceDataCache *surface = rl->elements[i + p_offset];
+ GeometryInstanceForwardClustered *inst = surface->owner;
+
+ SceneState::InstanceData &instance_data = scene_state.instance_data[p_render_list][i + p_offset];
+
+ if (inst->store_transform_cache) {
+ RendererStorageRD::store_transform(inst->transform, instance_data.transform);
+ } else {
+ RendererStorageRD::store_transform(Transform(), instance_data.transform);
+ }
+
+ 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.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;
+
+ 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) {
+ //this element is the same as the previous one, count repeats to draw it using instancing
+ repeats++;
+ } else {
+ if (repeats > 0) {
+ for (uint32_t j = 1; j <= repeats; j++) {
+ rl->element_info[p_offset + i - j].repeat = j;
+ }
+ }
+ repeats = 1;
+ }
+
+ RenderElementInfo &element_info = rl->element_info[p_offset + i];
+
+ element_info.lod_index = surface->sort.lod_index;
+ element_info.uses_forward_gi = surface->sort.uses_forward_gi;
+ element_info.uses_lightmap = surface->sort.uses_lightmap;
+
+ if (cant_repeat) {
+ prev_surface = nullptr;
+ } else {
+ prev_surface = surface;
+ }
+ }
+
+ if (repeats > 0) {
+ for (uint32_t j = 1; j <= repeats; j++) {
+ rl->element_info[p_offset + element_total - j].repeat = j;
+ }
+ }
+
+ if (p_update_buffer) {
+ _update_instance_data_buffer(p_render_list);
+ }
+}
+
+void RendererSceneRenderForwardClustered::_fill_render_list(RenderListType p_render_list, const PagedArray<GeometryInstance *> &p_instances, PassMode p_pass_mode, const CameraMatrix &p_cam_projection, const Transform &p_cam_transform, bool p_using_sdfgi, bool p_using_opaque_gi, const Plane &p_lod_plane, float p_lod_distance_multiplier, float p_screen_lod_threshold, bool p_append) {
+ if (p_render_list == RENDER_LIST_OPAQUE) {
+ scene_state.used_sss = false;
+ scene_state.used_screen_texture = false;
+ scene_state.used_normal_texture = false;
+ scene_state.used_depth_texture = false;
+ }
+ uint32_t lightmap_captures_used = 0;
Plane near_plane(p_cam_transform.origin, -p_cam_transform.basis.get_axis(Vector3::AXIS_Z));
near_plane.d += p_cam_projection.get_z_near();
float z_max = p_cam_projection.get_z_far() - p_cam_projection.get_z_near();
- uint32_t lightmap_captures_used = 0;
+ RenderList *rl = &render_list[p_render_list];
_update_dirty_geometry_instances();
- render_list.clear();
+
+ if (!p_append) {
+ rl->clear();
+ if (p_render_list == RENDER_LIST_OPAQUE) {
+ render_list[RENDER_LIST_ALPHA].clear(); //opaque fills alpha too
+ }
+ }
//fill list
for (int i = 0; i < (int)p_instances.size(); i++) {
- GeometryInstanceForward *inst = static_cast<GeometryInstanceForward *>(p_instances[i]);
+ GeometryInstanceForwardClustered *inst = static_cast<GeometryInstanceForwardClustered *>(p_instances[i]);
Vector3 support_min = inst->transformed_aabb.get_support(-near_plane.normal);
inst->depth = near_plane.distance_to(support_min);
@@ -1325,7 +1392,7 @@ void RendererSceneRenderForward::_fill_render_list(const PagedArray<GeometryInst
bool uses_lightmap = false;
bool uses_gi = false;
- if (p_pass_mode == PASS_MODE_COLOR) {
+ if (p_render_list == RENDER_LIST_OPAQUE) {
//setup GI
if (inst->lightmap_instance.is_valid()) {
@@ -1337,15 +1404,15 @@ void RendererSceneRenderForward::_fill_render_list(const PagedArray<GeometryInst
}
}
if (lightmap_cull_index >= 0) {
- inst->push_constant.gi_offset &= 0xFFFF;
- inst->push_constant.gi_offset |= lightmap_cull_index;
+ inst->gi_offset_cache = inst->lightmap_slice_index << 16;
+ inst->gi_offset_cache |= lightmap_cull_index;
flags |= INSTANCE_DATA_FLAG_USE_LIGHTMAP;
if (scene_state.lightmap_has_sh[lightmap_cull_index]) {
flags |= INSTANCE_DATA_FLAG_USE_SH_LIGHTMAP;
}
uses_lightmap = true;
} else {
- inst->push_constant.gi_offset = 0xFFFFFFFF;
+ inst->gi_offset_cache = 0xFFFFFFFF;
}
} else if (inst->lightmap_sh) {
@@ -1359,7 +1426,7 @@ void RendererSceneRenderForward::_fill_render_list(const PagedArray<GeometryInst
lcd.sh[j * 4 + 3] = src_capture[j].a;
}
flags |= INSTANCE_DATA_FLAG_USE_LIGHTMAP_CAPTURE;
- inst->push_constant.gi_offset = lightmap_captures_used;
+ inst->gi_offset_cache = lightmap_captures_used;
lightmap_captures_used++;
uses_lightmap = true;
}
@@ -1386,18 +1453,19 @@ void RendererSceneRenderForward::_fill_render_list(const PagedArray<GeometryInst
SWAP(probe0_index, probe1_index);
}
- inst->push_constant.gi_offset = probe0_index | (probe1_index << 16);
+ inst->gi_offset_cache = probe0_index | (probe1_index << 16);
+ flags |= INSTANCE_DATA_FLAG_USE_GIPROBE;
uses_gi = true;
} else {
if (p_using_sdfgi && inst->can_sdfgi) {
flags |= INSTANCE_DATA_FLAG_USE_SDFGI;
uses_gi = true;
}
- inst->push_constant.gi_offset = 0xFFFFFFFF;
+ inst->gi_offset_cache = 0xFFFFFFFF;
}
}
}
- inst->push_constant.flags = flags;
+ inst->flags_cache = flags;
GeometryInstanceSurfaceDataCache *surf = inst->surface_caches;
@@ -1405,12 +1473,39 @@ void RendererSceneRenderForward::_fill_render_list(const PagedArray<GeometryInst
surf->sort.uses_forward_gi = 0;
surf->sort.uses_lightmap = 0;
+ // LOD
+
+ if (p_screen_lod_threshold > 0.0 && storage->mesh_surface_has_lod(surf->surface)) {
+ //lod
+ Vector3 lod_support_min = inst->transformed_aabb.get_support(-p_lod_plane.normal);
+ Vector3 lod_support_max = inst->transformed_aabb.get_support(p_lod_plane.normal);
+
+ float distance_min = p_lod_plane.distance_to(lod_support_min);
+ float distance_max = p_lod_plane.distance_to(lod_support_max);
+
+ float distance = 0.0;
+
+ if (distance_min * distance_max < 0.0) {
+ //crossing plane
+ distance = 0.0;
+ } else if (distance_min >= 0.0) {
+ distance = distance_min;
+ } else if (distance_max <= 0.0) {
+ distance = -distance_max;
+ }
+
+ surf->sort.lod_index = storage->mesh_surface_get_lod(surf->surface, inst->lod_model_scale * inst->lod_bias, distance * p_lod_distance_multiplier, p_screen_lod_threshold);
+ } else {
+ surf->sort.lod_index = 0;
+ }
+
+ // ADD Element
if (p_pass_mode == PASS_MODE_COLOR) {
if (surf->flags & (GeometryInstanceSurfaceDataCache::FLAG_PASS_DEPTH | GeometryInstanceSurfaceDataCache::FLAG_PASS_OPAQUE)) {
- render_list.add_element(surf);
+ rl->add_element(surf);
}
if (surf->flags & GeometryInstanceSurfaceDataCache::FLAG_PASS_ALPHA) {
- render_list.add_alpha_element(surf);
+ render_list[RENDER_LIST_ALPHA].add_element(surf);
if (uses_gi) {
surf->sort.uses_forward_gi = 1;
}
@@ -1435,11 +1530,11 @@ void RendererSceneRenderForward::_fill_render_list(const PagedArray<GeometryInst
} else if (p_pass_mode == PASS_MODE_SHADOW || p_pass_mode == PASS_MODE_SHADOW_DP) {
if (surf->flags & GeometryInstanceSurfaceDataCache::FLAG_PASS_SHADOW) {
- render_list.add_element(surf);
+ rl->add_element(surf);
}
} else {
if (surf->flags & (GeometryInstanceSurfaceDataCache::FLAG_PASS_DEPTH | GeometryInstanceSurfaceDataCache::FLAG_PASS_OPAQUE)) {
- render_list.add_element(surf);
+ rl->add_element(surf);
}
}
@@ -1449,19 +1544,19 @@ void RendererSceneRenderForward::_fill_render_list(const PagedArray<GeometryInst
}
}
- if (lightmap_captures_used) {
- RD::get_singleton()->buffer_update(scene_state.lightmap_capture_buffer, 0, sizeof(LightmapCaptureData) * lightmap_captures_used, scene_state.lightmap_captures, true);
+ if (p_render_list == RENDER_LIST_OPAQUE && lightmap_captures_used) {
+ RD::get_singleton()->buffer_update(scene_state.lightmap_capture_buffer, 0, sizeof(LightmapCaptureData) * lightmap_captures_used, scene_state.lightmap_captures, RD::BARRIER_MASK_RASTER);
}
}
-void RendererSceneRenderForward::_setup_giprobes(const PagedArray<RID> &p_giprobes) {
+void RendererSceneRenderForwardClustered::_setup_giprobes(const PagedArray<RID> &p_giprobes) {
scene_state.giprobes_used = MIN(p_giprobes.size(), uint32_t(MAX_GI_PROBES));
for (uint32_t i = 0; i < scene_state.giprobes_used; i++) {
scene_state.giprobe_ids[i] = p_giprobes[i];
}
}
-void RendererSceneRenderForward::_setup_lightmaps(const PagedArray<RID> &p_lightmaps, const Transform &p_cam_transform) {
+void RendererSceneRenderForwardClustered::_setup_lightmaps(const PagedArray<RID> &p_lightmaps, const Transform &p_cam_transform) {
scene_state.lightmaps_used = 0;
for (int i = 0; i < (int)p_lightmaps.size(); i++) {
if (i >= (int)scene_state.max_lightmaps) {
@@ -1479,29 +1574,22 @@ void RendererSceneRenderForward::_setup_lightmaps(const PagedArray<RID> &p_light
scene_state.lightmaps_used++;
}
if (scene_state.lightmaps_used > 0) {
- RD::get_singleton()->buffer_update(scene_state.lightmap_buffer, 0, sizeof(LightmapData) * scene_state.lightmaps_used, scene_state.lightmaps, true);
+ RD::get_singleton()->buffer_update(scene_state.lightmap_buffer, 0, sizeof(LightmapData) * scene_state.lightmaps_used, scene_state.lightmaps, RD::BARRIER_MASK_RASTER);
}
}
-void RendererSceneRenderForward::_render_scene(RID p_render_buffer, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, int p_directional_light_count, const PagedArray<RID> &p_gi_probes, const PagedArray<RID> &p_lightmaps, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, const Color &p_default_bg_color, float p_screen_lod_threshold) {
+void RendererSceneRenderForwardClustered::_render_scene(RID p_render_buffer, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, const PagedArray<RID> &p_gi_probes, const PagedArray<RID> &p_lightmaps, RID p_environment, RID p_cluster_buffer, uint32_t p_cluster_size, uint32_t p_max_cluster_elements, RID p_camera_effects, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, const Color &p_default_bg_color, float p_screen_lod_threshold) {
RenderBufferDataForward *render_buffer = nullptr;
if (p_render_buffer.is_valid()) {
render_buffer = (RenderBufferDataForward *)render_buffers_get_data(p_render_buffer);
}
+ RendererSceneEnvironmentRD *env = get_environment(p_environment);
//first of all, make a new render pass
- render_pass++;
-
//fill up ubo
RENDER_TIMESTAMP("Setup 3D Scene");
- if (p_reflection_probe.is_valid()) {
- scene_state.ubo.reflection_multiplier = 0.0;
- } else {
- scene_state.ubo.reflection_multiplier = 1.0;
- }
-
float lod_distance_multiplier = p_cam_projection.get_lod_multiplier();
Plane lod_camera_plane(p_cam_transform.get_origin(), -p_cam_transform.basis.get_axis(Vector3::AXIS_Z));
@@ -1514,9 +1602,8 @@ void RendererSceneRenderForward::_render_scene(RID p_render_buffer, const Transf
Vector2 vp_he = p_cam_projection.get_viewport_half_extents();
scene_state.ubo.viewport_size[0] = vp_he.x;
scene_state.ubo.viewport_size[1] = vp_he.y;
- scene_state.ubo.directional_light_count = p_directional_light_count;
+ scene_state.ubo.directional_light_count = 0;
- Size2 screen_pixel_size;
Size2i screen_size;
RID opaque_framebuffer;
RID opaque_specular_framebuffer;
@@ -1531,8 +1618,6 @@ void RendererSceneRenderForward::_render_scene(RID p_render_buffer, const Transf
bool using_giprobe = false;
if (render_buffer) {
- screen_pixel_size.width = 1.0 / render_buffer->width;
- screen_pixel_size.height = 1.0 / render_buffer->height;
screen_size.x = render_buffer->width;
screen_size.y = render_buffer->height;
@@ -1540,7 +1625,6 @@ void RendererSceneRenderForward::_render_scene(RID p_render_buffer, const Transf
if (!low_end && p_gi_probes.size() > 0) {
using_giprobe = true;
- render_buffer->ensure_gi();
}
if (!p_environment.is_valid() && using_giprobe) {
@@ -1550,7 +1634,6 @@ void RendererSceneRenderForward::_render_scene(RID p_render_buffer, const Transf
if (environment_is_sdfgi_enabled(p_environment)) {
depth_pass_mode = using_giprobe ? PASS_MODE_DEPTH_NORMAL_ROUGHNESS_GIPROBE : PASS_MODE_DEPTH_NORMAL_ROUGHNESS; // also giprobe
using_sdfgi = true;
- render_buffer->ensure_gi();
} else {
depth_pass_mode = using_giprobe ? PASS_MODE_DEPTH_NORMAL_ROUGHNESS_GIPROBE : PASS_MODE_DEPTH_NORMAL_ROUGHNESS;
}
@@ -1589,8 +1672,6 @@ void RendererSceneRenderForward::_render_scene(RID p_render_buffer, const Transf
alpha_framebuffer = opaque_framebuffer;
} else if (p_reflection_probe.is_valid()) {
uint32_t resolution = reflection_probe_instance_get_resolution(p_reflection_probe);
- screen_pixel_size.width = 1.0 / resolution;
- screen_pixel_size.height = 1.0 / resolution;
screen_size.x = resolution;
screen_size.y = resolution;
@@ -1605,13 +1686,21 @@ void RendererSceneRenderForward::_render_scene(RID p_render_buffer, const Transf
ERR_FAIL(); //bug?
}
+ RD::get_singleton()->draw_command_begin_label("Render Setup");
+
_setup_lightmaps(p_lightmaps, p_cam_transform);
_setup_giprobes(p_gi_probes);
- _setup_environment(p_environment, p_render_buffer, p_cam_projection, p_cam_transform, p_reflection_probe, p_reflection_probe.is_valid(), screen_pixel_size, p_shadow_atlas, !p_reflection_probe.is_valid(), p_default_bg_color, p_cam_projection.get_z_near(), p_cam_projection.get_z_far(), false);
+ _setup_environment(p_environment, p_render_buffer, p_cam_projection, p_cam_transform, p_reflection_probe, p_reflection_probe.is_valid(), screen_size, p_cluster_size, p_max_cluster_elements, p_shadow_atlas, !p_reflection_probe.is_valid(), p_default_bg_color, p_cam_projection.get_z_near(), p_cam_projection.get_z_far(), false);
_update_render_base_uniform_set(); //may have changed due to the above (light buffer enlarged, as an example)
- _fill_render_list(p_instances, PASS_MODE_COLOR, p_cam_projection, p_cam_transform, using_sdfgi, using_sdfgi || using_giprobe);
+ _fill_render_list(RENDER_LIST_OPAQUE, p_instances, PASS_MODE_COLOR, p_cam_projection, p_cam_transform, using_sdfgi, using_sdfgi || using_giprobe, lod_camera_plane, lod_distance_multiplier, p_screen_lod_threshold);
+ render_list[RENDER_LIST_OPAQUE].sort_by_key();
+ render_list[RENDER_LIST_ALPHA].sort_by_depth();
+ _fill_instance_data(RENDER_LIST_OPAQUE);
+ _fill_instance_data(RENDER_LIST_ALPHA);
+
+ RD::get_singleton()->draw_command_end_label();
bool using_sss = !low_end && render_buffer && scene_state.used_sss && sub_surface_scattering_get_quality() != RS::SUB_SURFACE_SCATTERING_QUALITY_DISABLED;
@@ -1641,7 +1730,7 @@ void RendererSceneRenderForward::_render_scene(RID p_render_buffer, const Transf
clear_color.b *= bg_energy;
if (render_buffers_has_volumetric_fog(p_render_buffer) || environment_is_fog_enabled(p_environment)) {
draw_sky_fog_only = true;
- storage->material_set_param(sky_scene_state.fog_material, "clear_color", Variant(clear_color.to_linear()));
+ storage->material_set_param(sky.sky_scene_state.fog_material, "clear_color", Variant(clear_color.to_linear()));
}
} break;
case RS::ENV_BG_COLOR: {
@@ -1651,7 +1740,7 @@ void RendererSceneRenderForward::_render_scene(RID p_render_buffer, const Transf
clear_color.b *= bg_energy;
if (render_buffers_has_volumetric_fog(p_render_buffer) || environment_is_fog_enabled(p_environment)) {
draw_sky_fog_only = true;
- storage->material_set_param(sky_scene_state.fog_material, "clear_color", Variant(clear_color.to_linear()));
+ storage->material_set_param(sky.sky_scene_state.fog_material, "clear_color", Variant(clear_color.to_linear()));
}
} break;
case RS::ENV_BG_SKY: {
@@ -1671,6 +1760,7 @@ void RendererSceneRenderForward::_render_scene(RID p_render_buffer, const Transf
// setup sky if used for ambient, reflections, or background
if (draw_sky || draw_sky_fog_only || environment_get_reflection_source(p_environment) == RS::ENV_REFLECTION_SOURCE_SKY || environment_get_ambient_source(p_environment) == RS::ENV_AMBIENT_SOURCE_SKY) {
RENDER_TIMESTAMP("Setup Sky");
+ RD::get_singleton()->draw_command_begin_label("Setup Sky");
CameraMatrix projection = p_cam_projection;
if (p_reflection_probe.is_valid()) {
CameraMatrix correction;
@@ -1678,65 +1768,87 @@ void RendererSceneRenderForward::_render_scene(RID p_render_buffer, const Transf
projection = correction * p_cam_projection;
}
- _setup_sky(p_environment, p_render_buffer, projection, p_cam_transform, screen_size);
+ sky.setup(env, p_render_buffer, projection, p_cam_transform, screen_size, this);
- RID sky = environment_get_sky(p_environment);
- if (sky.is_valid()) {
- _update_sky(p_environment, projection, p_cam_transform);
- radiance_texture = sky_get_radiance_texture_rd(sky);
+ RID sky_rid = env->sky;
+ if (sky_rid.is_valid()) {
+ sky.update(env, projection, p_cam_transform, time);
+ radiance_texture = sky.sky_get_radiance_texture_rd(sky_rid);
} else {
// do not try to draw sky if invalid
draw_sky = false;
}
+ RD::get_singleton()->draw_command_end_label();
}
} else {
clear_color = p_default_bg_color;
}
- render_list.sort_by_key(false);
-
bool debug_giprobes = get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_GI_PROBE_ALBEDO || get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_GI_PROBE_LIGHTING || get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_GI_PROBE_EMISSION;
bool debug_sdfgi_probes = get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_SDFGI_PROBES;
-
bool depth_pre_pass = !low_end && depth_framebuffer.is_valid();
bool using_ssao = depth_pre_pass && p_render_buffer.is_valid() && p_environment.is_valid() && environment_is_ssao_enabled(p_environment);
bool continue_depth = false;
if (depth_pre_pass) { //depth pre pass
- RENDER_TIMESTAMP("Render Depth Pre-Pass");
- RID rp_uniform_set = _setup_render_pass_uniform_set(RID(), RID(), RID(), RID(), PagedArray<RID>(), PagedArray<RID>());
+ bool needs_pre_resolve = _needs_post_prepass_render(using_sdfgi || using_giprobe);
+ if (needs_pre_resolve) {
+ RENDER_TIMESTAMP("GI + Render Depth Pre-Pass (parallel)");
+ } else {
+ RENDER_TIMESTAMP("Render Depth Pre-Pass");
+ }
+ if (needs_pre_resolve) {
+ //pre clear the depth framebuffer, as AMD (and maybe others?) use compute for it, and barrier other compute shaders.
+ RD::get_singleton()->draw_list_begin(depth_framebuffer, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_CONTINUE, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_CONTINUE, depth_pass_clear);
+ RD::get_singleton()->draw_list_end();
+ //start compute processes here, so they run at the same time as depth pre-pass
+ _post_prepass_render(using_sdfgi || using_giprobe);
+ }
+
+ RD::get_singleton()->draw_command_begin_label("Render Depth Pre-Pass");
+
+ RID rp_uniform_set = _setup_render_pass_uniform_set(RENDER_LIST_OPAQUE, RID(), RID(), RID(), RID(), RID(), PagedArray<RID>(), PagedArray<RID>());
bool finish_depth = using_ssao || using_sdfgi || using_giprobe;
- RenderListParameters render_list_params(render_list.elements, render_list.element_count, false, depth_pass_mode, render_buffer == nullptr, rp_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), lod_camera_plane, lod_distance_multiplier, p_screen_lod_threshold);
- _render_list_with_threads(&render_list_params, depth_framebuffer, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, finish_depth ? RD::FINAL_ACTION_READ : RD::FINAL_ACTION_CONTINUE, depth_pass_clear);
+ 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(), false, depth_pass_mode, render_buffer == nullptr, rp_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), lod_camera_plane, lod_distance_multiplier, p_screen_lod_threshold);
+ _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();
+
+ if (needs_pre_resolve) {
+ _pre_resolve_render(using_sdfgi || using_giprobe);
+ }
if (render_buffer && render_buffer->msaa != RS::VIEWPORT_MSAA_DISABLED) {
RENDER_TIMESTAMP("Resolve Depth Pre-Pass");
+ RD::get_singleton()->draw_command_begin_label("Resolve Depth Pre-Pass");
if (depth_pass_mode == PASS_MODE_DEPTH_NORMAL_ROUGHNESS || depth_pass_mode == PASS_MODE_DEPTH_NORMAL_ROUGHNESS_GIPROBE) {
+ if (needs_pre_resolve) {
+ RD::get_singleton()->barrier(RD::BARRIER_MASK_RASTER, RD::BARRIER_MASK_COMPUTE);
+ }
static int texture_samples[RS::VIEWPORT_MSAA_MAX] = { 1, 2, 4, 8, 16 };
storage->get_effects()->resolve_gi(render_buffer->depth_msaa, render_buffer->normal_roughness_buffer_msaa, using_giprobe ? render_buffer->giprobe_buffer_msaa : RID(), render_buffer->depth, render_buffer->normal_roughness_buffer, using_giprobe ? render_buffer->giprobe_buffer : RID(), Vector2i(render_buffer->width, render_buffer->height), texture_samples[render_buffer->msaa]);
} else if (finish_depth) {
- RD::get_singleton()->texture_resolve_multisample(render_buffer->depth_msaa, render_buffer->depth, true);
+ RD::get_singleton()->texture_resolve_multisample(render_buffer->depth_msaa, render_buffer->depth);
}
+ RD::get_singleton()->draw_command_end_label();
}
continue_depth = !finish_depth;
}
- if (using_ssao) {
- _process_ssao(p_render_buffer, p_environment, render_buffer->normal_roughness_buffer, p_cam_projection);
- }
+ _pre_opaque_render(using_ssao, using_sdfgi || using_giprobe, render_buffer ? render_buffer->normal_roughness_buffer : RID(), render_buffer ? render_buffer->giprobe_buffer : RID());
- if (using_sdfgi || using_giprobe) {
- _process_gi(p_render_buffer, render_buffer->normal_roughness_buffer, render_buffer->ambient_buffer, render_buffer->reflection_buffer, render_buffer->giprobe_buffer, p_environment, p_cam_projection, p_cam_transform, p_gi_probes);
- }
+ RD::get_singleton()->draw_command_begin_label("Render Opaque Pass");
- _setup_environment(p_environment, p_render_buffer, p_cam_projection, p_cam_transform, p_reflection_probe, p_reflection_probe.is_valid(), screen_pixel_size, p_shadow_atlas, !p_reflection_probe.is_valid(), p_default_bg_color, p_cam_projection.get_z_near(), p_cam_projection.get_z_far(), p_render_buffer.is_valid());
+ scene_state.ubo.directional_light_count = _get_render_state_directional_light_count();
+
+ _setup_environment(p_environment, p_render_buffer, p_cam_projection, p_cam_transform, p_reflection_probe, p_reflection_probe.is_valid(), screen_size, p_cluster_size, p_max_cluster_elements, p_shadow_atlas, !p_reflection_probe.is_valid(), p_default_bg_color, p_cam_projection.get_z_near(), p_cam_projection.get_z_far(), p_render_buffer.is_valid());
RENDER_TIMESTAMP("Render Opaque Pass");
- RID rp_uniform_set = _setup_render_pass_uniform_set(p_render_buffer, radiance_texture, p_shadow_atlas, p_reflection_atlas, p_gi_probes, p_lightmaps);
+ RID rp_uniform_set = _setup_render_pass_uniform_set(RENDER_LIST_OPAQUE, p_render_buffer, radiance_texture, p_shadow_atlas, p_reflection_atlas, p_cluster_buffer, p_gi_probes, p_lightmaps, true);
bool can_continue_color = !scene_state.used_screen_texture && !using_ssr && !using_sss;
bool can_continue_depth = !scene_state.used_depth_texture && !using_ssr && !using_sss;
@@ -1757,10 +1869,8 @@ void RendererSceneRenderForward::_render_scene(RID p_render_buffer, const Transf
}
RID framebuffer = using_separate_specular ? opaque_specular_framebuffer : opaque_framebuffer;
- RenderListParameters render_list_params(render_list.elements, render_list.element_count, false, using_separate_specular ? PASS_MODE_COLOR_SPECULAR : PASS_MODE_COLOR, render_buffer == nullptr, rp_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), lod_camera_plane, lod_distance_multiplier, p_screen_lod_threshold);
-
- _render_list_with_threads(&render_list_params, 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_KEEP : RD::INITIAL_ACTION_CONTINUE) : RD::INITIAL_ACTION_CLEAR, will_continue_depth ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, c, 1.0, 0);
-
+ 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(), false, using_separate_specular ? PASS_MODE_COLOR_SPECULAR : PASS_MODE_COLOR, render_buffer == nullptr, rp_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), lod_camera_plane, lod_distance_multiplier, p_screen_lod_threshold);
+ _render_list_with_threads(&render_list_params, 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);
@@ -1768,6 +1878,8 @@ void RendererSceneRenderForward::_render_scene(RID p_render_buffer, const Transf
}
}
+ RD::get_singleton()->draw_command_end_label();
+
if (debug_giprobes) {
//debug giprobes
bool will_continue_color = (can_continue_color || draw_sky || draw_sky_fog_only);
@@ -1777,9 +1889,11 @@ void RendererSceneRenderForward::_render_scene(RID p_render_buffer, const Transf
dc.set_depth_correction(true);
CameraMatrix cm = (dc * p_cam_projection) * CameraMatrix(p_cam_transform.affine_inverse());
RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(opaque_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 GIProbes");
for (int i = 0; i < (int)p_gi_probes.size(); i++) {
- _debug_giprobe(p_gi_probes[i], draw_list, opaque_framebuffer, cm, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_GI_PROBE_LIGHTING, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_GI_PROBE_EMISSION, 1.0);
+ gi.debug_giprobe(p_gi_probes[i], draw_list, opaque_framebuffer, cm, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_GI_PROBE_LIGHTING, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_GI_PROBE_EMISSION, 1.0);
}
+ RD::get_singleton()->draw_command_end_label();
RD::get_singleton()->draw_list_end();
}
@@ -1792,7 +1906,9 @@ void RendererSceneRenderForward::_render_scene(RID p_render_buffer, const Transf
dc.set_depth_correction(true);
CameraMatrix cm = (dc * p_cam_projection) * CameraMatrix(p_cam_transform.affine_inverse());
RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(opaque_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 SDFGI");
_debug_sdfgi_probes(p_render_buffer, draw_list, opaque_framebuffer, cm);
+ RD::get_singleton()->draw_command_end_label();
RD::get_singleton()->draw_list_end();
}
@@ -1805,30 +1921,35 @@ void RendererSceneRenderForward::_render_scene(RID p_render_buffer, const Transf
correction.set_depth_correction(true);
projection = correction * p_cam_projection;
}
-
- _draw_sky(can_continue_color, can_continue_depth, opaque_framebuffer, p_environment, projection, p_cam_transform);
+ RD::get_singleton()->draw_command_begin_label("Draw Sky");
+ sky.draw(env, can_continue_color, can_continue_depth, opaque_framebuffer, projection, p_cam_transform, time);
+ RD::get_singleton()->draw_command_end_label();
}
if (render_buffer && !can_continue_color && render_buffer->msaa != RS::VIEWPORT_MSAA_DISABLED) {
- RD::get_singleton()->texture_resolve_multisample(render_buffer->color_msaa, render_buffer->color, true);
+ RD::get_singleton()->texture_resolve_multisample(render_buffer->color_msaa, render_buffer->color);
if (using_separate_specular) {
- RD::get_singleton()->texture_resolve_multisample(render_buffer->specular_msaa, render_buffer->specular, true);
+ RD::get_singleton()->texture_resolve_multisample(render_buffer->specular_msaa, render_buffer->specular);
}
}
if (render_buffer && !can_continue_depth && render_buffer->msaa != RS::VIEWPORT_MSAA_DISABLED) {
- RD::get_singleton()->texture_resolve_multisample(render_buffer->depth_msaa, render_buffer->depth, true);
+ RD::get_singleton()->texture_resolve_multisample(render_buffer->depth_msaa, render_buffer->depth);
}
if (using_separate_specular) {
if (using_sss) {
RENDER_TIMESTAMP("Sub Surface Scattering");
+ RD::get_singleton()->draw_command_begin_label("Process Sub Surface Scattering");
_process_sss(p_render_buffer, p_cam_projection);
+ RD::get_singleton()->draw_command_end_label();
}
if (using_ssr) {
RENDER_TIMESTAMP("Screen Space Reflection");
+ RD::get_singleton()->draw_command_begin_label("Process Screen Space Reflections");
_process_ssr(p_render_buffer, render_buffer->color_fb, render_buffer->normal_roughness_buffer, render_buffer->specular, render_buffer->specular, Color(0, 0, 0, 1), p_environment, p_cam_projection, render_buffer->msaa == RS::VIEWPORT_MSAA_DISABLED);
+ RD::get_singleton()->draw_command_end_label();
} else {
//just mix specular back
RENDER_TIMESTAMP("Merge Specular");
@@ -1838,30 +1959,44 @@ void RendererSceneRenderForward::_render_scene(RID p_render_buffer, const Transf
RENDER_TIMESTAMP("Render Transparent Pass");
- _setup_environment(p_environment, p_render_buffer, p_cam_projection, p_cam_transform, p_reflection_probe, p_reflection_probe.is_valid(), screen_pixel_size, p_shadow_atlas, !p_reflection_probe.is_valid(), p_default_bg_color, p_cam_projection.get_z_near(), p_cam_projection.get_z_far(), false);
+ RD::get_singleton()->draw_command_begin_label("Render Transparent Pass");
- render_list.sort_by_reverse_depth_and_priority(true);
+ rp_uniform_set = _setup_render_pass_uniform_set(RENDER_LIST_ALPHA, p_render_buffer, radiance_texture, p_shadow_atlas, p_reflection_atlas, p_cluster_buffer, p_gi_probes, p_lightmaps, true);
+
+ _setup_environment(p_environment, p_render_buffer, p_cam_projection, p_cam_transform, p_reflection_probe, p_reflection_probe.is_valid(), screen_size, p_cluster_size, p_max_cluster_elements, p_shadow_atlas, !p_reflection_probe.is_valid(), p_default_bg_color, p_cam_projection.get_z_near(), p_cam_projection.get_z_far(), false);
{
- RenderListParameters render_list_params(&render_list.elements[render_list.max_elements - render_list.alpha_element_count], render_list.alpha_element_count, false, PASS_MODE_COLOR, render_buffer == nullptr, rp_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), lod_camera_plane, lod_distance_multiplier, p_screen_lod_threshold);
+ 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, render_buffer == nullptr, rp_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), lod_camera_plane, lod_distance_multiplier, p_screen_lod_threshold);
_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);
}
+ RD::get_singleton()->draw_command_end_label();
+
+ RD::get_singleton()->draw_command_begin_label("Resolve");
+
if (render_buffer && render_buffer->msaa != RS::VIEWPORT_MSAA_DISABLED) {
- RD::get_singleton()->texture_resolve_multisample(render_buffer->color_msaa, render_buffer->color, true);
+ RD::get_singleton()->texture_resolve_multisample(render_buffer->color_msaa, render_buffer->color);
}
-}
-void RendererSceneRenderForward::_render_shadow(RID p_framebuffer, const PagedArray<GeometryInstance *> &p_instances, const CameraMatrix &p_projection, const Transform &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_lod_threshold) {
- RENDER_TIMESTAMP("Setup Rendering Shadow");
+ RD::get_singleton()->draw_command_end_label();
+}
+void RendererSceneRenderForwardClustered::_render_shadow_begin() {
+ scene_state.shadow_passes.clear();
+ RD::get_singleton()->draw_command_begin_label("Shadow Setup");
_update_render_base_uniform_set();
- render_pass++;
+ render_list[RENDER_LIST_SECONDARY].clear();
+ scene_state.instance_data[RENDER_LIST_SECONDARY].clear();
+}
+void RendererSceneRenderForwardClustered::_render_shadow_append(RID p_framebuffer, const PagedArray<GeometryInstance *> &p_instances, const CameraMatrix &p_projection, const Transform &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_lod_threshold, const Rect2i &p_rect, bool p_flip_y, bool p_clear_region, bool p_begin, bool p_end) {
+ uint32_t shadow_pass_index = scene_state.shadow_passes.size();
+
+ SceneState::ShadowPass shadow_pass;
scene_state.ubo.dual_paraboloid_side = p_use_dp_flip ? -1 : 1;
- _setup_environment(RID(), RID(), p_projection, p_transform, RID(), true, Vector2(1, 1), RID(), true, Color(), 0, p_zfar, false, p_use_pancake);
+ _setup_environment(RID(), RID(), p_projection, p_transform, RID(), true, Vector2(1, 1), 1, 32, RID(), !p_flip_y, Color(), 0, p_zfar, false, p_use_pancake, shadow_pass_index);
if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_DISABLE_LOD) {
p_screen_lod_threshold = 0.0;
@@ -1869,72 +2004,116 @@ void RendererSceneRenderForward::_render_shadow(RID p_framebuffer, const PagedAr
PassMode pass_mode = p_use_dp ? PASS_MODE_SHADOW_DP : PASS_MODE_SHADOW;
- _fill_render_list(p_instances, pass_mode, p_projection, p_transform);
+ uint32_t render_list_from = render_list[RENDER_LIST_SECONDARY].elements.size();
+ _fill_render_list(RENDER_LIST_SECONDARY, p_instances, pass_mode, p_projection, p_transform, false, false, p_camera_plane, p_lod_distance_multiplier, p_screen_lod_threshold, 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, render_list_from, render_list_size, false);
- RID rp_uniform_set = _setup_render_pass_uniform_set(RID(), RID(), RID(), RID(), PagedArray<RID>(), PagedArray<RID>());
+ {
+ //regular forward for now
+ bool flip_cull = p_use_dp_flip;
+ if (p_flip_y) {
+ flip_cull = !flip_cull;
+ }
- RENDER_TIMESTAMP("Render Shadow");
+ shadow_pass.element_from = render_list_from;
+ shadow_pass.element_count = render_list_size;
+ shadow_pass.flip_cull = flip_cull;
+ shadow_pass.pass_mode = pass_mode;
- render_list.sort_by_key(false);
+ 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_lod_threshold = p_screen_lod_threshold;
+ shadow_pass.lod_distance_multiplier = p_lod_distance_multiplier;
- {
- //regular forward for now
- RenderListParameters render_list_params(render_list.elements, render_list.element_count, p_use_dp_flip, pass_mode, true, rp_uniform_set, false, Vector2(), p_camera_plane, p_lod_distance_multiplier, p_screen_lod_threshold);
- _render_list_with_threads(&render_list_params, p_framebuffer, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ);
+ 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);
+ shadow_pass.final_depth_action = p_end ? RD::FINAL_ACTION_READ : RD::FINAL_ACTION_CONTINUE;
+ shadow_pass.rect = p_rect;
+
+ scene_state.shadow_passes.push_back(shadow_pass);
}
}
-void RendererSceneRenderForward::_render_particle_collider_heightfield(RID p_fb, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, const PagedArray<GeometryInstance *> &p_instances) {
- RENDER_TIMESTAMP("Setup Render Collider Heightfield");
+void RendererSceneRenderForwardClustered::_render_shadow_process() {
+ _update_instance_data_buffer(RENDER_LIST_SECONDARY);
+ //render shadows one after the other, so this can be done un-barriered and the driver can optimize (as well as allow us to run compute at the same time)
- _update_render_base_uniform_set();
+ for (uint32_t i = 0; i < scene_state.shadow_passes.size(); i++) {
+ //render passes need to be configured after instance buffer is done, since they need the latest version
+ SceneState::ShadowPass &shadow_pass = scene_state.shadow_passes[i];
+ shadow_pass.rp_uniform_set = _setup_render_pass_uniform_set(RENDER_LIST_SECONDARY, RID(), RID(), RID(), RID(), RID(), PagedArray<RID>(), PagedArray<RID>(), false, i);
+ }
+
+ RD::get_singleton()->draw_command_end_label();
+}
+void RendererSceneRenderForwardClustered::_render_shadow_end(uint32_t p_barrier) {
+ RD::get_singleton()->draw_command_begin_label("Shadow Render");
+
+ for (uint32_t i = 0; i < scene_state.shadow_passes.size(); i++) {
+ SceneState::ShadowPass &shadow_pass = scene_state.shadow_passes[i];
+ RenderListParameters render_list_parameters(render_list[RENDER_LIST_SECONDARY].elements.ptr() + shadow_pass.element_from, render_list[RENDER_LIST_SECONDARY].element_info.ptr() + shadow_pass.element_from, shadow_pass.element_count, shadow_pass.flip_cull, shadow_pass.pass_mode, true, shadow_pass.rp_uniform_set, false, Vector2(), shadow_pass.camera_plane, shadow_pass.lod_distance_multiplier, shadow_pass.screen_lod_threshold, shadow_pass.element_from, RD::BARRIER_MASK_NO_BARRIER);
+ _render_list_with_threads(&render_list_parameters, shadow_pass.framebuffer, RD::INITIAL_ACTION_DROP, RD::FINAL_ACTION_DISCARD, shadow_pass.initial_depth_action, shadow_pass.final_depth_action, Vector<Color>(), 1.0, 0, shadow_pass.rect);
+ }
+
+ if (p_barrier != RD::BARRIER_MASK_NO_BARRIER) {
+ RD::get_singleton()->barrier(RD::BARRIER_MASK_RASTER, p_barrier);
+ }
+ RD::get_singleton()->draw_command_end_label();
+}
+
+void RendererSceneRenderForwardClustered::_render_particle_collider_heightfield(RID p_fb, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, const PagedArray<GeometryInstance *> &p_instances) {
+ RENDER_TIMESTAMP("Setup Render Collider Heightfield");
- render_pass++;
+ RD::get_singleton()->draw_command_begin_label("Render Collider Heightfield");
+ _update_render_base_uniform_set();
scene_state.ubo.dual_paraboloid_side = 0;
- _setup_environment(RID(), RID(), p_cam_projection, p_cam_transform, RID(), true, Vector2(1, 1), RID(), true, Color(), 0, p_cam_projection.get_z_far(), false, false);
+ _setup_environment(RID(), RID(), p_cam_projection, p_cam_transform, RID(), true, Vector2(1, 1), 1, 32, RID(), true, Color(), 0, p_cam_projection.get_z_far(), false, false);
PassMode pass_mode = PASS_MODE_SHADOW;
- _fill_render_list(p_instances, pass_mode, p_cam_projection, p_cam_transform);
-
- RID rp_uniform_set = _setup_render_pass_uniform_set(RID(), RID(), RID(), RID(), PagedArray<RID>(), PagedArray<RID>());
+ _fill_render_list(RENDER_LIST_SECONDARY, p_instances, pass_mode, p_cam_projection, p_cam_transform);
+ render_list[RENDER_LIST_SECONDARY].sort_by_key();
+ _fill_instance_data(RENDER_LIST_SECONDARY);
- RENDER_TIMESTAMP("Render Collider Heightield");
+ RID rp_uniform_set = _setup_render_pass_uniform_set(RENDER_LIST_SECONDARY, RID(), RID(), RID(), RID(), RID(), PagedArray<RID>(), PagedArray<RID>());
- render_list.sort_by_key(false);
+ RENDER_TIMESTAMP("Render Collider Heightfield");
{
//regular forward for now
- RenderListParameters render_list_params(render_list.elements, render_list.element_count, false, pass_mode, true, rp_uniform_set);
+ RenderListParameters render_list_params(render_list[RENDER_LIST_SECONDARY].elements.ptr(), render_list[RENDER_LIST_SECONDARY].element_info.ptr(), render_list[RENDER_LIST_SECONDARY].elements.size(), false, pass_mode, true, rp_uniform_set);
_render_list_with_threads(&render_list_params, p_fb, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ);
}
+ RD::get_singleton()->draw_command_end_label();
}
-void RendererSceneRenderForward::_render_material(const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) {
+void RendererSceneRenderForwardClustered::_render_material(const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) {
RENDER_TIMESTAMP("Setup Rendering Material");
- _update_render_base_uniform_set();
+ RD::get_singleton()->draw_command_begin_label("Render Material");
- render_pass++;
+ _update_render_base_uniform_set();
scene_state.ubo.dual_paraboloid_side = 0;
- scene_state.ubo.material_uv2_mode = true;
+ scene_state.ubo.material_uv2_mode = false;
- _setup_environment(RID(), RID(), p_cam_projection, p_cam_transform, RID(), true, Vector2(1, 1), RID(), false, Color(), 0, 0);
+ _setup_environment(RID(), RID(), p_cam_projection, p_cam_transform, RID(), true, Vector2(1, 1), 1, 32, RID(), false, Color(), 0, 0);
PassMode pass_mode = PASS_MODE_DEPTH_MATERIAL;
- _fill_render_list(p_instances, pass_mode, p_cam_projection, p_cam_transform);
+ _fill_render_list(RENDER_LIST_SECONDARY, p_instances, pass_mode, p_cam_projection, p_cam_transform);
+ render_list[RENDER_LIST_SECONDARY].sort_by_key();
+ _fill_instance_data(RENDER_LIST_SECONDARY);
- RID rp_uniform_set = _setup_render_pass_uniform_set(RID(), RID(), RID(), RID(), PagedArray<RID>(), PagedArray<RID>());
+ RID rp_uniform_set = _setup_render_pass_uniform_set(RENDER_LIST_SECONDARY, RID(), RID(), RID(), RID(), RID(), PagedArray<RID>(), PagedArray<RID>());
RENDER_TIMESTAMP("Render Material");
- render_list.sort_by_key(false);
-
{
- RenderListParameters render_list_params(render_list.elements, render_list.element_count, true, pass_mode, true, rp_uniform_set);
+ RenderListParameters render_list_params(render_list[RENDER_LIST_SECONDARY].elements.ptr(), render_list[RENDER_LIST_SECONDARY].element_info.ptr(), render_list[RENDER_LIST_SECONDARY].elements.size(), true, pass_mode, true, rp_uniform_set);
//regular forward for now
Vector<Color> clear;
clear.push_back(Color(0, 0, 0, 0));
@@ -1946,31 +2125,33 @@ void RendererSceneRenderForward::_render_material(const Transform &p_cam_transfo
_render_list(draw_list, RD::get_singleton()->framebuffer_get_format(p_framebuffer), &render_list_params, 0, render_list_params.element_count);
RD::get_singleton()->draw_list_end();
}
+
+ RD::get_singleton()->draw_command_end_label();
}
-void RendererSceneRenderForward::_render_uv2(const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) {
+void RendererSceneRenderForwardClustered::_render_uv2(const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) {
RENDER_TIMESTAMP("Setup Rendering UV2");
- _update_render_base_uniform_set();
+ RD::get_singleton()->draw_command_begin_label("Render UV2");
- render_pass++;
+ _update_render_base_uniform_set();
scene_state.ubo.dual_paraboloid_side = 0;
scene_state.ubo.material_uv2_mode = true;
- _setup_environment(RID(), RID(), CameraMatrix(), Transform(), RID(), true, Vector2(1, 1), RID(), false, Color(), 0, 0);
+ _setup_environment(RID(), RID(), CameraMatrix(), Transform(), RID(), true, Vector2(1, 1), 1, 32, RID(), false, Color(), 0, 0);
PassMode pass_mode = PASS_MODE_DEPTH_MATERIAL;
- _fill_render_list(p_instances, pass_mode, CameraMatrix(), Transform());
+ _fill_render_list(RENDER_LIST_SECONDARY, p_instances, pass_mode, CameraMatrix(), Transform());
+ render_list[RENDER_LIST_SECONDARY].sort_by_key();
+ _fill_instance_data(RENDER_LIST_SECONDARY);
- RID rp_uniform_set = _setup_render_pass_uniform_set(RID(), RID(), RID(), RID(), PagedArray<RID>(), PagedArray<RID>());
+ RID rp_uniform_set = _setup_render_pass_uniform_set(RENDER_LIST_SECONDARY, RID(), RID(), RID(), RID(), RID(), PagedArray<RID>(), PagedArray<RID>());
RENDER_TIMESTAMP("Render Material");
- render_list.sort_by_key(false);
-
{
- RenderListParameters render_list_params(render_list.elements, render_list.element_count, true, pass_mode, true, rp_uniform_set, true);
+ RenderListParameters render_list_params(render_list[RENDER_LIST_SECONDARY].elements.ptr(), render_list[RENDER_LIST_SECONDARY].element_info.ptr(), render_list[RENDER_LIST_SECONDARY].elements.size(), true, pass_mode, true, rp_uniform_set, true);
//regular forward for now
Vector<Color> clear;
clear.push_back(Color(0, 0, 0, 0));
@@ -2006,23 +2187,24 @@ void RendererSceneRenderForward::_render_uv2(const PagedArray<GeometryInstance *
RD::get_singleton()->draw_list_end();
}
+
+ RD::get_singleton()->draw_command_end_label();
}
-void RendererSceneRenderForward::_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 RendererSceneRenderForwardClustered::_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) {
RENDER_TIMESTAMP("Render SDFGI");
+ RD::get_singleton()->draw_command_begin_label("Render SDFGI Voxel");
+
_update_render_base_uniform_set();
RenderBufferDataForward *render_buffer = (RenderBufferDataForward *)render_buffers_get_data(p_render_buffers);
ERR_FAIL_COND(!render_buffer);
- render_pass++;
-
PassMode pass_mode = PASS_MODE_SDF;
- _fill_render_list(p_instances, pass_mode, CameraMatrix(), Transform());
- render_list.sort_by_key(false);
-
- RID rp_uniform_set = _setup_sdfgi_render_pass_uniform_set(p_albedo_texture, p_emission_texture, p_emission_aniso_texture, p_geom_facing_texture);
+ _fill_render_list(RENDER_LIST_SECONDARY, p_instances, pass_mode, CameraMatrix(), Transform());
+ render_list[RENDER_LIST_SECONDARY].sort_by_key();
+ _fill_instance_data(RENDER_LIST_SECONDARY);
Vector3 half_extents = p_bounds.size * 0.5;
Vector3 center = p_bounds.position + half_extents;
@@ -2073,7 +2255,9 @@ void RendererSceneRenderForward::_render_sdfgi(RID p_render_buffers, const Vecto
RendererStorageRD::store_transform(to_bounds.affine_inverse() * cam_xform, scene_state.ubo.sdf_to_bounds);
- _setup_environment(RID(), RID(), camera_proj, cam_xform, RID(), true, Vector2(1, 1), RID(), false, Color(), 0, 0);
+ _setup_environment(RID(), RID(), camera_proj, cam_xform, RID(), true, Vector2(1, 1), 1, 32, RID(), false, Color(), 0, 0);
+
+ RID rp_uniform_set = _setup_sdfgi_render_pass_uniform_set(p_albedo_texture, p_emission_texture, p_emission_aniso_texture, p_geom_facing_texture);
Map<Size2i, RID>::Element *E = sdfgi_framebuffer_size_cache.find(fb_size);
if (!E) {
@@ -2081,19 +2265,21 @@ void RendererSceneRenderForward::_render_sdfgi(RID p_render_buffers, const Vecto
E = sdfgi_framebuffer_size_cache.insert(fb_size, fb);
}
- RenderListParameters render_list_params(render_list.elements, render_list.element_count, true, pass_mode, true, rp_uniform_set, false);
+ RenderListParameters render_list_params(render_list[RENDER_LIST_SECONDARY].elements.ptr(), render_list[RENDER_LIST_SECONDARY].element_info.ptr(), render_list[RENDER_LIST_SECONDARY].elements.size(), true, pass_mode, true, rp_uniform_set, false);
_render_list_with_threads(&render_list_params, E->get(), RD::INITIAL_ACTION_DROP, RD::FINAL_ACTION_DISCARD, RD::INITIAL_ACTION_DROP, RD::FINAL_ACTION_DISCARD, Vector<Color>(), 1.0, 0, Rect2(), sbs);
}
+
+ RD::get_singleton()->draw_command_end_label();
}
-void RendererSceneRenderForward::_base_uniforms_changed() {
+void RendererSceneRenderForwardClustered::_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);
}
render_base_uniform_set = RID();
}
-void RendererSceneRenderForward::_update_render_base_uniform_set() {
+void RendererSceneRenderForwardClustered::_update_render_base_uniform_set() {
if (render_base_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(render_base_uniform_set) || (lightmap_texture_array_version != storage->lightmap_array_get_version())) {
if (render_base_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(render_base_uniform_set)) {
RD::get_singleton()->free(render_base_uniform_set);
@@ -2135,50 +2321,49 @@ void RendererSceneRenderForward::_update_render_base_uniform_set() {
{
RD::Uniform u;
u.binding = 3;
- u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
- u.ids.push_back(scene_state.uniform_buffer);
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u.ids.push_back(get_omni_light_buffer());
uniforms.push_back(u);
}
-
{
RD::Uniform u;
- u.binding = 5;
+ u.binding = 4;
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
- u.ids.push_back(get_positional_light_buffer());
+ u.ids.push_back(get_spot_light_buffer());
uniforms.push_back(u);
}
{
RD::Uniform u;
- u.binding = 6;
+ u.binding = 5;
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
u.ids.push_back(get_reflection_probe_buffer());
uniforms.push_back(u);
}
{
RD::Uniform u;
- u.binding = 7;
+ u.binding = 6;
u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
u.ids.push_back(get_directional_light_buffer());
uniforms.push_back(u);
}
{
RD::Uniform u;
- u.binding = 10;
+ u.binding = 7;
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
u.ids.push_back(scene_state.lightmap_buffer);
uniforms.push_back(u);
}
{
RD::Uniform u;
- u.binding = 11;
+ u.binding = 8;
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
u.ids.push_back(scene_state.lightmap_capture_buffer);
uniforms.push_back(u);
}
{
RD::Uniform u;
- u.binding = 12;
+ u.binding = 9;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
RID decal_atlas = storage->decal_atlas_get_texture();
u.ids.push_back(decal_atlas);
@@ -2186,7 +2371,7 @@ void RendererSceneRenderForward::_update_render_base_uniform_set() {
}
{
RD::Uniform u;
- u.binding = 13;
+ u.binding = 10;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
RID decal_atlas = storage->decal_atlas_get_texture_srgb();
u.ids.push_back(decal_atlas);
@@ -2194,7 +2379,7 @@ void RendererSceneRenderForward::_update_render_base_uniform_set() {
}
{
RD::Uniform u;
- u.binding = 14;
+ u.binding = 11;
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
u.ids.push_back(get_decal_buffer());
uniforms.push_back(u);
@@ -2202,35 +2387,8 @@ void RendererSceneRenderForward::_update_render_base_uniform_set() {
{
RD::Uniform u;
- u.binding = 15;
- u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- u.ids.push_back(get_cluster_builder_texture());
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.binding = 16;
- u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
- u.ids.push_back(get_cluster_builder_indices_buffer());
- uniforms.push_back(u);
- }
-
- {
- RD::Uniform u;
- u.binding = 17;
- u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- if (directional_shadow_get_texture().is_valid()) {
- u.ids.push_back(directional_shadow_get_texture());
- } else {
- u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE));
- }
- uniforms.push_back(u);
- }
-
- {
- RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
- u.binding = 18;
+ u.binding = 12;
u.ids.push_back(storage->global_variables_get_storage_buffer());
uniforms.push_back(u);
}
@@ -2238,7 +2396,7 @@ void RendererSceneRenderForward::_update_render_base_uniform_set() {
if (!low_end) {
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
- u.binding = 19;
+ u.binding = 13;
u.ids.push_back(sdfgi_get_ubo());
uniforms.push_back(u);
}
@@ -2247,10 +2405,9 @@ void RendererSceneRenderForward::_update_render_base_uniform_set() {
}
}
-RID RendererSceneRenderForward::_setup_render_pass_uniform_set(RID p_render_buffers, RID p_radiance_texture, RID p_shadow_atlas, RID p_reflection_atlas, const PagedArray<RID> &p_gi_probes, const PagedArray<RID> &p_lightmaps) {
- if (render_pass_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(render_pass_uniform_set)) {
- RD::get_singleton()->free(render_pass_uniform_set);
- }
+RID RendererSceneRenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_render_list, RID p_render_buffers, RID p_radiance_texture, RID p_shadow_atlas, RID p_reflection_atlas, RID p_cluster_buffer, const PagedArray<RID> &p_gi_probes, const PagedArray<RID> &p_lightmaps, bool p_use_directional_shadow_atlas, int p_index) {
+ //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());
RenderBufferDataForward *rb = nullptr;
if (p_render_buffers.is_valid()) {
@@ -2262,6 +2419,24 @@ RID RendererSceneRenderForward::_setup_render_pass_uniform_set(RID p_render_buff
Vector<RD::Uniform> uniforms;
{
+ RD::Uniform u;
+ u.binding = 0;
+ u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
+ u.ids.push_back(scene_state.uniform_buffers[p_index]);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.binding = 1;
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ RID instance_buffer = scene_state.instance_buffer[p_render_list];
+ if (instance_buffer == RID()) {
+ instance_buffer = default_vec4_xform_buffer; // any buffer will do since its not used
+ }
+ u.ids.push_back(instance_buffer);
+ uniforms.push_back(u);
+ }
+ {
RID radiance_texture;
if (p_radiance_texture.is_valid()) {
radiance_texture = p_radiance_texture;
@@ -2269,7 +2444,7 @@ RID RendererSceneRenderForward::_setup_render_pass_uniform_set(RID p_render_buff
radiance_texture = storage->texture_rd_get_default(is_using_radiance_cubemap_array() ? RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK : RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK);
}
RD::Uniform u;
- u.binding = 0;
+ u.binding = 2;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
u.ids.push_back(radiance_texture);
uniforms.push_back(u);
@@ -2278,7 +2453,7 @@ RID RendererSceneRenderForward::_setup_render_pass_uniform_set(RID p_render_buff
{
RID ref_texture = p_reflection_atlas.is_valid() ? reflection_atlas_get_texture(p_reflection_atlas) : RID();
RD::Uniform u;
- u.binding = 1;
+ u.binding = 3;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
if (ref_texture.is_valid()) {
u.ids.push_back(ref_texture);
@@ -2290,7 +2465,7 @@ RID RendererSceneRenderForward::_setup_render_pass_uniform_set(RID p_render_buff
{
RD::Uniform u;
- u.binding = 2;
+ u.binding = 4;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
RID texture;
if (p_shadow_atlas.is_valid()) {
@@ -2304,7 +2479,18 @@ RID RendererSceneRenderForward::_setup_render_pass_uniform_set(RID p_render_buff
}
{
RD::Uniform u;
- u.binding = 3;
+ u.binding = 5;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ if (p_use_directional_shadow_atlas && directional_shadow_get_texture().is_valid()) {
+ u.ids.push_back(directional_shadow_get_texture());
+ } else {
+ u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE));
+ }
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.binding = 6;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
u.ids.resize(scene_state.max_lightmaps);
RID default_tex = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE);
@@ -2323,13 +2509,13 @@ RID RendererSceneRenderForward::_setup_render_pass_uniform_set(RID p_render_buff
}
{
RD::Uniform u;
- u.binding = 4;
+ u.binding = 7;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
u.ids.resize(MAX_GI_PROBES);
RID default_tex = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE);
for (int i = 0; i < MAX_GI_PROBES; i++) {
if (i < (int)p_gi_probes.size()) {
- RID tex = gi_probe_instance_get_texture(p_gi_probes[i]);
+ RID tex = gi.gi_probe_instance_get_texture(p_gi_probes[i]);
if (!tex.is_valid()) {
tex = default_tex;
}
@@ -2344,7 +2530,16 @@ RID RendererSceneRenderForward::_setup_render_pass_uniform_set(RID p_render_buff
{
RD::Uniform u;
- u.binding = 5;
+ u.binding = 8;
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ RID cb = p_cluster_buffer.is_valid() ? p_cluster_buffer : default_vec4_xform_buffer;
+ u.ids.push_back(cb);
+ uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+ u.binding = 9;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
RID texture = (false && rb && rb->depth.is_valid()) ? rb->depth : storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE);
u.ids.push_back(texture);
@@ -2352,17 +2547,18 @@ RID RendererSceneRenderForward::_setup_render_pass_uniform_set(RID p_render_buff
}
{
RD::Uniform u;
- u.binding = 6;
+ u.binding = 10;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
RID bbt = rb ? render_buffers_get_back_buffer_texture(p_render_buffers) : RID();
RID texture = bbt.is_valid() ? bbt : storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_BLACK);
u.ids.push_back(texture);
uniforms.push_back(u);
}
+
if (!low_end) {
{
RD::Uniform u;
- u.binding = 7;
+ u.binding = 11;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
RID texture = rb && rb->normal_roughness_buffer.is_valid() ? rb->normal_roughness_buffer : storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_NORMAL);
u.ids.push_back(texture);
@@ -2371,7 +2567,7 @@ RID RendererSceneRenderForward::_setup_render_pass_uniform_set(RID p_render_buff
{
RD::Uniform u;
- u.binding = 8;
+ u.binding = 12;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
RID aot = rb ? render_buffers_get_ao_texture(p_render_buffers) : RID();
RID texture = aot.is_valid() ? aot : storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_BLACK);
@@ -2381,24 +2577,26 @@ RID RendererSceneRenderForward::_setup_render_pass_uniform_set(RID p_render_buff
{
RD::Uniform u;
- u.binding = 9;
+ u.binding = 13;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- RID texture = rb && rb->ambient_buffer.is_valid() ? rb->ambient_buffer : storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_BLACK);
+ RID ambient_buffer = p_render_buffers.is_valid() ? render_buffers_get_gi_ambient_texture(p_render_buffers) : RID();
+ RID texture = ambient_buffer.is_valid() ? ambient_buffer : storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_BLACK);
u.ids.push_back(texture);
uniforms.push_back(u);
}
{
RD::Uniform u;
- u.binding = 10;
+ u.binding = 14;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- RID texture = rb && rb->reflection_buffer.is_valid() ? rb->reflection_buffer : storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_BLACK);
+ RID reflection_buffer = p_render_buffers.is_valid() ? render_buffers_get_gi_reflection_texture(p_render_buffers) : RID();
+ RID texture = reflection_buffer.is_valid() ? reflection_buffer : storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_BLACK);
u.ids.push_back(texture);
uniforms.push_back(u);
}
{
RD::Uniform u;
- u.binding = 11;
+ u.binding = 15;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
RID t;
if (rb && render_buffers_is_sdfgi_enabled(p_render_buffers)) {
@@ -2411,7 +2609,7 @@ RID RendererSceneRenderForward::_setup_render_pass_uniform_set(RID p_render_buff
}
{
RD::Uniform u;
- u.binding = 12;
+ u.binding = 16;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
if (rb && render_buffers_is_sdfgi_enabled(p_render_buffers)) {
u.ids.push_back(render_buffers_get_sdfgi_occlusion_texture(p_render_buffers));
@@ -2422,14 +2620,14 @@ RID RendererSceneRenderForward::_setup_render_pass_uniform_set(RID p_render_buff
}
{
RD::Uniform u;
- u.binding = 13;
+ u.binding = 17;
u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
u.ids.push_back(rb ? render_buffers_get_gi_probe_buffer(p_render_buffers) : render_buffers_get_default_gi_probe_buffer());
uniforms.push_back(u);
}
{
RD::Uniform u;
- u.binding = 14;
+ u.binding = 18;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
RID vfog = RID();
if (rb && render_buffers_has_volumetric_fog(p_render_buffers)) {
@@ -2445,11 +2643,19 @@ RID RendererSceneRenderForward::_setup_render_pass_uniform_set(RID p_render_buff
}
}
- render_pass_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, default_shader_rd, RENDER_PASS_UNIFORM_SET);
- return render_pass_uniform_set;
+ if (p_index >= (int)render_pass_uniform_sets.size()) {
+ render_pass_uniform_sets.resize(p_index + 1);
+ }
+
+ if (render_pass_uniform_sets[p_index].is_valid() && RD::get_singleton()->uniform_set_is_valid(render_pass_uniform_sets[p_index])) {
+ RD::get_singleton()->free(render_pass_uniform_sets[p_index]);
+ }
+
+ render_pass_uniform_sets[p_index] = RD::get_singleton()->uniform_set_create(uniforms, default_shader_rd, RENDER_PASS_UNIFORM_SET);
+ return render_pass_uniform_sets[p_index];
}
-RID RendererSceneRenderForward::_setup_sdfgi_render_pass_uniform_set(RID p_albedo_texture, RID p_emission_texture, RID p_emission_aniso_texture, RID p_geom_facing_texture) {
+RID RendererSceneRenderForwardClustered::_setup_sdfgi_render_pass_uniform_set(RID p_albedo_texture, RID p_emission_texture, RID p_emission_aniso_texture, RID p_geom_facing_texture) {
if (sdfgi_pass_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(sdfgi_pass_uniform_set)) {
RD::get_singleton()->free(sdfgi_pass_uniform_set);
}
@@ -2457,10 +2663,24 @@ RID RendererSceneRenderForward::_setup_sdfgi_render_pass_uniform_set(RID p_albed
Vector<RD::Uniform> uniforms;
{
+ RD::Uniform u;
+ u.binding = 0;
+ u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
+ u.ids.push_back(scene_state.uniform_buffers[0]);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.binding = 1;
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u.ids.push_back(scene_state.instance_buffer[RENDER_LIST_SECONDARY]);
+ uniforms.push_back(u);
+ }
+ {
// No radiance texture.
RID radiance_texture = storage->texture_rd_get_default(is_using_radiance_cubemap_array() ? RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK : RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK);
RD::Uniform u;
- u.binding = 0;
+ u.binding = 2;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
u.ids.push_back(radiance_texture);
uniforms.push_back(u);
@@ -2470,7 +2690,7 @@ RID RendererSceneRenderForward::_setup_sdfgi_render_pass_uniform_set(RID p_albed
// No reflection atlas.
RID ref_texture = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK);
RD::Uniform u;
- u.binding = 1;
+ u.binding = 3;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
u.ids.push_back(ref_texture);
uniforms.push_back(u);
@@ -2479,7 +2699,17 @@ RID RendererSceneRenderForward::_setup_sdfgi_render_pass_uniform_set(RID p_albed
{
// No shadow atlas.
RD::Uniform u;
- u.binding = 2;
+ u.binding = 4;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ RID texture = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE);
+ u.ids.push_back(texture);
+ uniforms.push_back(u);
+ }
+
+ {
+ // No directional shadow atlas.
+ RD::Uniform u;
+ u.binding = 5;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
RID texture = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE);
u.ids.push_back(texture);
@@ -2489,7 +2719,7 @@ RID RendererSceneRenderForward::_setup_sdfgi_render_pass_uniform_set(RID p_albed
{
// No Lightmaps
RD::Uniform u;
- u.binding = 3;
+ u.binding = 6;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
u.ids.resize(scene_state.max_lightmaps);
RID default_tex = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE);
@@ -2503,7 +2733,7 @@ RID RendererSceneRenderForward::_setup_sdfgi_render_pass_uniform_set(RID p_albed
{
// No GIProbes
RD::Uniform u;
- u.binding = 4;
+ u.binding = 7;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
u.ids.resize(MAX_GI_PROBES);
RID default_tex = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE);
@@ -2513,33 +2743,43 @@ RID RendererSceneRenderForward::_setup_sdfgi_render_pass_uniform_set(RID p_albed
uniforms.push_back(u);
}
+
+ {
+ RD::Uniform u;
+ u.binding = 8;
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ RID cb = default_vec4_xform_buffer;
+ u.ids.push_back(cb);
+ uniforms.push_back(u);
+ }
+
// actual sdfgi stuff
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 5;
+ u.binding = 9;
u.ids.push_back(p_albedo_texture);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 6;
+ u.binding = 10;
u.ids.push_back(p_emission_texture);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 7;
+ u.binding = 11;
u.ids.push_back(p_emission_aniso_texture);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 8;
+ u.binding = 12;
u.ids.push_back(p_geom_facing_texture);
uniforms.push_back(u);
}
@@ -2548,42 +2788,25 @@ RID RendererSceneRenderForward::_setup_sdfgi_render_pass_uniform_set(RID p_albed
return sdfgi_pass_uniform_set;
}
-void RendererSceneRenderForward::_render_buffers_clear_uniform_set(RenderBufferDataForward *rb) {
+void RendererSceneRenderForwardClustered::_render_buffers_clear_uniform_set(RenderBufferDataForward *rb) {
}
-void RendererSceneRenderForward::_render_buffers_uniform_set_changed(RID p_render_buffers) {
+void RendererSceneRenderForwardClustered::_render_buffers_uniform_set_changed(RID p_render_buffers) {
RenderBufferDataForward *rb = (RenderBufferDataForward *)render_buffers_get_data(p_render_buffers);
_render_buffers_clear_uniform_set(rb);
}
-RID RendererSceneRenderForward::_render_buffers_get_normal_texture(RID p_render_buffers) {
+RID RendererSceneRenderForwardClustered::_render_buffers_get_normal_texture(RID p_render_buffers) {
RenderBufferDataForward *rb = (RenderBufferDataForward *)render_buffers_get_data(p_render_buffers);
return rb->normal_roughness_buffer;
}
-RID RendererSceneRenderForward::_render_buffers_get_ambient_texture(RID p_render_buffers) {
- RenderBufferDataForward *rb = (RenderBufferDataForward *)render_buffers_get_data(p_render_buffers);
-
- return rb->ambient_buffer;
-}
-
-RID RendererSceneRenderForward::_render_buffers_get_reflection_texture(RID p_render_buffers) {
- RenderBufferDataForward *rb = (RenderBufferDataForward *)render_buffers_get_data(p_render_buffers);
-
- return rb->reflection_buffer;
-}
-
-RendererSceneRenderForward *RendererSceneRenderForward::singleton = nullptr;
-
-void RendererSceneRenderForward::set_time(double p_time, double p_step) {
- time = p_time;
- RendererSceneRenderRD::set_time(p_time, p_step);
-}
+RendererSceneRenderForwardClustered *RendererSceneRenderForwardClustered::singleton = nullptr;
-void RendererSceneRenderForward::_geometry_instance_mark_dirty(GeometryInstance *p_geometry_instance) {
- GeometryInstanceForward *ginstance = static_cast<GeometryInstanceForward *>(p_geometry_instance);
+void RendererSceneRenderForwardClustered::_geometry_instance_mark_dirty(GeometryInstance *p_geometry_instance) {
+ GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_geometry_instance);
if (ginstance->dirty_list_element.in_list()) {
return;
}
@@ -2602,7 +2825,7 @@ void RendererSceneRenderForward::_geometry_instance_mark_dirty(GeometryInstance
geometry_instance_dirty_list.add(&ginstance->dirty_list_element);
}
-void RendererSceneRenderForward::_geometry_instance_add_surface_with_material(GeometryInstanceForward *ginstance, uint32_t p_surface, MaterialData *p_material, uint32_t p_material_id, uint32_t p_shader_id, RID p_mesh) {
+void RendererSceneRenderForwardClustered::_geometry_instance_add_surface_with_material(GeometryInstanceForwardClustered *ginstance, uint32_t p_surface, MaterialData *p_material, uint32_t p_material_id, uint32_t p_shader_id, RID p_mesh) {
bool has_read_screen_alpha = p_material->shader_data->uses_screen_texture || p_material->shader_data->uses_depth_texture || p_material->shader_data->uses_normal_texture;
bool has_base_alpha = (p_material->shader_data->uses_alpha || has_read_screen_alpha);
bool has_blend_alpha = p_material->shader_data->uses_blend_alpha;
@@ -2626,7 +2849,7 @@ void RendererSceneRenderForward::_geometry_instance_add_surface_with_material(Ge
flags |= GeometryInstanceSurfaceDataCache::FLAG_USES_NORMAL_TEXTURE;
}
- if (ginstance->data->cast_double_sided_shaodows) {
+ if (ginstance->data->cast_double_sided_shadows) {
flags |= GeometryInstanceSurfaceDataCache::FLAG_USES_DOUBLE_SIDED_SHADOWS;
}
@@ -2644,10 +2867,17 @@ void RendererSceneRenderForward::_geometry_instance_add_surface_with_material(Ge
}
MaterialData *material_shadow = nullptr;
- //void *surface_shadow = nullptr;
+ void *surface_shadow = nullptr;
if (!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) {
flags |= GeometryInstanceSurfaceDataCache::FLAG_USES_SHARED_SHADOW_MATERIAL;
material_shadow = (MaterialData *)storage->material_get_data(default_material, RendererStorageRD::SHADER_TYPE_3D);
+
+ RID shadow_mesh = storage->mesh_get_shadow_mesh(p_mesh);
+
+ if (shadow_mesh.is_valid()) {
+ surface_shadow = storage->mesh_get_surface(shadow_mesh, p_surface);
+ }
+
} else {
material_shadow = p_material;
}
@@ -2669,7 +2899,8 @@ void RendererSceneRenderForward::_geometry_instance_add_surface_with_material(Ge
//shadow
sdcache->shader_shadow = material_shadow->shader_data;
sdcache->material_uniform_set_shadow = material_shadow->uniform_set;
- sdcache->surface_shadow = sdcache->surface; //when adding special shadow meshes, will use this
+
+ sdcache->surface_shadow = surface_shadow ? surface_shadow : sdcache->surface;
sdcache->owner = ginstance;
@@ -2681,15 +2912,16 @@ void RendererSceneRenderForward::_geometry_instance_add_surface_with_material(Ge
sdcache->sort.sort_key1 = 0;
sdcache->sort.sort_key2 = 0;
- sdcache->sort.surface_type = ginstance->data->base_type;
- sdcache->sort.material_id = p_material_id;
+ sdcache->sort.surface_index = p_surface;
+ sdcache->sort.material_id_low = p_material_id & 0x3FFF;
+ sdcache->sort.material_id_hi = p_material_id >> 14;
sdcache->sort.shader_id = p_shader_id;
- sdcache->sort.geometry_id = p_mesh.get_local_index();
+ sdcache->sort.geometry_id = p_mesh.get_local_index(); //only meshes can repeat anyway
sdcache->sort.uses_forward_gi = ginstance->can_sdfgi;
sdcache->sort.priority = p_material->priority;
}
-void RendererSceneRenderForward::_geometry_instance_add_surface(GeometryInstanceForward *ginstance, uint32_t p_surface, RID p_material, RID p_mesh) {
+void RendererSceneRenderForwardClustered::_geometry_instance_add_surface(GeometryInstanceForwardClustered *ginstance, uint32_t p_surface, RID p_material, RID p_mesh) {
RID m_src;
m_src = ginstance->data->material_override.is_valid() ? ginstance->data->material_override : p_material;
@@ -2729,8 +2961,8 @@ void RendererSceneRenderForward::_geometry_instance_add_surface(GeometryInstance
}
}
-void RendererSceneRenderForward::_geometry_instance_update(GeometryInstance *p_geometry_instance) {
- GeometryInstanceForward *ginstance = static_cast<GeometryInstanceForward *>(p_geometry_instance);
+void RendererSceneRenderForwardClustered::_geometry_instance_update(GeometryInstance *p_geometry_instance) {
+ GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_geometry_instance);
if (ginstance->data->dirty_dependencies) {
ginstance->data->dependency_tracker.update_begin();
@@ -2814,11 +3046,6 @@ void RendererSceneRenderForward::_geometry_instance_update(GeometryInstance *p_g
//Fill push constant
- ginstance->push_constant.instance_uniforms_ofs = ginstance->data->shader_parameters_offset >= 0 ? ginstance->data->shader_parameters_offset : 0;
- ginstance->push_constant.layer_mask = ginstance->data->layer_mask;
- ginstance->push_constant.flags = 0;
- ginstance->push_constant.gi_offset = 0xFFFFFFFF; //disabled
-
bool store_transform = true;
if (ginstance->data->base_type == RS::INSTANCE_MULTIMESH) {
@@ -2875,21 +3102,10 @@ void RendererSceneRenderForward::_geometry_instance_update(GeometryInstance *p_g
}
}
- if (store_transform) {
- RendererStorageRD::store_transform(ginstance->data->transform, ginstance->push_constant.transform);
- } else {
- RendererStorageRD::store_transform(Transform(), ginstance->push_constant.transform);
- }
-
+ ginstance->store_transform_cache = store_transform;
ginstance->can_sdfgi = false;
- if (lightmap_instance_is_valid(ginstance->lightmap_instance)) {
- ginstance->push_constant.gi_offset = ginstance->data->lightmap_slice_index << 16;
- ginstance->push_constant.lightmap_uv_scale[0] = ginstance->data->lightmap_uv_scale.position.x;
- ginstance->push_constant.lightmap_uv_scale[1] = ginstance->data->lightmap_uv_scale.position.y;
- ginstance->push_constant.lightmap_uv_scale[2] = ginstance->data->lightmap_uv_scale.size.width;
- ginstance->push_constant.lightmap_uv_scale[3] = ginstance->data->lightmap_uv_scale.size.height;
- } else if (!low_end) {
+ if (!lightmap_instance_is_valid(ginstance->lightmap_instance) && !low_end) {
if (ginstance->gi_probes[0].is_null() && (ginstance->data->use_baked_light || ginstance->data->use_dynamic_gi)) {
ginstance->can_sdfgi = true;
}
@@ -2903,24 +3119,24 @@ void RendererSceneRenderForward::_geometry_instance_update(GeometryInstance *p_g
ginstance->dirty_list_element.remove_from_list();
}
-void RendererSceneRenderForward::_update_dirty_geometry_instances() {
+void RendererSceneRenderForwardClustered::_update_dirty_geometry_instances() {
while (geometry_instance_dirty_list.first()) {
_geometry_instance_update(geometry_instance_dirty_list.first()->self());
}
}
-void RendererSceneRenderForward::_geometry_instance_dependency_changed(RendererStorage::DependencyChangedNotification p_notification, RendererStorage::DependencyTracker *p_tracker) {
+void RendererSceneRenderForwardClustered::_geometry_instance_dependency_changed(RendererStorage::DependencyChangedNotification p_notification, RendererStorage::DependencyTracker *p_tracker) {
switch (p_notification) {
case RendererStorage::DEPENDENCY_CHANGED_MATERIAL:
case RendererStorage::DEPENDENCY_CHANGED_MESH:
case RendererStorage::DEPENDENCY_CHANGED_MULTIMESH:
case RendererStorage::DEPENDENCY_CHANGED_SKELETON_DATA: {
- static_cast<RendererSceneRenderForward *>(singleton)->_geometry_instance_mark_dirty(static_cast<GeometryInstance *>(p_tracker->userdata));
+ static_cast<RendererSceneRenderForwardClustered *>(singleton)->_geometry_instance_mark_dirty(static_cast<GeometryInstance *>(p_tracker->userdata));
} break;
case RendererStorage::DEPENDENCY_CHANGED_MULTIMESH_VISIBLE_INSTANCES: {
- GeometryInstanceForward *ginstance = static_cast<GeometryInstanceForward *>(p_tracker->userdata);
+ GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_tracker->userdata);
if (ginstance->data->base_type == RS::INSTANCE_MULTIMESH) {
- ginstance->instance_count = static_cast<RendererSceneRenderForward *>(singleton)->storage->multimesh_get_instances_to_draw(ginstance->data->base);
+ ginstance->instance_count = static_cast<RendererSceneRenderForwardClustered *>(singleton)->storage->multimesh_get_instances_to_draw(ginstance->data->base);
}
} break;
default: {
@@ -2928,16 +3144,16 @@ void RendererSceneRenderForward::_geometry_instance_dependency_changed(RendererS
} break;
}
}
-void RendererSceneRenderForward::_geometry_instance_dependency_deleted(const RID &p_dependency, RendererStorage::DependencyTracker *p_tracker) {
- static_cast<RendererSceneRenderForward *>(singleton)->_geometry_instance_mark_dirty(static_cast<GeometryInstance *>(p_tracker->userdata));
+void RendererSceneRenderForwardClustered::_geometry_instance_dependency_deleted(const RID &p_dependency, RendererStorage::DependencyTracker *p_tracker) {
+ static_cast<RendererSceneRenderForwardClustered *>(singleton)->_geometry_instance_mark_dirty(static_cast<GeometryInstance *>(p_tracker->userdata));
}
-RendererSceneRender::GeometryInstance *RendererSceneRenderForward::geometry_instance_create(RID p_base) {
+RendererSceneRender::GeometryInstance *RendererSceneRenderForwardClustered::geometry_instance_create(RID p_base) {
RS::InstanceType type = storage->get_base_type(p_base);
ERR_FAIL_COND_V(!((1 << type) & RS::INSTANCE_GEOMETRY_MASK), nullptr);
- GeometryInstanceForward *ginstance = geometry_instance_alloc.alloc();
- ginstance->data = memnew(GeometryInstanceForward::Data);
+ GeometryInstanceForwardClustered *ginstance = geometry_instance_alloc.alloc();
+ ginstance->data = memnew(GeometryInstanceForwardClustered::Data);
ginstance->data->base = p_base;
ginstance->data->base_type = type;
@@ -2949,38 +3165,37 @@ RendererSceneRender::GeometryInstance *RendererSceneRenderForward::geometry_inst
return ginstance;
}
-void RendererSceneRenderForward::geometry_instance_set_skeleton(GeometryInstance *p_geometry_instance, RID p_skeleton) {
- GeometryInstanceForward *ginstance = static_cast<GeometryInstanceForward *>(p_geometry_instance);
+void RendererSceneRenderForwardClustered::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 RendererSceneRenderForward::geometry_instance_set_material_override(GeometryInstance *p_geometry_instance, RID p_override) {
- GeometryInstanceForward *ginstance = static_cast<GeometryInstanceForward *>(p_geometry_instance);
+void RendererSceneRenderForwardClustered::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 RendererSceneRenderForward::geometry_instance_set_surface_materials(GeometryInstance *p_geometry_instance, const Vector<RID> &p_materials) {
- GeometryInstanceForward *ginstance = static_cast<GeometryInstanceForward *>(p_geometry_instance);
+void RendererSceneRenderForwardClustered::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 RendererSceneRenderForward::geometry_instance_set_mesh_instance(GeometryInstance *p_geometry_instance, RID p_mesh_instance) {
- GeometryInstanceForward *ginstance = static_cast<GeometryInstanceForward *>(p_geometry_instance);
+void RendererSceneRenderForwardClustered::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 RendererSceneRenderForward::geometry_instance_set_transform(GeometryInstance *p_geometry_instance, const Transform &p_transform, const AABB &p_aabb, const AABB &p_transformed_aabb) {
- GeometryInstanceForward *ginstance = static_cast<GeometryInstanceForward *>(p_geometry_instance);
+void RendererSceneRenderForwardClustered::geometry_instance_set_transform(GeometryInstance *p_geometry_instance, const Transform &p_transform, const AABB &p_aabb, const AABB &p_transformed_aabb) {
+ GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_geometry_instance);
ERR_FAIL_COND(!ginstance);
- RendererStorageRD::store_transform(p_transform, ginstance->push_constant.transform);
- ginstance->data->transform = p_transform;
+ ginstance->transform = p_transform;
ginstance->mirror = p_transform.basis.determinant() < 0;
ginstance->data->aabb = p_aabb;
ginstance->transformed_aabb = p_transformed_aabb;
@@ -2994,33 +3209,33 @@ void RendererSceneRenderForward::geometry_instance_set_transform(GeometryInstanc
ginstance->lod_model_scale = max_scale;
}
-void RendererSceneRenderForward::geometry_instance_set_lod_bias(GeometryInstance *p_geometry_instance, float p_lod_bias) {
- GeometryInstanceForward *ginstance = static_cast<GeometryInstanceForward *>(p_geometry_instance);
+void RendererSceneRenderForwardClustered::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 RendererSceneRenderForward::geometry_instance_set_use_baked_light(GeometryInstance *p_geometry_instance, bool p_enable) {
- GeometryInstanceForward *ginstance = static_cast<GeometryInstanceForward *>(p_geometry_instance);
+void RendererSceneRenderForwardClustered::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 RendererSceneRenderForward::geometry_instance_set_use_dynamic_gi(GeometryInstance *p_geometry_instance, bool p_enable) {
- GeometryInstanceForward *ginstance = static_cast<GeometryInstanceForward *>(p_geometry_instance);
+void RendererSceneRenderForwardClustered::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 RendererSceneRenderForward::geometry_instance_set_use_lightmap(GeometryInstance *p_geometry_instance, RID p_lightmap_instance, const Rect2 &p_lightmap_uv_scale, int p_lightmap_slice_index) {
- GeometryInstanceForward *ginstance = static_cast<GeometryInstanceForward *>(p_geometry_instance);
+void RendererSceneRenderForwardClustered::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->data->lightmap_uv_scale = p_lightmap_uv_scale;
- ginstance->data->lightmap_slice_index = p_lightmap_slice_index;
+ ginstance->lightmap_uv_scale = p_lightmap_uv_scale;
+ ginstance->lightmap_slice_index = p_lightmap_slice_index;
_geometry_instance_mark_dirty(ginstance);
}
-void RendererSceneRenderForward::geometry_instance_set_lightmap_capture(GeometryInstance *p_geometry_instance, const Color *p_sh9) {
- GeometryInstanceForward *ginstance = static_cast<GeometryInstanceForward *>(p_geometry_instance);
+void RendererSceneRenderForwardClustered::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);
if (p_sh9) {
if (ginstance->lightmap_sh == nullptr) {
@@ -3036,29 +3251,28 @@ void RendererSceneRenderForward::geometry_instance_set_lightmap_capture(Geometry
}
_geometry_instance_mark_dirty(ginstance);
}
-void RendererSceneRenderForward::geometry_instance_set_instance_shader_parameters_offset(GeometryInstance *p_geometry_instance, int32_t p_offset) {
- GeometryInstanceForward *ginstance = static_cast<GeometryInstanceForward *>(p_geometry_instance);
+void RendererSceneRenderForwardClustered::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->data->shader_parameters_offset = p_offset;
+ ginstance->shader_parameters_offset = p_offset;
_geometry_instance_mark_dirty(ginstance);
}
-void RendererSceneRenderForward::geometry_instance_set_cast_double_sided_shadows(GeometryInstance *p_geometry_instance, bool p_enable) {
- GeometryInstanceForward *ginstance = static_cast<GeometryInstanceForward *>(p_geometry_instance);
+void RendererSceneRenderForwardClustered::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_shaodows = p_enable;
+ ginstance->data->cast_double_sided_shadows = p_enable;
_geometry_instance_mark_dirty(ginstance);
}
-void RendererSceneRenderForward::geometry_instance_set_layer_mask(GeometryInstance *p_geometry_instance, uint32_t p_layer_mask) {
- GeometryInstanceForward *ginstance = static_cast<GeometryInstanceForward *>(p_geometry_instance);
+void RendererSceneRenderForwardClustered::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->data->layer_mask = p_layer_mask;
- ginstance->push_constant.layer_mask = p_layer_mask;
+ ginstance->layer_mask = p_layer_mask;
}
-void RendererSceneRenderForward::geometry_instance_free(GeometryInstance *p_geometry_instance) {
- GeometryInstanceForward *ginstance = static_cast<GeometryInstanceForward *>(p_geometry_instance);
+void RendererSceneRenderForwardClustered::geometry_instance_free(GeometryInstance *p_geometry_instance) {
+ GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_geometry_instance);
ERR_FAIL_COND(!ginstance);
if (ginstance->lightmap_sh != nullptr) {
geometry_instance_lightmap_sh.free(ginstance->lightmap_sh);
@@ -3073,29 +3287,29 @@ void RendererSceneRenderForward::geometry_instance_free(GeometryInstance *p_geom
geometry_instance_alloc.free(ginstance);
}
-uint32_t RendererSceneRenderForward::geometry_instance_get_pair_mask() {
+uint32_t RendererSceneRenderForwardClustered::geometry_instance_get_pair_mask() {
return (1 << RS::INSTANCE_GI_PROBE);
}
-void RendererSceneRenderForward::geometry_instance_pair_light_instances(GeometryInstance *p_geometry_instance, const RID *p_light_instances, uint32_t p_light_instance_count) {
+void RendererSceneRenderForwardClustered::geometry_instance_pair_light_instances(GeometryInstance *p_geometry_instance, const RID *p_light_instances, uint32_t p_light_instance_count) {
}
-void RendererSceneRenderForward::geometry_instance_pair_reflection_probe_instances(GeometryInstance *p_geometry_instance, const RID *p_reflection_probe_instances, uint32_t p_reflection_probe_instance_count) {
+void RendererSceneRenderForwardClustered::geometry_instance_pair_reflection_probe_instances(GeometryInstance *p_geometry_instance, const RID *p_reflection_probe_instances, uint32_t p_reflection_probe_instance_count) {
}
-void RendererSceneRenderForward::geometry_instance_pair_decal_instances(GeometryInstance *p_geometry_instance, const RID *p_decal_instances, uint32_t p_decal_instance_count) {
+void RendererSceneRenderForwardClustered::geometry_instance_pair_decal_instances(GeometryInstance *p_geometry_instance, const RID *p_decal_instances, uint32_t p_decal_instance_count) {
}
-Transform RendererSceneRenderForward::geometry_instance_get_transform(GeometryInstance *p_instance) {
- GeometryInstanceForward *ginstance = static_cast<GeometryInstanceForward *>(p_instance);
+Transform RendererSceneRenderForwardClustered::geometry_instance_get_transform(GeometryInstance *p_instance) {
+ GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_instance);
ERR_FAIL_COND_V(!ginstance, Transform());
- return ginstance->data->transform;
+ return ginstance->transform;
}
-AABB RendererSceneRenderForward::geometry_instance_get_aabb(GeometryInstance *p_instance) {
- GeometryInstanceForward *ginstance = static_cast<GeometryInstanceForward *>(p_instance);
+AABB RendererSceneRenderForwardClustered::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 RendererSceneRenderForward::geometry_instance_pair_gi_probe_instances(GeometryInstance *p_geometry_instance, const RID *p_gi_probe_instances, uint32_t p_gi_probe_instance_count) {
- GeometryInstanceForward *ginstance = static_cast<GeometryInstanceForward *>(p_geometry_instance);
+void RendererSceneRenderForwardClustered::geometry_instance_pair_gi_probe_instances(GeometryInstance *p_geometry_instance, const RID *p_gi_probe_instances, uint32_t p_gi_probe_instance_count) {
+ GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_geometry_instance);
ERR_FAIL_COND(!ginstance);
if (p_gi_probe_instance_count > 0) {
ginstance->gi_probes[0] = p_gi_probe_instances[0];
@@ -3110,11 +3324,10 @@ void RendererSceneRenderForward::geometry_instance_pair_gi_probe_instances(Geome
}
}
-RendererSceneRenderForward::RendererSceneRenderForward(RendererStorageRD *p_storage) :
+RendererSceneRenderForwardClustered::RendererSceneRenderForwardClustered(RendererStorageRD *p_storage) :
RendererSceneRenderRD(p_storage) {
singleton = this;
low_end = is_low_end();
- storage = p_storage;
/* SCENE SHADER */
@@ -3128,7 +3341,7 @@ RendererSceneRenderForward::RendererSceneRenderForward(RendererStorageRD *p_stor
if (is_using_radiance_cubemap_array()) {
defines += "\n#define USE_RADIANCE_CUBEMAP_ARRAY \n";
}
- defines += "\n#define SDFGI_OCT_SIZE " + itos(sdfgi_get_lightprobe_octahedron_size()) + "\n";
+ defines += "\n#define SDFGI_OCT_SIZE " + itos(gi.sdfgi_get_lightprobe_octahedron_size()) + "\n";
defines += "\n#define MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS " + itos(get_max_directional_lights()) + "\n";
{
@@ -3311,7 +3524,7 @@ RendererSceneRenderForward::RendererSceneRenderForward(RendererStorageRD *p_stor
actions.render_mode_defines["cull_front"] = "#define DO_SIDE_CHECK\n";
actions.render_mode_defines["cull_disabled"] = "#define DO_SIDE_CHECK\n";
- bool force_lambert = GLOBAL_GET("rendering/quality/shading/force_lambert_over_burley");
+ bool force_lambert = GLOBAL_GET("rendering/shading/overrides/force_lambert_over_burley");
if (!force_lambert) {
actions.render_mode_defines["diffuse_burley"] = "#define DIFFUSE_BURLEY\n";
@@ -3323,7 +3536,7 @@ RendererSceneRenderForward::RendererSceneRenderForward(RendererStorageRD *p_stor
actions.render_mode_defines["sss_mode_skin"] = "#define SSS_MODE_SKIN\n";
- bool force_blinn = GLOBAL_GET("rendering/quality/shading/force_blinn_over_ggx");
+ bool force_blinn = GLOBAL_GET("rendering/shading/overrides/force_blinn_over_ggx");
if (!force_blinn) {
actions.render_mode_defines["specular_schlick_ggx"] = "#define SPECULAR_SCHLICK_GGX\n";
@@ -3349,23 +3562,18 @@ RendererSceneRenderForward::RendererSceneRenderForward(RendererStorageRD *p_stor
actions.default_filter = ShaderLanguage::FILTER_LINEAR_MIPMAP;
actions.default_repeat = ShaderLanguage::REPEAT_ENABLE;
actions.global_buffer_array_variable = "global_variables.data";
- actions.instance_uniform_index_variable = "instances.data[instance_index].instance_uniforms_ofs";
+ actions.instance_uniform_index_variable = "draw_call.instance_uniforms_ofs";
shader.compiler.initialize(actions);
}
- //render list
- render_list.max_elements = GLOBAL_DEF_RST("rendering/limits/rendering/max_renderable_elements", (int)128000);
- render_list.init();
- render_pass = 0;
-
- scene_state.uniform_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(SceneState::UBO));
-
{
//default material and shader
- default_shader = storage->shader_create();
+ default_shader = storage->shader_allocate();
+ storage->shader_initialize(default_shader);
storage->shader_set_code(default_shader, "shader_type spatial; void vertex() { ROUGHNESS = 0.8; } void fragment() { ALBEDO=vec3(0.6); ROUGHNESS=0.8; METALLIC=0.2; } \n");
- default_material = storage->material_create();
+ default_material = storage->material_allocate();
+ storage->material_initialize(default_material);
storage->material_set_shader(default_material, default_shader);
MaterialData *md = (MaterialData *)storage->material_get_data(default_material, RendererStorageRD::SHADER_TYPE_3D);
@@ -3376,14 +3584,18 @@ RendererSceneRenderForward::RendererSceneRenderForward(RendererStorageRD *p_stor
}
{
- overdraw_material_shader = storage->shader_create();
+ overdraw_material_shader = storage->shader_allocate();
+ storage->shader_initialize(overdraw_material_shader);
storage->shader_set_code(overdraw_material_shader, "shader_type spatial;\nrender_mode blend_add,unshaded;\n void fragment() { ALBEDO=vec3(0.4,0.8,0.8); ALPHA=0.2; }");
- overdraw_material = storage->material_create();
+ overdraw_material = storage->material_allocate();
+ storage->material_initialize(overdraw_material);
storage->material_set_shader(overdraw_material, overdraw_material_shader);
- wireframe_material_shader = storage->shader_create();
+ wireframe_material_shader = storage->shader_allocate();
+ storage->shader_initialize(wireframe_material_shader);
storage->shader_set_code(wireframe_material_shader, "shader_type spatial;\nrender_mode wireframe,unshaded;\n void fragment() { ALBEDO=vec3(0.0,0.0,0.0); }");
- wireframe_material = storage->material_create();
+ wireframe_material = storage->material_allocate();
+ storage->material_initialize(wireframe_material);
storage->material_set_shader(wireframe_material, wireframe_material_shader);
}
@@ -3407,15 +3619,17 @@ RendererSceneRenderForward::RendererSceneRenderForward(RendererStorageRD *p_stor
shadow_sampler = RD::get_singleton()->sampler_create(sampler);
}
- render_list_thread_threshold = GLOBAL_GET("rendering/forward_renderer/threaded_render_minimum_instances");
+ render_list_thread_threshold = GLOBAL_GET("rendering/limits/forward_renderer/threaded_render_minimum_instances");
}
-RendererSceneRenderForward::~RendererSceneRenderForward() {
+RendererSceneRenderForwardClustered::~RendererSceneRenderForwardClustered() {
directional_shadow_atlas_set_size(0);
//clear base uniform set if still valid
- if (render_pass_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(render_pass_uniform_set)) {
- RD::get_singleton()->free(render_pass_uniform_set);
+ for (uint32_t i = 0; i < render_pass_uniform_sets.size(); i++) {
+ if (render_pass_uniform_sets[i].is_valid() && RD::get_singleton()->uniform_set_is_valid(render_pass_uniform_sets[i])) {
+ RD::get_singleton()->free(render_pass_uniform_sets[i]);
+ }
}
if (sdfgi_pass_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(sdfgi_pass_uniform_set)) {
@@ -3434,9 +3648,16 @@ RendererSceneRenderForward::~RendererSceneRenderForward() {
storage->free(default_material);
{
- RD::get_singleton()->free(scene_state.uniform_buffer);
+ for (uint32_t i = 0; i < scene_state.uniform_buffers.size(); i++) {
+ RD::get_singleton()->free(scene_state.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++) {
+ if (scene_state.instance_buffer[i] != RID()) {
+ RD::get_singleton()->free(scene_state.instance_buffer[i]);
+ }
+ }
memdelete_arr(scene_state.lightmap_captures);
}
diff --git a/servers/rendering/renderer_rd/renderer_scene_render_forward.h b/servers/rendering/renderer_rd/renderer_scene_render_forward_clustered.h
index 8a6f268c46..98e2a7efcc 100644
--- a/servers/rendering/renderer_rd/renderer_scene_render_forward.h
+++ b/servers/rendering/renderer_rd/renderer_scene_render_forward_clustered.h
@@ -1,5 +1,5 @@
/*************************************************************************/
-/* renderer_scene_render_forward.h */
+/* renderer_scene_render_forward_clustered.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
@@ -28,16 +28,16 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#ifndef RENDERING_SERVER_SCENE_RENDER_FORWARD_H
-#define RENDERING_SERVER_SCENE_RENDER_FORWARD_H
+#ifndef RENDERING_SERVER_SCENE_RENDER_FORWARD_CLUSTERED_H
+#define RENDERING_SERVER_SCENE_RENDER_FORWARD_CLUSTERED_H
#include "core/templates/paged_allocator.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/renderer_storage_rd.h"
-#include "servers/rendering/renderer_rd/shaders/scene_forward.glsl.gen.h"
+#include "servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl.gen.h"
-class RendererSceneRenderForward : public RendererSceneRenderRD {
+class RendererSceneRenderForwardClustered : public RendererSceneRenderRD {
enum {
SCENE_UNIFORM_SET = 0,
RENDER_PASS_UNIFORM_SET = 1,
@@ -50,6 +50,15 @@ class RendererSceneRenderForward : public RendererSceneRenderRD {
MAX_GI_PROBES = 8,
MAX_LIGHTMAPS = 8,
MAX_GI_PROBES_PER_INSTANCE = 2,
+ INSTANCE_DATA_BUFFER_MIN_SIZE = 4096
+ };
+
+ enum RenderListType {
+ RENDER_LIST_OPAQUE, //used for opaque objects
+ RENDER_LIST_ALPHA, //used for transparent objects
+ RENDER_LIST_SECONDARY, //used for shadows and other objects
+ RENDER_LIST_MAX
+
};
/* Scene Shader */
@@ -70,12 +79,10 @@ class RendererSceneRenderForward : public RendererSceneRenderRD {
};
struct {
- SceneForwardShaderRD scene_shader;
+ SceneForwardClusteredShaderRD scene_shader;
ShaderCompilerRD compiler;
} shader;
- RendererStorageRD *storage;
-
/* Material */
struct ShaderData : public RendererStorageRD::ShaderData {
@@ -169,13 +176,15 @@ class RendererSceneRenderForward : public RendererSceneRenderRD {
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;
+
ShaderData();
virtual ~ShaderData();
};
RendererStorageRD::ShaderData *_create_shader_func();
static RendererStorageRD::ShaderData *_create_shader_funcs() {
- return static_cast<RendererSceneRenderForward *>(singleton)->_create_shader_func();
+ return static_cast<RendererSceneRenderForwardClustered *>(singleton)->_create_shader_func();
}
struct MaterialData : public RendererStorageRD::MaterialData {
@@ -197,7 +206,7 @@ class RendererSceneRenderForward : public RendererSceneRenderRD {
RendererStorageRD::MaterialData *_create_material_func(ShaderData *p_shader);
static RendererStorageRD::MaterialData *_create_material_funcs(RendererStorageRD::ShaderData *p_shader) {
- return static_cast<RendererSceneRenderForward *>(singleton)->_create_material_func(static_cast<ShaderData *>(p_shader));
+ return static_cast<RendererSceneRenderForwardClustered *>(singleton)->_create_material_func(static_cast<ShaderData *>(p_shader));
}
/* Framebuffer */
@@ -211,9 +220,6 @@ class RendererSceneRenderForward : public RendererSceneRenderRD {
RID normal_roughness_buffer;
RID giprobe_buffer;
- RID ambient_buffer;
- RID reflection_buffer;
-
RS::ViewportMSAA msaa;
RD::TextureSamples texture_samples;
@@ -234,7 +240,6 @@ class RendererSceneRenderForward : public RendererSceneRenderRD {
RID render_sdfgi_uniform_set;
void ensure_specular();
- void ensure_gi();
void ensure_giprobe();
void clear();
virtual void configure(RID p_color_buffer, RID p_depth_buffer, int p_width, int p_height, RS::ViewportMSAA p_msaa);
@@ -247,7 +252,7 @@ class RendererSceneRenderForward : public RendererSceneRenderRD {
RID shadow_sampler;
RID render_base_uniform_set;
- RID render_pass_uniform_set;
+ LocalVector<RID> render_pass_uniform_sets;
RID sdfgi_pass_uniform_set;
uint64_t lightmap_texture_array_version = 0xFFFFFFFF;
@@ -256,12 +261,61 @@ class RendererSceneRenderForward : public RendererSceneRenderRD {
void _render_buffers_clear_uniform_set(RenderBufferDataForward *rb);
virtual void _render_buffers_uniform_set_changed(RID p_render_buffers);
virtual RID _render_buffers_get_normal_texture(RID p_render_buffers);
- virtual RID _render_buffers_get_ambient_texture(RID p_render_buffers);
- virtual RID _render_buffers_get_reflection_texture(RID p_render_buffers);
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);
- RID _setup_render_pass_uniform_set(RID p_render_buffers, RID p_radiance_texture, RID p_shadow_atlas, RID p_reflection_atlas, const PagedArray<RID> &p_gi_probes, const PagedArray<RID> &p_lightmaps);
+ RID _setup_render_pass_uniform_set(RenderListType p_render_list, RID p_render_buffers, RID p_radiance_texture, RID p_shadow_atlas, RID p_reflection_atlas, RID p_cluster_buffer, const PagedArray<RID> &p_gi_probes, const PagedArray<RID> &p_lightmaps, bool p_use_directional_shadow_atlas = false, int p_index = 0);
+
+ enum PassMode {
+ PASS_MODE_COLOR,
+ PASS_MODE_COLOR_SPECULAR,
+ PASS_MODE_COLOR_TRANSPARENT,
+ PASS_MODE_SHADOW,
+ PASS_MODE_SHADOW_DP,
+ PASS_MODE_DEPTH,
+ PASS_MODE_DEPTH_NORMAL_ROUGHNESS,
+ PASS_MODE_DEPTH_NORMAL_ROUGHNESS_GIPROBE,
+ PASS_MODE_DEPTH_MATERIAL,
+ PASS_MODE_SDF,
+ };
+
+ struct GeometryInstanceSurfaceDataCache;
+ struct RenderElementInfo;
+
+ struct RenderListParameters {
+ GeometryInstanceSurfaceDataCache **elements = nullptr;
+ RenderElementInfo *element_info = nullptr;
+ int element_count = 0;
+ bool reverse_cull = false;
+ PassMode pass_mode = PASS_MODE_COLOR;
+ bool no_gi = false;
+ RID render_pass_uniform_set;
+ bool force_wireframe = false;
+ Vector2 uv_offset;
+ Plane lod_plane;
+ float lod_distance_multiplier = 0.0;
+ float screen_lod_threshold = 0.0;
+ RD::FramebufferFormatID framebuffer_format = 0;
+ uint32_t element_offset = 0;
+ uint32_t barrier = RD::BARRIER_MASK_ALL;
+
+ RenderListParameters(GeometryInstanceSurfaceDataCache **p_elements, RenderElementInfo *p_element_info, int p_element_count, bool p_reverse_cull, PassMode p_pass_mode, bool p_no_gi, RID p_render_pass_uniform_set, bool p_force_wireframe = false, const Vector2 &p_uv_offset = Vector2(), const Plane &p_lod_plane = Plane(), float p_lod_distance_multiplier = 0.0, float p_screen_lod_threshold = 0.0, uint32_t p_element_offset = 0, uint32_t p_barrier = RD::BARRIER_MASK_ALL) {
+ elements = p_elements;
+ element_info = p_element_info;
+ element_count = p_element_count;
+ reverse_cull = p_reverse_cull;
+ pass_mode = p_pass_mode;
+ no_gi = p_no_gi;
+ render_pass_uniform_set = p_render_pass_uniform_set;
+ force_wireframe = p_force_wireframe;
+ uv_offset = p_uv_offset;
+ lod_plane = p_lod_plane;
+ lod_distance_multiplier = p_lod_distance_multiplier;
+ screen_lod_threshold = p_screen_lod_threshold;
+ element_offset = p_element_offset;
+ barrier = p_barrier;
+ }
+ };
struct LightmapData {
float normal_xform[12];
@@ -298,6 +352,11 @@ class RendererSceneRenderForward : public RendererSceneRenderRD {
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];
@@ -366,9 +425,24 @@ class RendererSceneRenderForward : public RendererSceneRenderRD {
uint32_t pancake_shadows;
};
+ struct PushConstant {
+ uint32_t base_index; //
+ uint32_t uv_offset; //packed
+ uint32_t pad[2];
+ };
+
+ struct InstanceData {
+ float transform[16];
+ uint32_t flags;
+ uint32_t instance_uniforms_ofs; //base offset in global buffer for instance variables
+ uint32_t gi_offset; //GI information when using lightmapping (VCT or lightmap index)
+ uint32_t layer_mask;
+ float lightmap_uv_scale[4];
+ };
+
UBO ubo;
- RID uniform_buffer;
+ LocalVector<RID> uniform_buffers;
LightmapData lightmaps[MAX_LIGHTMAPS];
RID lightmap_ids[MAX_LIGHTMAPS];
@@ -377,6 +451,10 @@ class RendererSceneRenderForward : public RendererSceneRenderRD {
uint32_t max_lightmaps;
RID lightmap_buffer;
+ RID instance_buffer[RENDER_LIST_MAX];
+ uint32_t instance_buffer_size[RENDER_LIST_MAX] = { 0, 0, 0 };
+ LocalVector<InstanceData> instance_data[RENDER_LIST_MAX];
+
LightmapCaptureData *lightmap_captures;
uint32_t max_lightmap_captures;
RID lightmap_capture_buffer;
@@ -389,11 +467,29 @@ class RendererSceneRenderForward : public RendererSceneRenderRD {
bool used_depth_texture = false;
bool used_sss = false;
+ struct ShadowPass {
+ uint32_t element_from;
+ uint32_t element_count;
+ bool flip_cull;
+ PassMode pass_mode;
+
+ RID rp_uniform_set;
+ Plane camera_plane;
+ float lod_distance_multiplier;
+ float screen_lod_threshold;
+
+ RID framebuffer;
+ RD::InitialAction initial_depth_action;
+ RD::FinalAction final_depth_action;
+ Rect2i rect;
+ };
+
+ LocalVector<ShadowPass> shadow_passes;
+
} scene_state;
- static RendererSceneRenderForward *singleton;
- uint64_t render_pass;
- double time;
+ static RendererSceneRenderForwardClustered *singleton;
+
RID default_shader;
RID default_material;
RID overdraw_material_shader;
@@ -406,51 +502,15 @@ class RendererSceneRenderForward : public RendererSceneRenderRD {
RID default_vec4_xform_buffer;
RID default_vec4_xform_uniform_set;
- enum PassMode {
- PASS_MODE_COLOR,
- PASS_MODE_COLOR_SPECULAR,
- PASS_MODE_COLOR_TRANSPARENT,
- PASS_MODE_SHADOW,
- PASS_MODE_SHADOW_DP,
- PASS_MODE_DEPTH,
- PASS_MODE_DEPTH_NORMAL_ROUGHNESS,
- PASS_MODE_DEPTH_NORMAL_ROUGHNESS_GIPROBE,
- PASS_MODE_DEPTH_MATERIAL,
- PASS_MODE_SDF,
- };
-
- void _setup_environment(RID p_environment, RID p_render_buffers, const CameraMatrix &p_cam_projection, const Transform &p_cam_transform, RID p_reflection_probe, bool p_no_fog, const Size2 &p_screen_pixel_size, RID p_shadow_atlas, bool p_flip_y, const Color &p_default_bg_color, float p_znear, float p_zfar, bool p_opaque_render_buffers = false, bool p_pancake_shadows = false);
+ void _setup_environment(RID p_environment, RID p_render_buffers, const CameraMatrix &p_cam_projection, const Transform &p_cam_transform, RID p_reflection_probe, bool p_no_fog, const Size2i &p_screen_size, uint32_t p_cluster_size, uint32_t p_max_cluster_elements, RID p_shadow_atlas, bool p_flip_y, const Color &p_default_bg_color, float p_znear, float p_zfar, bool p_opaque_render_buffers = false, bool p_pancake_shadows = false, int p_index = 0);
void _setup_giprobes(const PagedArray<RID> &p_giprobes);
void _setup_lightmaps(const PagedArray<RID> &p_lightmaps, const Transform &p_cam_transform);
- struct GeometryInstanceSurfaceDataCache;
-
- struct RenderListParameters {
- GeometryInstanceSurfaceDataCache **elements = nullptr;
- int element_count = 0;
- bool reverse_cull = false;
- PassMode pass_mode = PASS_MODE_COLOR;
- bool no_gi = false;
- RID render_pass_uniform_set;
- bool force_wireframe = false;
- Vector2 uv_offset;
- Plane lod_plane;
- float lod_distance_multiplier = 0.0;
- float screen_lod_threshold = 0.0;
- RD::FramebufferFormatID framebuffer_format = 0;
- RenderListParameters(GeometryInstanceSurfaceDataCache **p_elements, int p_element_count, bool p_reverse_cull, PassMode p_pass_mode, bool p_no_gi, RID p_render_pass_uniform_set, bool p_force_wireframe = false, const Vector2 &p_uv_offset = Vector2(), const Plane &p_lod_plane = Plane(), float p_lod_distance_multiplier = 0.0, float p_screen_lod_threshold = 0.0) {
- elements = p_elements;
- element_count = p_element_count;
- reverse_cull = p_reverse_cull;
- pass_mode = p_pass_mode;
- no_gi = p_no_gi;
- render_pass_uniform_set = p_render_pass_uniform_set;
- force_wireframe = p_force_wireframe;
- uv_offset = p_uv_offset;
- lod_plane = p_lod_plane;
- lod_distance_multiplier = p_lod_distance_multiplier;
- screen_lod_threshold = p_screen_lod_threshold;
- }
+ struct RenderElementInfo {
+ uint32_t repeat : 22;
+ uint32_t uses_lightmap : 1;
+ uint32_t uses_forward_gi : 1;
+ uint32_t lod_index : 8;
};
template <PassMode p_pass_mode>
@@ -464,12 +524,14 @@ class RendererSceneRenderForward : public RendererSceneRenderRD {
uint32_t render_list_thread_threshold = 500;
- void _fill_render_list(const PagedArray<GeometryInstance *> &p_instances, PassMode p_pass_mode, const CameraMatrix &p_cam_projection, const Transform &p_cam_transform, bool p_using_sdfgi = false, bool p_using_opaque_gi = false);
+ void _update_instance_data_buffer(RenderListType p_render_list);
+ void _fill_instance_data(RenderListType p_render_list, 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 PagedArray<GeometryInstance *> &p_instances, PassMode p_pass_mode, const CameraMatrix &p_cam_projection, const Transform &p_cam_transform, bool p_using_sdfgi = false, bool p_using_opaque_gi = false, const Plane &p_lod_camera_plane = Plane(), float p_lod_distance_multiplier = 0.0, float p_screen_lod_threshold = 0.0, bool p_append = false);
Map<Size2i, RID> sdfgi_framebuffer_size_cache;
struct GeometryInstanceData;
- struct GeometryInstanceForward;
+ struct GeometryInstanceForwardClustered;
struct GeometryInstanceLightmapSH {
Color sh[9];
@@ -492,14 +554,17 @@ class RendererSceneRenderForward : public RendererSceneRenderRD {
union {
struct {
- uint32_t geometry_id;
- uint32_t material_id;
- uint32_t shader_id;
- uint32_t surface_type : 4;
- uint32_t uses_forward_gi : 1; //set during addition
- uint32_t uses_lightmap : 1; //set during addition
- uint32_t depth_layer : 4; //set during addition
- uint32_t priority : 8;
+ uint64_t lod_index : 8;
+ uint64_t surface_index : 10;
+ uint64_t geometry_id : 32;
+ uint64_t material_id_low : 14;
+
+ uint64_t material_id_hi : 18;
+ uint64_t shader_id : 32;
+ uint64_t uses_forward_gi : 1;
+ uint64_t uses_lightmap : 1;
+ uint64_t depth_layer : 4;
+ uint64_t priority : 8;
};
struct {
uint64_t sort_key1;
@@ -520,10 +585,10 @@ class RendererSceneRenderForward : public RendererSceneRenderRD {
ShaderData *shader_shadow = nullptr;
GeometryInstanceSurfaceDataCache *next = nullptr;
- GeometryInstanceForward *owner = nullptr;
+ GeometryInstanceForwardClustered *owner = nullptr;
};
- struct GeometryInstanceForward : public GeometryInstance {
+ struct GeometryInstanceForwardClustered : public GeometryInstance {
//used during rendering
bool mirror = false;
bool non_uniform_scale = false;
@@ -531,25 +596,25 @@ class RendererSceneRenderForward : public RendererSceneRenderRD {
float lod_model_scale = 1.0;
AABB transformed_aabb; //needed for LOD
float depth = 0;
- struct PushConstant {
- float transform[16];
- uint32_t flags;
- uint32_t instance_uniforms_ofs; //base offset in global buffer for instance variables
- uint32_t gi_offset; //GI information when using lightmapping (VCT or lightmap index)
- uint32_t layer_mask;
- float lightmap_uv_scale[4];
- } push_constant;
+ 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;
RID mesh_instance;
bool can_sdfgi = false;
//used during setup
uint32_t base_flags = 0;
+ Transform transform;
RID gi_probes[MAX_GI_PROBES_PER_INSTANCE];
RID lightmap_instance;
GeometryInstanceLightmapSH *lightmap_sh = nullptr;
GeometryInstanceSurfaceDataCache *surface_caches = nullptr;
- SelfList<GeometryInstanceForward> dirty_list_element;
+ SelfList<GeometryInstanceForwardClustered> dirty_list_element;
struct Data {
//data used less often goes into regular heap
@@ -557,21 +622,14 @@ class RendererSceneRenderForward : public RendererSceneRenderRD {
RS::InstanceType base_type;
RID skeleton;
-
- uint32_t layer_mask = 1;
-
Vector<RID> surface_materials;
RID material_override;
- Transform transform;
AABB aabb;
- int32_t shader_parameters_offset = -1;
bool use_dynamic_gi = false;
bool use_baked_light = false;
- bool cast_double_sided_shaodows = false;
+ bool cast_double_sided_shadows = false;
bool mirror = false;
- Rect2 lightmap_uv_scale;
- uint32_t lightmap_slice_index = 0;
bool dirty_dependencies = false;
RendererStorage::DependencyTracker dependency_tracker;
@@ -579,21 +637,21 @@ class RendererSceneRenderForward : public RendererSceneRenderRD {
Data *data = nullptr;
- GeometryInstanceForward() :
+ GeometryInstanceForwardClustered() :
dirty_list_element(this) {}
};
static void _geometry_instance_dependency_changed(RendererStorage::DependencyChangedNotification p_notification, RendererStorage::DependencyTracker *p_tracker);
static void _geometry_instance_dependency_deleted(const RID &p_dependency, RendererStorage::DependencyTracker *p_tracker);
- SelfList<GeometryInstanceForward>::List geometry_instance_dirty_list;
+ SelfList<GeometryInstanceForwardClustered>::List geometry_instance_dirty_list;
- PagedAllocator<GeometryInstanceForward> geometry_instance_alloc;
+ PagedAllocator<GeometryInstanceForwardClustered> geometry_instance_alloc;
PagedAllocator<GeometryInstanceSurfaceDataCache> geometry_instance_surface_alloc;
PagedAllocator<GeometryInstanceLightmapSH> geometry_instance_lightmap_sh;
- void _geometry_instance_add_surface_with_material(GeometryInstanceForward *ginstance, uint32_t p_surface, MaterialData *p_material, uint32_t p_material_id, uint32_t p_shader_id, RID p_mesh);
- void _geometry_instance_add_surface(GeometryInstanceForward *ginstance, uint32_t p_surface, RID p_material, RID p_mesh);
+ void _geometry_instance_add_surface_with_material(GeometryInstanceForwardClustered *ginstance, uint32_t p_surface, MaterialData *p_material, uint32_t p_material_id, uint32_t p_shader_id, 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 _update_dirty_geometry_instances();
@@ -603,16 +661,12 @@ class RendererSceneRenderForward : public RendererSceneRenderRD {
/* Render List */
struct RenderList {
- int max_elements;
-
- GeometryInstanceSurfaceDataCache **elements = nullptr;
-
- int element_count;
- int alpha_element_count;
+ LocalVector<GeometryInstanceSurfaceDataCache *> elements;
+ LocalVector<RenderElementInfo> element_info;
void clear() {
- element_count = 0;
- alpha_element_count = 0;
+ elements.clear();
+ element_info.clear();
}
//should eventually be replaced by radix
@@ -623,13 +677,14 @@ class RendererSceneRenderForward : public RendererSceneRenderRD {
}
};
- void sort_by_key(bool p_alpha) {
+ void sort_by_key() {
SortArray<GeometryInstanceSurfaceDataCache *, SortByKey> sorter;
- if (p_alpha) {
- sorter.sort(&elements[max_elements - alpha_element_count], alpha_element_count);
- } else {
- sorter.sort(elements, element_count);
- }
+ sorter.sort(elements.ptr(), elements.size());
+ }
+
+ void sort_by_key_range(uint32_t p_from, uint32_t p_size) {
+ SortArray<GeometryInstanceSurfaceDataCache *, SortByKey> sorter;
+ sorter.sort(elements.ptr() + p_from, p_size);
}
struct SortByDepth {
@@ -638,14 +693,10 @@ class RendererSceneRenderForward : public RendererSceneRenderRD {
}
};
- void sort_by_depth(bool p_alpha) { //used for shadows
+ void sort_by_depth() { //used for shadows
SortArray<GeometryInstanceSurfaceDataCache *, SortByDepth> sorter;
- if (p_alpha) {
- sorter.sort(&elements[max_elements - alpha_element_count], alpha_element_count);
- } else {
- sorter.sort(elements, element_count);
- }
+ sorter.sort(elements.ptr(), elements.size());
}
struct SortByReverseDepthAndPriority {
@@ -657,50 +708,24 @@ class RendererSceneRenderForward : public RendererSceneRenderRD {
void sort_by_reverse_depth_and_priority(bool p_alpha) { //used for alpha
SortArray<GeometryInstanceSurfaceDataCache *, SortByReverseDepthAndPriority> sorter;
- if (p_alpha) {
- sorter.sort(&elements[max_elements - alpha_element_count], alpha_element_count);
- } else {
- sorter.sort(elements, element_count);
- }
+ sorter.sort(elements.ptr(), elements.size());
}
_FORCE_INLINE_ void add_element(GeometryInstanceSurfaceDataCache *p_element) {
- if (element_count + alpha_element_count >= max_elements) {
- return;
- }
- elements[element_count] = p_element;
- element_count++;
- }
-
- _FORCE_INLINE_ void add_alpha_element(GeometryInstanceSurfaceDataCache *p_element) {
- if (element_count + alpha_element_count >= max_elements) {
- return;
- }
- int idx = max_elements - alpha_element_count - 1;
- elements[idx] = p_element;
- alpha_element_count++;
- }
-
- void init() {
- element_count = 0;
- alpha_element_count = 0;
- elements = memnew_arr(GeometryInstanceSurfaceDataCache *, max_elements);
- }
-
- RenderList() {
- max_elements = 0;
- }
-
- ~RenderList() {
- memdelete_arr(elements);
+ elements.push_back(p_element);
}
};
- RenderList render_list;
+ RenderList render_list[RENDER_LIST_MAX];
protected:
- virtual void _render_scene(RID p_render_buffer, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, int p_directional_light_count, const PagedArray<RID> &p_gi_probes, const PagedArray<RID> &p_lightmaps, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, const Color &p_default_bg_color, float p_lod_threshold);
- virtual void _render_shadow(RID p_framebuffer, const PagedArray<GeometryInstance *> &p_instances, const CameraMatrix &p_projection, const Transform &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_lod_threshold = 0.0);
+ virtual void _render_scene(RID p_render_buffer, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, const PagedArray<RID> &p_gi_probes, const PagedArray<RID> &p_lightmaps, RID p_environment, RID p_cluster_buffer, uint32_t p_cluster_size, uint32_t p_max_cluster_elements, RID p_camera_effects, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, const Color &p_default_bg_color, float p_lod_threshold);
+
+ virtual void _render_shadow_begin();
+ virtual void _render_shadow_append(RID p_framebuffer, const PagedArray<GeometryInstance *> &p_instances, const CameraMatrix &p_projection, const Transform &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_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);
+ virtual void _render_shadow_process();
+ virtual void _render_shadow_end(uint32_t p_barrier = RD::BARRIER_MASK_ALL);
+
virtual void _render_material(const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region);
virtual void _render_uv2(const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region);
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);
@@ -733,11 +758,9 @@ public:
virtual void geometry_instance_pair_decal_instances(GeometryInstance *p_geometry_instance, const RID *p_decal_instances, uint32_t p_decal_instance_count);
virtual void geometry_instance_pair_gi_probe_instances(GeometryInstance *p_geometry_instance, const RID *p_gi_probe_instances, uint32_t p_gi_probe_instance_count);
- virtual void set_time(double p_time, double p_step);
-
virtual bool free(RID p_rid);
- RendererSceneRenderForward(RendererStorageRD *p_storage);
- ~RendererSceneRenderForward();
+ RendererSceneRenderForwardClustered(RendererStorageRD *p_storage);
+ ~RendererSceneRenderForwardClustered();
};
-#endif // RASTERIZER_SCENE_HIGHEND_RD_H
+#endif // !RENDERING_SERVER_SCENE_RENDER_FORWARD_CLUSTERED_H
diff --git a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
index dad08179e7..4cf296f0db 100644
--- a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
@@ -35,8 +35,6 @@
#include "renderer_compositor_rd.h"
#include "servers/rendering/rendering_server_default.h"
-uint64_t RendererSceneRenderRD::auto_exposure_counter = 2;
-
void get_vogel_disk(float *r_kernel, int p_sample_count) {
const float golden_angle = 2.4;
@@ -49,975 +47,42 @@ void get_vogel_disk(float *r_kernel, int p_sample_count) {
}
}
-void RendererSceneRenderRD::_clear_reflection_data(ReflectionData &rd) {
- rd.layers.clear();
- rd.radiance_base_cubemap = RID();
- if (rd.downsampled_radiance_cubemap.is_valid()) {
- RD::get_singleton()->free(rd.downsampled_radiance_cubemap);
- }
- rd.downsampled_radiance_cubemap = RID();
- rd.downsampled_layer.mipmaps.clear();
- rd.coefficient_buffer = RID();
-}
-
-void RendererSceneRenderRD::_update_reflection_data(ReflectionData &rd, int p_size, int p_mipmaps, bool p_use_array, RID p_base_cube, int p_base_layer, bool p_low_quality) {
- //recreate radiance and all data
-
- int mipmaps = p_mipmaps;
- uint32_t w = p_size, h = p_size;
-
- if (p_use_array) {
- int layers = p_low_quality ? 8 : roughness_layers;
-
- for (int i = 0; i < layers; i++) {
- ReflectionData::Layer layer;
- uint32_t mmw = w;
- uint32_t mmh = h;
- layer.mipmaps.resize(mipmaps);
- layer.views.resize(mipmaps);
- for (int j = 0; j < mipmaps; j++) {
- ReflectionData::Layer::Mipmap &mm = layer.mipmaps.write[j];
- mm.size.width = mmw;
- mm.size.height = mmh;
- for (int k = 0; k < 6; k++) {
- mm.views[k] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_base_cube, p_base_layer + i * 6 + k, j);
- Vector<RID> fbtex;
- fbtex.push_back(mm.views[k]);
- mm.framebuffers[k] = RD::get_singleton()->framebuffer_create(fbtex);
- }
-
- layer.views.write[j] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_base_cube, p_base_layer + i * 6, j, RD::TEXTURE_SLICE_CUBEMAP);
-
- mmw = MAX(1, mmw >> 1);
- mmh = MAX(1, mmh >> 1);
- }
-
- rd.layers.push_back(layer);
- }
-
- } else {
- mipmaps = p_low_quality ? 8 : mipmaps;
- //regular cubemap, lower quality (aliasing, less memory)
- ReflectionData::Layer layer;
- uint32_t mmw = w;
- uint32_t mmh = h;
- layer.mipmaps.resize(mipmaps);
- layer.views.resize(mipmaps);
- for (int j = 0; j < mipmaps; j++) {
- ReflectionData::Layer::Mipmap &mm = layer.mipmaps.write[j];
- mm.size.width = mmw;
- mm.size.height = mmh;
- for (int k = 0; k < 6; k++) {
- mm.views[k] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_base_cube, p_base_layer + k, j);
- Vector<RID> fbtex;
- fbtex.push_back(mm.views[k]);
- mm.framebuffers[k] = RD::get_singleton()->framebuffer_create(fbtex);
- }
-
- layer.views.write[j] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_base_cube, p_base_layer, j, RD::TEXTURE_SLICE_CUBEMAP);
-
- mmw = MAX(1, mmw >> 1);
- mmh = MAX(1, mmh >> 1);
- }
-
- rd.layers.push_back(layer);
- }
-
- rd.radiance_base_cubemap = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_base_cube, p_base_layer, 0, RD::TEXTURE_SLICE_CUBEMAP);
-
- RD::TextureFormat tf;
- tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
- tf.width = 64; // Always 64x64
- tf.height = 64;
- tf.texture_type = RD::TEXTURE_TYPE_CUBE;
- tf.array_layers = 6;
- tf.mipmaps = 7;
- tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
-
- rd.downsampled_radiance_cubemap = RD::get_singleton()->texture_create(tf, RD::TextureView());
- {
- uint32_t mmw = 64;
- uint32_t mmh = 64;
- rd.downsampled_layer.mipmaps.resize(7);
- for (int j = 0; j < rd.downsampled_layer.mipmaps.size(); j++) {
- ReflectionData::DownsampleLayer::Mipmap &mm = rd.downsampled_layer.mipmaps.write[j];
- mm.size.width = mmw;
- mm.size.height = mmh;
- mm.view = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rd.downsampled_radiance_cubemap, 0, j, RD::TEXTURE_SLICE_CUBEMAP);
-
- mmw = MAX(1, mmw >> 1);
- mmh = MAX(1, mmh >> 1);
- }
- }
-}
-
-void RendererSceneRenderRD::_create_reflection_fast_filter(ReflectionData &rd, bool p_use_arrays) {
- storage->get_effects()->cubemap_downsample(rd.radiance_base_cubemap, rd.downsampled_layer.mipmaps[0].view, rd.downsampled_layer.mipmaps[0].size);
-
- for (int i = 1; i < rd.downsampled_layer.mipmaps.size(); i++) {
- storage->get_effects()->cubemap_downsample(rd.downsampled_layer.mipmaps[i - 1].view, rd.downsampled_layer.mipmaps[i].view, rd.downsampled_layer.mipmaps[i].size);
- }
-
- Vector<RID> views;
- if (p_use_arrays) {
- for (int i = 1; i < rd.layers.size(); i++) {
- views.push_back(rd.layers[i].views[0]);
- }
- } else {
- for (int i = 1; i < rd.layers[0].views.size(); i++) {
- views.push_back(rd.layers[0].views[i]);
- }
- }
-
- storage->get_effects()->cubemap_filter(rd.downsampled_radiance_cubemap, views, p_use_arrays);
-}
-
-void RendererSceneRenderRD::_create_reflection_importance_sample(ReflectionData &rd, bool p_use_arrays, int p_cube_side, int p_base_layer) {
- if (p_use_arrays) {
- //render directly to the layers
- storage->get_effects()->cubemap_roughness(rd.radiance_base_cubemap, rd.layers[p_base_layer].views[0], p_cube_side, sky_ggx_samples_quality, float(p_base_layer) / (rd.layers.size() - 1.0), rd.layers[p_base_layer].mipmaps[0].size.x);
- } else {
- storage->get_effects()->cubemap_roughness(rd.layers[0].views[p_base_layer - 1], rd.layers[0].views[p_base_layer], p_cube_side, sky_ggx_samples_quality, float(p_base_layer) / (rd.layers[0].mipmaps.size() - 1.0), rd.layers[0].mipmaps[p_base_layer].size.x);
- }
-}
-
-void RendererSceneRenderRD::_update_reflection_mipmaps(ReflectionData &rd, int p_start, int p_end) {
- for (int i = p_start; i < p_end; i++) {
- for (int j = 0; j < rd.layers[i].mipmaps.size() - 1; j++) {
- for (int k = 0; k < 6; k++) {
- RID view = rd.layers[i].mipmaps[j].views[k];
- RID texture = rd.layers[i].mipmaps[j + 1].views[k];
- Size2i size = rd.layers[i].mipmaps[j + 1].size;
- storage->get_effects()->make_mipmap(view, texture, size);
- }
- }
- }
-}
-
-void RendererSceneRenderRD::_sdfgi_erase(RenderBuffers *rb) {
- for (uint32_t i = 0; i < rb->sdfgi->cascades.size(); i++) {
- const SDFGI::Cascade &c = rb->sdfgi->cascades[i];
- RD::get_singleton()->free(c.light_data);
- RD::get_singleton()->free(c.light_aniso_0_tex);
- RD::get_singleton()->free(c.light_aniso_1_tex);
- RD::get_singleton()->free(c.sdf_tex);
- RD::get_singleton()->free(c.solid_cell_dispatch_buffer);
- RD::get_singleton()->free(c.solid_cell_buffer);
- RD::get_singleton()->free(c.lightprobe_history_tex);
- RD::get_singleton()->free(c.lightprobe_average_tex);
- RD::get_singleton()->free(c.lights_buffer);
- }
-
- RD::get_singleton()->free(rb->sdfgi->render_albedo);
- RD::get_singleton()->free(rb->sdfgi->render_emission);
- RD::get_singleton()->free(rb->sdfgi->render_emission_aniso);
-
- RD::get_singleton()->free(rb->sdfgi->render_sdf[0]);
- RD::get_singleton()->free(rb->sdfgi->render_sdf[1]);
-
- RD::get_singleton()->free(rb->sdfgi->render_sdf_half[0]);
- RD::get_singleton()->free(rb->sdfgi->render_sdf_half[1]);
-
- for (int i = 0; i < 8; i++) {
- RD::get_singleton()->free(rb->sdfgi->render_occlusion[i]);
- }
-
- RD::get_singleton()->free(rb->sdfgi->render_geom_facing);
-
- RD::get_singleton()->free(rb->sdfgi->lightprobe_data);
- RD::get_singleton()->free(rb->sdfgi->lightprobe_history_scroll);
- RD::get_singleton()->free(rb->sdfgi->occlusion_data);
- RD::get_singleton()->free(rb->sdfgi->ambient_texture);
-
- RD::get_singleton()->free(rb->sdfgi->cascades_ubo);
-
- memdelete(rb->sdfgi);
-
- rb->sdfgi = nullptr;
-}
-
-const Vector3i RendererSceneRenderRD::SDFGI::Cascade::DIRTY_ALL = Vector3i(0x7FFFFFFF, 0x7FFFFFFF, 0x7FFFFFFF);
-
void RendererSceneRenderRD::sdfgi_update(RID p_render_buffers, RID p_environment, const Vector3 &p_world_position) {
- Environment *env = environment_owner.getornull(p_environment);
+ RendererSceneEnvironmentRD *env = environment_owner.getornull(p_environment);
RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
bool needs_sdfgi = env && env->sdfgi_enabled;
if (!needs_sdfgi) {
if (rb->sdfgi != nullptr) {
//erase it
- _sdfgi_erase(rb);
+ rb->sdfgi->erase();
+ memdelete(rb->sdfgi);
+ rb->sdfgi = nullptr;
+
_render_buffers_uniform_set_changed(p_render_buffers);
}
return;
}
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[sdfgi_frames_to_converge];
+ uint32_t requested_history_size = history_frames_to_converge[gi.sdfgi_frames_to_converge];
if (rb->sdfgi && (rb->sdfgi->cascade_mode != 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)) {
//configuration changed, erase
- _sdfgi_erase(rb);
+ rb->sdfgi->erase();
+ memdelete(rb->sdfgi);
+ rb->sdfgi = nullptr;
}
- SDFGI *sdfgi = rb->sdfgi;
+ RendererSceneGIRD::SDFGI *sdfgi = rb->sdfgi;
if (sdfgi == nullptr) {
- //re-create
- rb->sdfgi = memnew(SDFGI);
- sdfgi = rb->sdfgi;
- sdfgi->cascade_mode = env->sdfgi_cascades;
- sdfgi->min_cell_size = env->sdfgi_min_cell_size;
- sdfgi->uses_occlusion = env->sdfgi_use_occlusion;
- sdfgi->y_scale_mode = env->sdfgi_y_scale;
- static const float y_scale[3] = { 1.0, 1.5, 2.0 };
- sdfgi->y_mult = y_scale[sdfgi->y_scale_mode];
- static const int cascasde_size[3] = { 4, 6, 8 };
- sdfgi->cascades.resize(cascasde_size[sdfgi->cascade_mode]);
- sdfgi->probe_axis_count = SDFGI::PROBE_DIVISOR + 1;
- sdfgi->solid_cell_ratio = sdfgi_solid_cell_ratio;
- sdfgi->solid_cell_count = uint32_t(float(sdfgi->cascade_size * sdfgi->cascade_size * sdfgi->cascade_size) * sdfgi->solid_cell_ratio);
-
- float base_cell_size = sdfgi->min_cell_size;
-
- RD::TextureFormat tf_sdf;
- tf_sdf.format = RD::DATA_FORMAT_R8_UNORM;
- tf_sdf.width = sdfgi->cascade_size; // Always 64x64
- tf_sdf.height = sdfgi->cascade_size;
- tf_sdf.depth = sdfgi->cascade_size;
- tf_sdf.texture_type = RD::TEXTURE_TYPE_3D;
- tf_sdf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
-
- {
- RD::TextureFormat tf_render = tf_sdf;
- tf_render.format = RD::DATA_FORMAT_R16_UINT;
- sdfgi->render_albedo = RD::get_singleton()->texture_create(tf_render, RD::TextureView());
- tf_render.format = RD::DATA_FORMAT_R32_UINT;
- sdfgi->render_emission = RD::get_singleton()->texture_create(tf_render, RD::TextureView());
- sdfgi->render_emission_aniso = RD::get_singleton()->texture_create(tf_render, RD::TextureView());
-
- tf_render.format = RD::DATA_FORMAT_R8_UNORM; //at least its easy to visualize
-
- for (int i = 0; i < 8; i++) {
- sdfgi->render_occlusion[i] = RD::get_singleton()->texture_create(tf_render, RD::TextureView());
- }
-
- tf_render.format = RD::DATA_FORMAT_R32_UINT;
- sdfgi->render_geom_facing = RD::get_singleton()->texture_create(tf_render, RD::TextureView());
-
- tf_render.format = RD::DATA_FORMAT_R8G8B8A8_UINT;
- sdfgi->render_sdf[0] = RD::get_singleton()->texture_create(tf_render, RD::TextureView());
- sdfgi->render_sdf[1] = RD::get_singleton()->texture_create(tf_render, RD::TextureView());
-
- tf_render.width /= 2;
- tf_render.height /= 2;
- tf_render.depth /= 2;
-
- sdfgi->render_sdf_half[0] = RD::get_singleton()->texture_create(tf_render, RD::TextureView());
- sdfgi->render_sdf_half[1] = RD::get_singleton()->texture_create(tf_render, RD::TextureView());
- }
-
- RD::TextureFormat tf_occlusion = tf_sdf;
- tf_occlusion.format = RD::DATA_FORMAT_R16_UINT;
- tf_occlusion.shareable_formats.push_back(RD::DATA_FORMAT_R16_UINT);
- tf_occlusion.shareable_formats.push_back(RD::DATA_FORMAT_R4G4B4A4_UNORM_PACK16);
- tf_occlusion.depth *= sdfgi->cascades.size(); //use depth for occlusion slices
- tf_occlusion.width *= 2; //use width for the other half
-
- RD::TextureFormat tf_light = tf_sdf;
- tf_light.format = RD::DATA_FORMAT_R32_UINT;
- tf_light.shareable_formats.push_back(RD::DATA_FORMAT_R32_UINT);
- tf_light.shareable_formats.push_back(RD::DATA_FORMAT_E5B9G9R9_UFLOAT_PACK32);
-
- RD::TextureFormat tf_aniso0 = tf_sdf;
- tf_aniso0.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
- RD::TextureFormat tf_aniso1 = tf_sdf;
- tf_aniso1.format = RD::DATA_FORMAT_R8G8_UNORM;
-
- int passes = nearest_shift(sdfgi->cascade_size) - 1;
-
- //store lightprobe SH
- RD::TextureFormat tf_probes;
- tf_probes.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
- tf_probes.width = sdfgi->probe_axis_count * sdfgi->probe_axis_count;
- tf_probes.height = sdfgi->probe_axis_count * SDFGI::SH_SIZE;
- tf_probes.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
- tf_probes.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
-
- sdfgi->history_size = requested_history_size;
-
- RD::TextureFormat tf_probe_history = tf_probes;
- tf_probe_history.format = RD::DATA_FORMAT_R16G16B16A16_SINT; //signed integer because SH are signed
- tf_probe_history.array_layers = sdfgi->history_size;
-
- RD::TextureFormat tf_probe_average = tf_probes;
- tf_probe_average.format = RD::DATA_FORMAT_R32G32B32A32_SINT; //signed integer because SH are signed
- tf_probe_average.texture_type = RD::TEXTURE_TYPE_2D;
-
- sdfgi->lightprobe_history_scroll = RD::get_singleton()->texture_create(tf_probe_history, RD::TextureView());
- sdfgi->lightprobe_average_scroll = RD::get_singleton()->texture_create(tf_probe_average, RD::TextureView());
-
- {
- //octahedral lightprobes
- RD::TextureFormat tf_octprobes = tf_probes;
- tf_octprobes.array_layers = sdfgi->cascades.size() * 2;
- tf_octprobes.format = RD::DATA_FORMAT_R32_UINT; //pack well with RGBE
- tf_octprobes.width = sdfgi->probe_axis_count * sdfgi->probe_axis_count * (SDFGI::LIGHTPROBE_OCT_SIZE + 2);
- tf_octprobes.height = sdfgi->probe_axis_count * (SDFGI::LIGHTPROBE_OCT_SIZE + 2);
- tf_octprobes.shareable_formats.push_back(RD::DATA_FORMAT_R32_UINT);
- tf_octprobes.shareable_formats.push_back(RD::DATA_FORMAT_E5B9G9R9_UFLOAT_PACK32);
- //lightprobe texture is an octahedral texture
-
- sdfgi->lightprobe_data = RD::get_singleton()->texture_create(tf_octprobes, RD::TextureView());
- RD::TextureView tv;
- tv.format_override = RD::DATA_FORMAT_E5B9G9R9_UFLOAT_PACK32;
- sdfgi->lightprobe_texture = RD::get_singleton()->texture_create_shared(tv, sdfgi->lightprobe_data);
-
- //texture handling ambient data, to integrate with volumetric foc
- RD::TextureFormat tf_ambient = tf_probes;
- tf_ambient.array_layers = sdfgi->cascades.size();
- tf_ambient.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT; //pack well with RGBE
- tf_ambient.width = sdfgi->probe_axis_count * sdfgi->probe_axis_count;
- tf_ambient.height = sdfgi->probe_axis_count;
- tf_ambient.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
- //lightprobe texture is an octahedral texture
- sdfgi->ambient_texture = RD::get_singleton()->texture_create(tf_ambient, RD::TextureView());
- }
-
- sdfgi->cascades_ubo = RD::get_singleton()->uniform_buffer_create(sizeof(SDFGI::Cascade::UBO) * SDFGI::MAX_CASCADES);
-
- sdfgi->occlusion_data = RD::get_singleton()->texture_create(tf_occlusion, RD::TextureView());
- {
- RD::TextureView tv;
- tv.format_override = RD::DATA_FORMAT_R4G4B4A4_UNORM_PACK16;
- sdfgi->occlusion_texture = RD::get_singleton()->texture_create_shared(tv, sdfgi->occlusion_data);
- }
-
- for (uint32_t i = 0; i < sdfgi->cascades.size(); i++) {
- SDFGI::Cascade &cascade = sdfgi->cascades[i];
-
- /* 3D Textures */
-
- cascade.sdf_tex = RD::get_singleton()->texture_create(tf_sdf, RD::TextureView());
-
- cascade.light_data = RD::get_singleton()->texture_create(tf_light, RD::TextureView());
-
- cascade.light_aniso_0_tex = RD::get_singleton()->texture_create(tf_aniso0, RD::TextureView());
- cascade.light_aniso_1_tex = RD::get_singleton()->texture_create(tf_aniso1, RD::TextureView());
-
- {
- RD::TextureView tv;
- tv.format_override = RD::DATA_FORMAT_E5B9G9R9_UFLOAT_PACK32;
- cascade.light_tex = RD::get_singleton()->texture_create_shared(tv, cascade.light_data);
-
- RD::get_singleton()->texture_clear(cascade.light_tex, Color(0, 0, 0, 0), 0, 1, 0, 1);
- RD::get_singleton()->texture_clear(cascade.light_aniso_0_tex, Color(0, 0, 0, 0), 0, 1, 0, 1);
- RD::get_singleton()->texture_clear(cascade.light_aniso_1_tex, Color(0, 0, 0, 0), 0, 1, 0, 1);
- }
-
- cascade.cell_size = base_cell_size;
- Vector3 world_position = p_world_position;
- world_position.y *= sdfgi->y_mult;
- int32_t probe_cells = sdfgi->cascade_size / SDFGI::PROBE_DIVISOR;
- Vector3 probe_size = Vector3(1, 1, 1) * cascade.cell_size * probe_cells;
- Vector3i probe_pos = Vector3i((world_position / probe_size + Vector3(0.5, 0.5, 0.5)).floor());
- cascade.position = probe_pos * probe_cells;
-
- cascade.dirty_regions = SDFGI::Cascade::DIRTY_ALL;
-
- base_cell_size *= 2.0;
-
- /* Probe History */
-
- cascade.lightprobe_history_tex = RD::get_singleton()->texture_create(tf_probe_history, RD::TextureView());
- RD::get_singleton()->texture_clear(cascade.lightprobe_history_tex, Color(0, 0, 0, 0), 0, 1, 0, tf_probe_history.array_layers); //needs to be cleared for average to work
-
- cascade.lightprobe_average_tex = RD::get_singleton()->texture_create(tf_probe_average, RD::TextureView());
- RD::get_singleton()->texture_clear(cascade.lightprobe_average_tex, Color(0, 0, 0, 0), 0, 1, 0, 1); //needs to be cleared for average to work
-
- /* Buffers */
-
- cascade.solid_cell_buffer = RD::get_singleton()->storage_buffer_create(sizeof(SDFGI::Cascade::SolidCell) * sdfgi->solid_cell_count);
- cascade.solid_cell_dispatch_buffer = RD::get_singleton()->storage_buffer_create(sizeof(uint32_t) * 4, Vector<uint8_t>(), RD::STORAGE_BUFFER_USAGE_DISPATCH_INDIRECT);
- cascade.lights_buffer = RD::get_singleton()->storage_buffer_create(sizeof(SDGIShader::Light) * MAX(SDFGI::MAX_STATIC_LIGHTS, SDFGI::MAX_DYNAMIC_LIGHTS));
- {
- Vector<RD::Uniform> uniforms;
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 1;
- u.ids.push_back(sdfgi->render_sdf[(passes & 1) ? 1 : 0]); //if passes are even, we read from buffer 0, else we read from buffer 1
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 2;
- u.ids.push_back(sdfgi->render_albedo);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 3;
- for (int j = 0; j < 8; j++) {
- u.ids.push_back(sdfgi->render_occlusion[j]);
- }
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 4;
- u.ids.push_back(sdfgi->render_emission);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 5;
- u.ids.push_back(sdfgi->render_emission_aniso);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 6;
- u.ids.push_back(sdfgi->render_geom_facing);
- uniforms.push_back(u);
- }
-
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 7;
- u.ids.push_back(cascade.sdf_tex);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 8;
- u.ids.push_back(sdfgi->occlusion_data);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
- u.binding = 10;
- u.ids.push_back(cascade.solid_cell_dispatch_buffer);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
- u.binding = 11;
- u.ids.push_back(cascade.solid_cell_buffer);
- uniforms.push_back(u);
- }
-
- cascade.sdf_store_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sdfgi_shader.preprocess.version_get_shader(sdfgi_shader.preprocess_shader, SDGIShader::PRE_PROCESS_STORE), 0);
- }
-
- {
- Vector<RD::Uniform> uniforms;
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 1;
- u.ids.push_back(sdfgi->render_albedo);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 2;
- u.ids.push_back(sdfgi->render_geom_facing);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 3;
- u.ids.push_back(sdfgi->render_emission);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 4;
- u.ids.push_back(sdfgi->render_emission_aniso);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
- u.binding = 5;
- u.ids.push_back(cascade.solid_cell_dispatch_buffer);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
- u.binding = 6;
- u.ids.push_back(cascade.solid_cell_buffer);
- uniforms.push_back(u);
- }
-
- cascade.scroll_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sdfgi_shader.preprocess.version_get_shader(sdfgi_shader.preprocess_shader, SDGIShader::PRE_PROCESS_SCROLL), 0);
- }
- {
- Vector<RD::Uniform> uniforms;
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 1;
- for (int j = 0; j < 8; j++) {
- u.ids.push_back(sdfgi->render_occlusion[j]);
- }
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 2;
- u.ids.push_back(sdfgi->occlusion_data);
- uniforms.push_back(u);
- }
-
- cascade.scroll_occlusion_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sdfgi_shader.preprocess.version_get_shader(sdfgi_shader.preprocess_shader, SDGIShader::PRE_PROCESS_SCROLL_OCCLUSION), 0);
- }
- }
-
- //direct light
- for (uint32_t i = 0; i < sdfgi->cascades.size(); i++) {
- SDFGI::Cascade &cascade = sdfgi->cascades[i];
-
- Vector<RD::Uniform> uniforms;
- {
- RD::Uniform u;
- u.binding = 1;
- u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- for (uint32_t j = 0; j < SDFGI::MAX_CASCADES; j++) {
- if (j < rb->sdfgi->cascades.size()) {
- u.ids.push_back(rb->sdfgi->cascades[j].sdf_tex);
- } else {
- u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE));
- }
- }
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.binding = 2;
- u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
- u.ids.push_back(storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.binding = 3;
- u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
- u.ids.push_back(cascade.solid_cell_dispatch_buffer);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.binding = 4;
- u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
- u.ids.push_back(cascade.solid_cell_buffer);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.binding = 5;
- u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
- u.ids.push_back(cascade.light_data);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.binding = 6;
- u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
- u.ids.push_back(cascade.light_aniso_0_tex);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.binding = 7;
- u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
- u.ids.push_back(cascade.light_aniso_1_tex);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.binding = 8;
- u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
- u.ids.push_back(rb->sdfgi->cascades_ubo);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.binding = 9;
- u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
- u.ids.push_back(cascade.lights_buffer);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.binding = 10;
- u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- u.ids.push_back(rb->sdfgi->lightprobe_texture);
- uniforms.push_back(u);
- }
-
- cascade.sdf_direct_light_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sdfgi_shader.direct_light.version_get_shader(sdfgi_shader.direct_light_shader, 0), 0);
- }
-
- //preprocess initialize uniform set
- {
- Vector<RD::Uniform> uniforms;
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 1;
- u.ids.push_back(sdfgi->render_albedo);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 2;
- u.ids.push_back(sdfgi->render_sdf[0]);
- uniforms.push_back(u);
- }
-
- sdfgi->sdf_initialize_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sdfgi_shader.preprocess.version_get_shader(sdfgi_shader.preprocess_shader, SDGIShader::PRE_PROCESS_JUMP_FLOOD_INITIALIZE), 0);
- }
-
- {
- Vector<RD::Uniform> uniforms;
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 1;
- u.ids.push_back(sdfgi->render_albedo);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 2;
- u.ids.push_back(sdfgi->render_sdf_half[0]);
- uniforms.push_back(u);
- }
-
- sdfgi->sdf_initialize_half_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sdfgi_shader.preprocess.version_get_shader(sdfgi_shader.preprocess_shader, SDGIShader::PRE_PROCESS_JUMP_FLOOD_INITIALIZE_HALF), 0);
- }
-
- //jump flood uniform set
- {
- Vector<RD::Uniform> uniforms;
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 1;
- u.ids.push_back(sdfgi->render_sdf[0]);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 2;
- u.ids.push_back(sdfgi->render_sdf[1]);
- uniforms.push_back(u);
- }
-
- sdfgi->jump_flood_uniform_set[0] = RD::get_singleton()->uniform_set_create(uniforms, sdfgi_shader.preprocess.version_get_shader(sdfgi_shader.preprocess_shader, SDGIShader::PRE_PROCESS_JUMP_FLOOD), 0);
- SWAP(uniforms.write[0].ids.write[0], uniforms.write[1].ids.write[0]);
- sdfgi->jump_flood_uniform_set[1] = RD::get_singleton()->uniform_set_create(uniforms, sdfgi_shader.preprocess.version_get_shader(sdfgi_shader.preprocess_shader, SDGIShader::PRE_PROCESS_JUMP_FLOOD), 0);
- }
- //jump flood half uniform set
- {
- Vector<RD::Uniform> uniforms;
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 1;
- u.ids.push_back(sdfgi->render_sdf_half[0]);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 2;
- u.ids.push_back(sdfgi->render_sdf_half[1]);
- uniforms.push_back(u);
- }
-
- sdfgi->jump_flood_half_uniform_set[0] = RD::get_singleton()->uniform_set_create(uniforms, sdfgi_shader.preprocess.version_get_shader(sdfgi_shader.preprocess_shader, SDGIShader::PRE_PROCESS_JUMP_FLOOD), 0);
- SWAP(uniforms.write[0].ids.write[0], uniforms.write[1].ids.write[0]);
- sdfgi->jump_flood_half_uniform_set[1] = RD::get_singleton()->uniform_set_create(uniforms, sdfgi_shader.preprocess.version_get_shader(sdfgi_shader.preprocess_shader, SDGIShader::PRE_PROCESS_JUMP_FLOOD), 0);
- }
-
- //upscale half size sdf
- {
- Vector<RD::Uniform> uniforms;
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 1;
- u.ids.push_back(sdfgi->render_albedo);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 2;
- u.ids.push_back(sdfgi->render_sdf_half[(passes & 1) ? 0 : 1]); //reverse pass order because half size
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 3;
- u.ids.push_back(sdfgi->render_sdf[(passes & 1) ? 0 : 1]); //reverse pass order because it needs an extra JFA pass
- uniforms.push_back(u);
- }
-
- sdfgi->upscale_jfa_uniform_set_index = (passes & 1) ? 0 : 1;
- sdfgi->sdf_upscale_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sdfgi_shader.preprocess.version_get_shader(sdfgi_shader.preprocess_shader, SDGIShader::PRE_PROCESS_JUMP_FLOOD_UPSCALE), 0);
- }
-
- //occlusion uniform set
- {
- Vector<RD::Uniform> uniforms;
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 1;
- u.ids.push_back(sdfgi->render_albedo);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 2;
- for (int i = 0; i < 8; i++) {
- u.ids.push_back(sdfgi->render_occlusion[i]);
- }
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 3;
- u.ids.push_back(sdfgi->render_geom_facing);
- uniforms.push_back(u);
- }
-
- sdfgi->occlusion_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sdfgi_shader.preprocess.version_get_shader(sdfgi_shader.preprocess_shader, SDGIShader::PRE_PROCESS_OCCLUSION), 0);
- }
-
- for (uint32_t i = 0; i < sdfgi->cascades.size(); i++) {
- //integrate uniform
-
- Vector<RD::Uniform> uniforms;
-
- {
- RD::Uniform u;
- u.binding = 1;
- u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- for (uint32_t j = 0; j < SDFGI::MAX_CASCADES; j++) {
- if (j < sdfgi->cascades.size()) {
- u.ids.push_back(sdfgi->cascades[j].sdf_tex);
- } else {
- u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE));
- }
- }
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.binding = 2;
- u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- for (uint32_t j = 0; j < SDFGI::MAX_CASCADES; j++) {
- if (j < sdfgi->cascades.size()) {
- u.ids.push_back(sdfgi->cascades[j].light_tex);
- } else {
- u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE));
- }
- }
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.binding = 3;
- u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- for (uint32_t j = 0; j < SDFGI::MAX_CASCADES; j++) {
- if (j < sdfgi->cascades.size()) {
- u.ids.push_back(sdfgi->cascades[j].light_aniso_0_tex);
- } else {
- u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE));
- }
- }
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.binding = 4;
- u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- for (uint32_t j = 0; j < SDFGI::MAX_CASCADES; j++) {
- if (j < sdfgi->cascades.size()) {
- u.ids.push_back(sdfgi->cascades[j].light_aniso_1_tex);
- } else {
- u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE));
- }
- }
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
- u.binding = 6;
- u.ids.push_back(storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
- uniforms.push_back(u);
- }
-
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
- u.binding = 7;
- u.ids.push_back(sdfgi->cascades_ubo);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 8;
- u.ids.push_back(sdfgi->lightprobe_data);
- uniforms.push_back(u);
- }
-
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 9;
- u.ids.push_back(sdfgi->cascades[i].lightprobe_history_tex);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 10;
- u.ids.push_back(sdfgi->cascades[i].lightprobe_average_tex);
- uniforms.push_back(u);
- }
-
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 11;
- u.ids.push_back(sdfgi->lightprobe_history_scroll);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 12;
- u.ids.push_back(sdfgi->lightprobe_average_scroll);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 13;
- RID parent_average;
- if (i < sdfgi->cascades.size() - 1) {
- parent_average = sdfgi->cascades[i + 1].lightprobe_average_tex;
- } else {
- parent_average = sdfgi->cascades[i - 1].lightprobe_average_tex; //to use something, but it won't be used
- }
- u.ids.push_back(parent_average);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 14;
- u.ids.push_back(sdfgi->ambient_texture);
- uniforms.push_back(u);
- }
-
- sdfgi->cascades[i].integrate_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sdfgi_shader.integrate.version_get_shader(sdfgi_shader.integrate_shader, 0), 0);
- }
-
- sdfgi->uses_multibounce = env->sdfgi_use_multibounce;
- sdfgi->energy = env->sdfgi_energy;
- sdfgi->normal_bias = env->sdfgi_normal_bias;
- sdfgi->probe_bias = env->sdfgi_probe_bias;
- sdfgi->reads_sky = env->sdfgi_read_sky_light;
+ // re-create
+ rb->sdfgi = gi.create_sdfgi(env, p_world_position, requested_history_size);
_render_buffers_uniform_set_changed(p_render_buffers);
-
- return; //done. all levels will need to be rendered which its going to take a bit
- }
-
- //check for updates
-
- sdfgi->uses_multibounce = env->sdfgi_use_multibounce;
- sdfgi->energy = env->sdfgi_energy;
- sdfgi->normal_bias = env->sdfgi_normal_bias;
- sdfgi->probe_bias = env->sdfgi_probe_bias;
- sdfgi->reads_sky = env->sdfgi_read_sky_light;
-
- int32_t drag_margin = (sdfgi->cascade_size / SDFGI::PROBE_DIVISOR) / 2;
-
- for (uint32_t i = 0; i < sdfgi->cascades.size(); i++) {
- SDFGI::Cascade &cascade = sdfgi->cascades[i];
- cascade.dirty_regions = Vector3i();
-
- Vector3 probe_half_size = Vector3(1, 1, 1) * cascade.cell_size * float(sdfgi->cascade_size / SDFGI::PROBE_DIVISOR) * 0.5;
- probe_half_size = Vector3(0, 0, 0);
-
- Vector3 world_position = p_world_position;
- world_position.y *= sdfgi->y_mult;
- Vector3i pos_in_cascade = Vector3i((world_position + probe_half_size) / cascade.cell_size);
-
- for (int j = 0; j < 3; j++) {
- if (pos_in_cascade[j] < cascade.position[j]) {
- while (pos_in_cascade[j] < (cascade.position[j] - drag_margin)) {
- cascade.position[j] -= drag_margin * 2;
- cascade.dirty_regions[j] += drag_margin * 2;
- }
- } else if (pos_in_cascade[j] > cascade.position[j]) {
- while (pos_in_cascade[j] > (cascade.position[j] + drag_margin)) {
- cascade.position[j] += drag_margin * 2;
- cascade.dirty_regions[j] -= drag_margin * 2;
- }
- }
-
- if (cascade.dirty_regions[j] == 0) {
- continue; // not dirty
- } else if (uint32_t(ABS(cascade.dirty_regions[j])) >= sdfgi->cascade_size) {
- //moved too much, just redraw everything (make all dirty)
- cascade.dirty_regions = SDFGI::Cascade::DIRTY_ALL;
- break;
- }
- }
-
- if (cascade.dirty_regions != Vector3i() && cascade.dirty_regions != SDFGI::Cascade::DIRTY_ALL) {
- //see how much the total dirty volume represents from the total volume
- uint32_t total_volume = sdfgi->cascade_size * sdfgi->cascade_size * sdfgi->cascade_size;
- uint32_t safe_volume = 1;
- for (int j = 0; j < 3; j++) {
- safe_volume *= sdfgi->cascade_size - ABS(cascade.dirty_regions[j]);
- }
- uint32_t dirty_volume = total_volume - safe_volume;
- if (dirty_volume > (safe_volume / 2)) {
- //more than half the volume is dirty, make all dirty so its only rendered once
- cascade.dirty_regions = SDFGI::Cascade::DIRTY_ALL;
- }
- }
+ } else {
+ //check for updates
+ rb->sdfgi->update(env, p_world_position);
}
}
@@ -1032,9 +97,9 @@ int RendererSceneRenderRD::sdfgi_get_pending_region_count(RID p_render_buffers)
int dirty_count = 0;
for (uint32_t i = 0; i < rb->sdfgi->cascades.size(); i++) {
- const SDFGI::Cascade &c = rb->sdfgi->cascades[i];
+ const RendererSceneGIRD::SDFGI::Cascade &c = rb->sdfgi->cascades[i];
- if (c.dirty_regions == SDFGI::Cascade::DIRTY_ALL) {
+ if (c.dirty_regions == RendererSceneGIRD::SDFGI::Cascade::DIRTY_ALL) {
dirty_count++;
} else {
for (int j = 0; j < 3; j++) {
@@ -1048,72 +113,15 @@ int RendererSceneRenderRD::sdfgi_get_pending_region_count(RID p_render_buffers)
return dirty_count;
}
-int RendererSceneRenderRD::_sdfgi_get_pending_region_data(RID p_render_buffers, int p_region, Vector3i &r_local_offset, Vector3i &r_local_size, AABB &r_bounds) const {
- RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
- ERR_FAIL_COND_V(rb == nullptr, -1);
- ERR_FAIL_COND_V(rb->sdfgi == nullptr, -1);
-
- int dirty_count = 0;
- for (uint32_t i = 0; i < rb->sdfgi->cascades.size(); i++) {
- const SDFGI::Cascade &c = rb->sdfgi->cascades[i];
-
- if (c.dirty_regions == SDFGI::Cascade::DIRTY_ALL) {
- if (dirty_count == p_region) {
- r_local_offset = Vector3i();
- r_local_size = Vector3i(1, 1, 1) * rb->sdfgi->cascade_size;
-
- r_bounds.position = Vector3((Vector3i(1, 1, 1) * -int32_t(rb->sdfgi->cascade_size >> 1) + c.position)) * c.cell_size * Vector3(1, 1.0 / rb->sdfgi->y_mult, 1);
- r_bounds.size = Vector3(r_local_size) * c.cell_size * Vector3(1, 1.0 / rb->sdfgi->y_mult, 1);
- return i;
- }
- dirty_count++;
- } else {
- for (int j = 0; j < 3; j++) {
- if (c.dirty_regions[j] != 0) {
- if (dirty_count == p_region) {
- Vector3i from = Vector3i(0, 0, 0);
- Vector3i to = Vector3i(1, 1, 1) * rb->sdfgi->cascade_size;
-
- if (c.dirty_regions[j] > 0) {
- //fill from the beginning
- to[j] = c.dirty_regions[j];
- } else {
- //fill from the end
- from[j] = to[j] + c.dirty_regions[j];
- }
-
- for (int k = 0; k < j; k++) {
- // "chip" away previous regions to avoid re-voxelizing the same thing
- if (c.dirty_regions[k] > 0) {
- from[k] += c.dirty_regions[k];
- } else if (c.dirty_regions[k] < 0) {
- to[k] += c.dirty_regions[k];
- }
- }
-
- r_local_offset = from;
- r_local_size = to - from;
-
- r_bounds.position = Vector3(from + Vector3i(1, 1, 1) * -int32_t(rb->sdfgi->cascade_size >> 1) + c.position) * c.cell_size * Vector3(1, 1.0 / rb->sdfgi->y_mult, 1);
- r_bounds.size = Vector3(r_local_size) * c.cell_size * Vector3(1, 1.0 / rb->sdfgi->y_mult, 1);
-
- return i;
- }
-
- dirty_count++;
- }
- }
- }
- }
- return -1;
-}
-
AABB RendererSceneRenderRD::sdfgi_get_pending_region_bounds(RID p_render_buffers, int p_region) const {
AABB bounds;
Vector3i from;
Vector3i size;
+ RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
+ ERR_FAIL_COND_V(rb == nullptr, AABB());
+ ERR_FAIL_COND_V(rb->sdfgi == nullptr, AABB());
- int c = _sdfgi_get_pending_region_data(p_render_buffers, p_region, from, size, bounds);
+ int c = rb->sdfgi->get_pending_region_data(p_region, from, size, bounds);
ERR_FAIL_COND_V(c == -1, AABB());
return bounds;
}
@@ -1122,1841 +130,179 @@ uint32_t RendererSceneRenderRD::sdfgi_get_pending_region_cascade(RID p_render_bu
AABB bounds;
Vector3i from;
Vector3i size;
-
- return _sdfgi_get_pending_region_data(p_render_buffers, p_region, from, size, bounds);
-}
-
-void RendererSceneRenderRD::_sdfgi_update_cascades(RID p_render_buffers) {
- RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
- ERR_FAIL_COND(rb == nullptr);
- if (rb->sdfgi == nullptr) {
- return;
- }
-
- //update cascades
- SDFGI::Cascade::UBO cascade_data[SDFGI::MAX_CASCADES];
- int32_t probe_divisor = rb->sdfgi->cascade_size / SDFGI::PROBE_DIVISOR;
-
- for (uint32_t i = 0; i < rb->sdfgi->cascades.size(); i++) {
- Vector3 pos = Vector3((Vector3i(1, 1, 1) * -int32_t(rb->sdfgi->cascade_size >> 1) + rb->sdfgi->cascades[i].position)) * rb->sdfgi->cascades[i].cell_size;
-
- cascade_data[i].offset[0] = pos.x;
- cascade_data[i].offset[1] = pos.y;
- cascade_data[i].offset[2] = pos.z;
- cascade_data[i].to_cell = 1.0 / rb->sdfgi->cascades[i].cell_size;
- cascade_data[i].probe_offset[0] = rb->sdfgi->cascades[i].position.x / probe_divisor;
- cascade_data[i].probe_offset[1] = rb->sdfgi->cascades[i].position.y / probe_divisor;
- cascade_data[i].probe_offset[2] = rb->sdfgi->cascades[i].position.z / probe_divisor;
- cascade_data[i].pad = 0;
- }
-
- RD::get_singleton()->buffer_update(rb->sdfgi->cascades_ubo, 0, sizeof(SDFGI::Cascade::UBO) * SDFGI::MAX_CASCADES, cascade_data, true);
-}
-
-void RendererSceneRenderRD::sdfgi_update_probes(RID p_render_buffers, RID p_environment, const Vector<RID> &p_directional_lights, const RID *p_positional_light_instances, uint32_t p_positional_light_count) {
- RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
- ERR_FAIL_COND(rb == nullptr);
- if (rb->sdfgi == nullptr) {
- return;
- }
- Environment *env = environment_owner.getornull(p_environment);
-
- RENDER_TIMESTAMP(">SDFGI Update Probes");
-
- /* Update Cascades UBO */
- _sdfgi_update_cascades(p_render_buffers);
- /* Update Dynamic Lights Buffer */
-
- RENDER_TIMESTAMP("Update Lights");
-
- /* Update dynamic lights */
-
- {
- int32_t cascade_light_count[SDFGI::MAX_CASCADES];
-
- for (uint32_t i = 0; i < rb->sdfgi->cascades.size(); i++) {
- SDFGI::Cascade &cascade = rb->sdfgi->cascades[i];
-
- SDGIShader::Light lights[SDFGI::MAX_DYNAMIC_LIGHTS];
- uint32_t idx = 0;
- for (uint32_t j = 0; j < (uint32_t)p_directional_lights.size(); j++) {
- if (idx == SDFGI::MAX_DYNAMIC_LIGHTS) {
- break;
- }
-
- LightInstance *li = light_instance_owner.getornull(p_directional_lights[j]);
- ERR_CONTINUE(!li);
-
- if (storage->light_directional_is_sky_only(li->light)) {
- continue;
- }
-
- Vector3 dir = -li->transform.basis.get_axis(Vector3::AXIS_Z);
- dir.y *= rb->sdfgi->y_mult;
- dir.normalize();
- lights[idx].direction[0] = dir.x;
- lights[idx].direction[1] = dir.y;
- lights[idx].direction[2] = dir.z;
- Color color = storage->light_get_color(li->light);
- color = color.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 = storage->light_get_param(li->light, RS::LIGHT_PARAM_ENERGY);
- lights[idx].has_shadow = storage->light_has_shadow(li->light);
-
- idx++;
- }
-
- AABB cascade_aabb;
- cascade_aabb.position = Vector3((Vector3i(1, 1, 1) * -int32_t(rb->sdfgi->cascade_size >> 1) + cascade.position)) * cascade.cell_size;
- cascade_aabb.size = Vector3(1, 1, 1) * rb->sdfgi->cascade_size * cascade.cell_size;
-
- for (uint32_t j = 0; j < p_positional_light_count; j++) {
- if (idx == SDFGI::MAX_DYNAMIC_LIGHTS) {
- break;
- }
-
- LightInstance *li = light_instance_owner.getornull(p_positional_light_instances[j]);
- ERR_CONTINUE(!li);
-
- uint32_t max_sdfgi_cascade = storage->light_get_max_sdfgi_cascade(li->light);
- if (i > max_sdfgi_cascade) {
- continue;
- }
-
- if (!cascade_aabb.intersects(li->aabb)) {
- continue;
- }
-
- Vector3 dir = -li->transform.basis.get_axis(Vector3::AXIS_Z);
- //faster to not do this here
- //dir.y *= rb->sdfgi->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;
- pos.y *= rb->sdfgi->y_mult;
- lights[idx].position[0] = pos.x;
- lights[idx].position[1] = pos.y;
- lights[idx].position[2] = pos.z;
- Color color = storage->light_get_color(li->light);
- color = color.to_linear();
- lights[idx].color[0] = color.r;
- lights[idx].color[1] = color.g;
- lights[idx].color[2] = color.b;
- lights[idx].type = storage->light_get_type(li->light);
- lights[idx].energy = storage->light_get_param(li->light, RS::LIGHT_PARAM_ENERGY);
- lights[idx].has_shadow = storage->light_has_shadow(li->light);
- lights[idx].attenuation = storage->light_get_param(li->light, RS::LIGHT_PARAM_ATTENUATION);
- lights[idx].radius = storage->light_get_param(li->light, RS::LIGHT_PARAM_RANGE);
- lights[idx].spot_angle = Math::deg2rad(storage->light_get_param(li->light, RS::LIGHT_PARAM_SPOT_ANGLE));
- lights[idx].spot_attenuation = storage->light_get_param(li->light, RS::LIGHT_PARAM_SPOT_ATTENUATION);
-
- idx++;
- }
-
- if (idx > 0) {
- RD::get_singleton()->buffer_update(cascade.lights_buffer, 0, idx * sizeof(SDGIShader::Light), lights, true);
- }
-
- cascade_light_count[i] = idx;
- }
-
- RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, sdfgi_shader.direct_light_pipeline[SDGIShader::DIRECT_LIGHT_MODE_DYNAMIC]);
-
- SDGIShader::DirectLightPushConstant push_constant;
-
- push_constant.grid_size[0] = rb->sdfgi->cascade_size;
- push_constant.grid_size[1] = rb->sdfgi->cascade_size;
- push_constant.grid_size[2] = rb->sdfgi->cascade_size;
- push_constant.max_cascades = rb->sdfgi->cascades.size();
- push_constant.probe_axis_size = rb->sdfgi->probe_axis_count;
- push_constant.multibounce = rb->sdfgi->uses_multibounce;
- push_constant.y_mult = rb->sdfgi->y_mult;
-
- push_constant.process_offset = 0;
- push_constant.process_increment = 1;
-
- for (uint32_t i = 0; i < rb->sdfgi->cascades.size(); i++) {
- SDFGI::Cascade &cascade = rb->sdfgi->cascades[i];
- push_constant.light_count = cascade_light_count[i];
- push_constant.cascade = i;
-
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, cascade.sdf_direct_light_uniform_set, 0);
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDGIShader::DirectLightPushConstant));
- RD::get_singleton()->compute_list_dispatch_indirect(compute_list, cascade.solid_cell_dispatch_buffer, 0);
- }
- RD::get_singleton()->compute_list_end();
- }
-
- RENDER_TIMESTAMP("Raytrace");
-
- SDGIShader::IntegratePushConstant push_constant;
- push_constant.grid_size[1] = rb->sdfgi->cascade_size;
- push_constant.grid_size[2] = rb->sdfgi->cascade_size;
- push_constant.grid_size[0] = rb->sdfgi->cascade_size;
- push_constant.max_cascades = rb->sdfgi->cascades.size();
- push_constant.probe_axis_size = rb->sdfgi->probe_axis_count;
- push_constant.history_index = rb->sdfgi->render_pass % rb->sdfgi->history_size;
- push_constant.history_size = rb->sdfgi->history_size;
- static const uint32_t ray_count[RS::ENV_SDFGI_RAY_COUNT_MAX] = { 8, 16, 32, 64, 96, 128 };
- push_constant.ray_count = ray_count[sdfgi_ray_count];
- push_constant.ray_bias = rb->sdfgi->probe_bias;
- push_constant.image_size[0] = rb->sdfgi->probe_axis_count * rb->sdfgi->probe_axis_count;
- push_constant.image_size[1] = rb->sdfgi->probe_axis_count;
- push_constant.store_ambient_texture = env->volumetric_fog_enabled;
-
- RID sky_uniform_set = sdfgi_shader.integrate_default_sky_uniform_set;
- push_constant.sky_mode = SDGIShader::IntegratePushConstant::SKY_MODE_DISABLED;
- push_constant.y_mult = rb->sdfgi->y_mult;
-
- if (rb->sdfgi->reads_sky && env) {
- push_constant.sky_energy = env->bg_energy;
-
- if (env->background == RS::ENV_BG_CLEAR_COLOR) {
- push_constant.sky_mode = SDGIShader::IntegratePushConstant::SKY_MODE_COLOR;
- Color c = storage->get_default_clear_color().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 (env->background == RS::ENV_BG_COLOR) {
- push_constant.sky_mode = SDGIShader::IntegratePushConstant::SKY_MODE_COLOR;
- Color c = env->bg_color;
- push_constant.sky_color[0] = c.r;
- push_constant.sky_color[1] = c.g;
- push_constant.sky_color[2] = c.b;
-
- } else if (env->background == RS::ENV_BG_SKY) {
- Sky *sky = sky_owner.getornull(env->sky);
- if (sky && sky->radiance.is_valid()) {
- if (sky->sdfgi_integrate_sky_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(sky->sdfgi_integrate_sky_uniform_set)) {
- Vector<RD::Uniform> uniforms;
-
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- u.binding = 0;
- u.ids.push_back(sky->radiance);
- uniforms.push_back(u);
- }
-
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
- u.binding = 1;
- u.ids.push_back(storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
- uniforms.push_back(u);
- }
-
- sky->sdfgi_integrate_sky_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sdfgi_shader.integrate.version_get_shader(sdfgi_shader.integrate_shader, 0), 1);
- }
- sky_uniform_set = sky->sdfgi_integrate_sky_uniform_set;
- push_constant.sky_mode = SDGIShader::IntegratePushConstant::SKY_MODE_SKY;
- }
- }
- }
-
- rb->sdfgi->render_pass++;
-
- RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, sdfgi_shader.integrate_pipeline[SDGIShader::INTEGRATE_MODE_PROCESS]);
-
- int32_t probe_divisor = rb->sdfgi->cascade_size / SDFGI::PROBE_DIVISOR;
- for (uint32_t i = 0; i < rb->sdfgi->cascades.size(); i++) {
- push_constant.cascade = i;
- push_constant.world_offset[0] = rb->sdfgi->cascades[i].position.x / probe_divisor;
- push_constant.world_offset[1] = rb->sdfgi->cascades[i].position.y / probe_divisor;
- push_constant.world_offset[2] = rb->sdfgi->cascades[i].position.z / probe_divisor;
-
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->sdfgi->cascades[i].integrate_uniform_set, 0);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, sky_uniform_set, 1);
-
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDGIShader::IntegratePushConstant));
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->sdfgi->probe_axis_count * rb->sdfgi->probe_axis_count, rb->sdfgi->probe_axis_count, 1, 8, 8, 1);
- }
-
- RD::get_singleton()->compute_list_add_barrier(compute_list); //wait until done
-
- // Then store values into the lightprobe texture. Separating these steps has a small performance hit, but it allows for multiple bounces
- RENDER_TIMESTAMP("Average Probes");
-
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, sdfgi_shader.integrate_pipeline[SDGIShader::INTEGRATE_MODE_STORE]);
-
- //convert to octahedral to store
- push_constant.image_size[0] *= SDFGI::LIGHTPROBE_OCT_SIZE;
- push_constant.image_size[1] *= SDFGI::LIGHTPROBE_OCT_SIZE;
-
- for (uint32_t i = 0; i < rb->sdfgi->cascades.size(); i++) {
- push_constant.cascade = i;
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->sdfgi->cascades[i].integrate_uniform_set, 0);
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDGIShader::IntegratePushConstant));
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->sdfgi->probe_axis_count * rb->sdfgi->probe_axis_count * SDFGI::LIGHTPROBE_OCT_SIZE, rb->sdfgi->probe_axis_count * SDFGI::LIGHTPROBE_OCT_SIZE, 1, 8, 8, 1);
- }
-
- RD::get_singleton()->compute_list_end();
-
- RENDER_TIMESTAMP("<SDFGI Update Probes");
-}
-
-void RendererSceneRenderRD::_setup_giprobes(RID p_render_buffers, const Transform &p_transform, const PagedArray<RID> &p_gi_probes, uint32_t &r_gi_probes_used) {
- r_gi_probes_used = 0;
RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
- ERR_FAIL_COND(rb == nullptr);
-
- RID gi_probe_buffer = render_buffers_get_gi_probe_buffer(p_render_buffers);
- GI::GIProbeData gi_probe_data[RenderBuffers::MAX_GIPROBES];
-
- bool giprobes_changed = false;
-
- Transform to_camera;
- to_camera.origin = p_transform.origin; //only translation, make local
-
- for (int i = 0; i < RenderBuffers::MAX_GIPROBES; i++) {
- RID texture;
- if (i < (int)p_gi_probes.size()) {
- GIProbeInstance *gipi = gi_probe_instance_owner.getornull(p_gi_probes[i]);
-
- if (gipi) {
- texture = gipi->texture;
- GI::GIProbeData &gipd = gi_probe_data[i];
-
- RID base_probe = gipi->probe;
-
- Transform to_cell = storage->gi_probe_get_to_cell_xform(gipi->probe) * gipi->transform.affine_inverse() * to_camera;
-
- gipd.xform[0] = to_cell.basis.elements[0][0];
- gipd.xform[1] = to_cell.basis.elements[1][0];
- gipd.xform[2] = to_cell.basis.elements[2][0];
- gipd.xform[3] = 0;
- gipd.xform[4] = to_cell.basis.elements[0][1];
- gipd.xform[5] = to_cell.basis.elements[1][1];
- gipd.xform[6] = to_cell.basis.elements[2][1];
- gipd.xform[7] = 0;
- gipd.xform[8] = to_cell.basis.elements[0][2];
- gipd.xform[9] = to_cell.basis.elements[1][2];
- gipd.xform[10] = to_cell.basis.elements[2][2];
- gipd.xform[11] = 0;
- gipd.xform[12] = to_cell.origin.x;
- gipd.xform[13] = to_cell.origin.y;
- gipd.xform[14] = to_cell.origin.z;
- gipd.xform[15] = 1;
-
- Vector3 bounds = storage->gi_probe_get_octree_size(base_probe);
-
- gipd.bounds[0] = bounds.x;
- gipd.bounds[1] = bounds.y;
- gipd.bounds[2] = bounds.z;
-
- gipd.dynamic_range = storage->gi_probe_get_dynamic_range(base_probe) * storage->gi_probe_get_energy(base_probe);
- gipd.bias = storage->gi_probe_get_bias(base_probe);
- gipd.normal_bias = storage->gi_probe_get_normal_bias(base_probe);
- gipd.blend_ambient = !storage->gi_probe_is_interior(base_probe);
- gipd.anisotropy_strength = 0;
- gipd.ao = storage->gi_probe_get_ao(base_probe);
- gipd.ao_size = Math::pow(storage->gi_probe_get_ao_size(base_probe), 4.0f);
- gipd.mipmaps = gipi->mipmaps.size();
- }
-
- r_gi_probes_used++;
- }
-
- if (texture == RID()) {
- texture = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE);
- }
-
- if (texture != rb->giprobe_textures[i]) {
- giprobes_changed = true;
- rb->giprobe_textures[i] = texture;
- }
- }
-
- if (giprobes_changed) {
- if (RD::get_singleton()->uniform_set_is_valid(rb->gi_uniform_set)) {
- RD::get_singleton()->free(rb->gi_uniform_set);
- }
- rb->gi_uniform_set = RID();
- if (rb->volumetric_fog) {
- if (RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->uniform_set)) {
- RD::get_singleton()->free(rb->volumetric_fog->uniform_set);
- RD::get_singleton()->free(rb->volumetric_fog->uniform_set2);
- }
- rb->volumetric_fog->uniform_set = RID();
- rb->volumetric_fog->uniform_set2 = RID();
- }
- }
-
- if (p_gi_probes.size() > 0) {
- RD::get_singleton()->buffer_update(gi_probe_buffer, 0, sizeof(GI::GIProbeData) * MIN((uint64_t)RenderBuffers::MAX_GIPROBES, p_gi_probes.size()), gi_probe_data, true);
- }
-}
-
-void RendererSceneRenderRD::_process_gi(RID p_render_buffers, RID p_normal_roughness_buffer, RID p_ambient_buffer, RID p_reflection_buffer, RID p_gi_probe_buffer, RID p_environment, const CameraMatrix &p_projection, const Transform &p_transform, const PagedArray<RID> &p_gi_probes) {
- RENDER_TIMESTAMP("Render GI");
-
- RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
- ERR_FAIL_COND(rb == nullptr);
- Environment *env = environment_owner.getornull(p_environment);
-
- GI::PushConstant push_constant;
-
- push_constant.screen_size[0] = rb->width;
- push_constant.screen_size[1] = rb->height;
- push_constant.z_near = p_projection.get_z_near();
- push_constant.z_far = p_projection.get_z_far();
- push_constant.orthogonal = p_projection.is_orthogonal();
- push_constant.proj_info[0] = -2.0f / (rb->width * p_projection.matrix[0][0]);
- push_constant.proj_info[1] = -2.0f / (rb->height * p_projection.matrix[1][1]);
- push_constant.proj_info[2] = (1.0f - p_projection.matrix[0][2]) / p_projection.matrix[0][0];
- push_constant.proj_info[3] = (1.0f + p_projection.matrix[1][2]) / p_projection.matrix[1][1];
- push_constant.max_giprobes = MIN((uint64_t)RenderBuffers::MAX_GIPROBES, p_gi_probes.size());
- push_constant.high_quality_vct = gi_probe_quality == RS::GI_PROBE_QUALITY_HIGH;
- push_constant.use_sdfgi = rb->sdfgi != nullptr;
-
- if (env) {
- push_constant.ao_color[0] = env->ao_color.r;
- push_constant.ao_color[1] = env->ao_color.g;
- push_constant.ao_color[2] = env->ao_color.b;
- } else {
- push_constant.ao_color[0] = 0;
- push_constant.ao_color[1] = 0;
- push_constant.ao_color[2] = 0;
- }
-
- push_constant.cam_rotation[0] = p_transform.basis[0][0];
- push_constant.cam_rotation[1] = p_transform.basis[1][0];
- push_constant.cam_rotation[2] = p_transform.basis[2][0];
- push_constant.cam_rotation[3] = 0;
- push_constant.cam_rotation[4] = p_transform.basis[0][1];
- push_constant.cam_rotation[5] = p_transform.basis[1][1];
- push_constant.cam_rotation[6] = p_transform.basis[2][1];
- push_constant.cam_rotation[7] = 0;
- push_constant.cam_rotation[8] = p_transform.basis[0][2];
- push_constant.cam_rotation[9] = p_transform.basis[1][2];
- push_constant.cam_rotation[10] = p_transform.basis[2][2];
- push_constant.cam_rotation[11] = 0;
-
- if (rb->sdfgi) {
- GI::SDFGIData sdfgi_data;
-
- sdfgi_data.grid_size[0] = rb->sdfgi->cascade_size;
- sdfgi_data.grid_size[1] = rb->sdfgi->cascade_size;
- sdfgi_data.grid_size[2] = rb->sdfgi->cascade_size;
-
- sdfgi_data.max_cascades = rb->sdfgi->cascades.size();
- sdfgi_data.probe_axis_size = rb->sdfgi->probe_axis_count;
- sdfgi_data.cascade_probe_size[0] = sdfgi_data.probe_axis_size - 1; //float version for performance
- sdfgi_data.cascade_probe_size[1] = sdfgi_data.probe_axis_size - 1;
- sdfgi_data.cascade_probe_size[2] = sdfgi_data.probe_axis_size - 1;
-
- float csize = rb->sdfgi->cascade_size;
- sdfgi_data.probe_to_uvw = 1.0 / float(sdfgi_data.cascade_probe_size[0]);
- sdfgi_data.use_occlusion = rb->sdfgi->uses_occlusion;
- //sdfgi_data.energy = rb->sdfgi->energy;
-
- sdfgi_data.y_mult = rb->sdfgi->y_mult;
-
- float cascade_voxel_size = (csize / sdfgi_data.cascade_probe_size[0]);
- float occlusion_clamp = (cascade_voxel_size - 0.5) / cascade_voxel_size;
- sdfgi_data.occlusion_clamp[0] = occlusion_clamp;
- sdfgi_data.occlusion_clamp[1] = occlusion_clamp;
- sdfgi_data.occlusion_clamp[2] = occlusion_clamp;
- sdfgi_data.normal_bias = (rb->sdfgi->normal_bias / csize) * sdfgi_data.cascade_probe_size[0];
-
- //vec2 tex_pixel_size = 1.0 / vec2(ivec2( (OCT_SIZE+2) * params.probe_axis_size * params.probe_axis_size, (OCT_SIZE+2) * params.probe_axis_size ) );
- //vec3 probe_uv_offset = (ivec3(OCT_SIZE+2,OCT_SIZE+2,(OCT_SIZE+2) * params.probe_axis_size)) * tex_pixel_size.xyx;
-
- uint32_t oct_size = SDFGI::LIGHTPROBE_OCT_SIZE;
-
- sdfgi_data.lightprobe_tex_pixel_size[0] = 1.0 / ((oct_size + 2) * sdfgi_data.probe_axis_size * sdfgi_data.probe_axis_size);
- sdfgi_data.lightprobe_tex_pixel_size[1] = 1.0 / ((oct_size + 2) * sdfgi_data.probe_axis_size);
- sdfgi_data.lightprobe_tex_pixel_size[2] = 1.0;
-
- sdfgi_data.energy = rb->sdfgi->energy;
-
- sdfgi_data.lightprobe_uv_offset[0] = float(oct_size + 2) * sdfgi_data.lightprobe_tex_pixel_size[0];
- sdfgi_data.lightprobe_uv_offset[1] = float(oct_size + 2) * sdfgi_data.lightprobe_tex_pixel_size[1];
- sdfgi_data.lightprobe_uv_offset[2] = float((oct_size + 2) * sdfgi_data.probe_axis_size) * sdfgi_data.lightprobe_tex_pixel_size[0];
-
- sdfgi_data.occlusion_renormalize[0] = 0.5;
- sdfgi_data.occlusion_renormalize[1] = 1.0;
- sdfgi_data.occlusion_renormalize[2] = 1.0 / float(sdfgi_data.max_cascades);
-
- int32_t probe_divisor = rb->sdfgi->cascade_size / SDFGI::PROBE_DIVISOR;
-
- for (uint32_t i = 0; i < sdfgi_data.max_cascades; i++) {
- GI::SDFGIData::ProbeCascadeData &c = sdfgi_data.cascades[i];
- Vector3 pos = Vector3((Vector3i(1, 1, 1) * -int32_t(rb->sdfgi->cascade_size >> 1) + rb->sdfgi->cascades[i].position)) * rb->sdfgi->cascades[i].cell_size;
- Vector3 cam_origin = p_transform.origin;
- cam_origin.y *= rb->sdfgi->y_mult;
- pos -= cam_origin; //make pos local to camera, to reduce numerical error
- c.position[0] = pos.x;
- c.position[1] = pos.y;
- c.position[2] = pos.z;
- c.to_probe = 1.0 / (float(rb->sdfgi->cascade_size) * rb->sdfgi->cascades[i].cell_size / float(rb->sdfgi->probe_axis_count - 1));
-
- Vector3i probe_ofs = rb->sdfgi->cascades[i].position / probe_divisor;
- c.probe_world_offset[0] = probe_ofs.x;
- c.probe_world_offset[1] = probe_ofs.y;
- c.probe_world_offset[2] = probe_ofs.z;
-
- c.to_cell = 1.0 / rb->sdfgi->cascades[i].cell_size;
- }
-
- RD::get_singleton()->buffer_update(gi.sdfgi_ubo, 0, sizeof(GI::SDFGIData), &sdfgi_data, true);
- }
-
- if (rb->gi_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(rb->gi_uniform_set)) {
- 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.ids.push_back(rb->sdfgi->cascades[j].sdf_tex);
- } else {
- u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE));
- }
- }
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.binding = 2;
- u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- for (uint32_t j = 0; j < SDFGI::MAX_CASCADES; j++) {
- if (rb->sdfgi && j < rb->sdfgi->cascades.size()) {
- u.ids.push_back(rb->sdfgi->cascades[j].light_tex);
- } else {
- u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE));
- }
- }
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.binding = 3;
- u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- for (uint32_t j = 0; j < SDFGI::MAX_CASCADES; j++) {
- if (rb->sdfgi && j < rb->sdfgi->cascades.size()) {
- u.ids.push_back(rb->sdfgi->cascades[j].light_aniso_0_tex);
- } else {
- u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE));
- }
- }
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.binding = 4;
- u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- for (uint32_t j = 0; j < SDFGI::MAX_CASCADES; j++) {
- if (rb->sdfgi && j < rb->sdfgi->cascades.size()) {
- u.ids.push_back(rb->sdfgi->cascades[j].light_aniso_1_tex);
- } else {
- u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE));
- }
- }
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- u.binding = 5;
- if (rb->sdfgi) {
- u.ids.push_back(rb->sdfgi->occlusion_texture);
- } else {
- u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE));
- }
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
- u.binding = 6;
- u.ids.push_back(storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
- u.binding = 7;
- u.ids.push_back(storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
- uniforms.push_back(u);
- }
-
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 9;
- u.ids.push_back(p_ambient_buffer);
- uniforms.push_back(u);
- }
-
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 10;
- u.ids.push_back(p_reflection_buffer);
- uniforms.push_back(u);
- }
-
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- u.binding = 11;
- if (rb->sdfgi) {
- u.ids.push_back(rb->sdfgi->lightprobe_texture);
- } else {
- u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE));
- }
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- u.binding = 12;
- u.ids.push_back(rb->depth_texture);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- u.binding = 13;
- u.ids.push_back(p_normal_roughness_buffer);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- u.binding = 14;
- RID buffer = p_gi_probe_buffer.is_valid() ? p_gi_probe_buffer : storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_BLACK);
- u.ids.push_back(buffer);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
- u.binding = 15;
- u.ids.push_back(gi.sdfgi_ubo);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
- u.binding = 16;
- u.ids.push_back(rb->giprobe_buffer);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- u.binding = 17;
- for (int i = 0; i < RenderBuffers::MAX_GIPROBES; i++) {
- u.ids.push_back(rb->giprobe_textures[i]);
- }
- uniforms.push_back(u);
- }
-
- rb->gi_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, gi.shader.version_get_shader(gi.shader_version, 0), 0);
- }
+ ERR_FAIL_COND_V(rb == nullptr, -1);
+ ERR_FAIL_COND_V(rb->sdfgi == nullptr, -1);
- RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi.pipelines[0]);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->gi_uniform_set, 0);
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(GI::PushConstant));
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->width, rb->height, 1, 8, 8, 1);
- RD::get_singleton()->compute_list_end();
+ return rb->sdfgi->get_pending_region_data(p_region, from, size, bounds);
}
-RID RendererSceneRenderRD::sky_create() {
- return sky_owner.make_rid(Sky());
+RID RendererSceneRenderRD::sky_allocate() {
+ return sky.allocate_sky_rid();
}
-
-void RendererSceneRenderRD::_sky_invalidate(Sky *p_sky) {
- if (!p_sky->dirty) {
- p_sky->dirty = true;
- p_sky->dirty_list = dirty_sky_list;
- dirty_sky_list = p_sky;
- }
+void RendererSceneRenderRD::sky_initialize(RID p_rid) {
+ sky.initialize_sky_rid(p_rid);
}
void RendererSceneRenderRD::sky_set_radiance_size(RID p_sky, int p_radiance_size) {
- Sky *sky = sky_owner.getornull(p_sky);
- ERR_FAIL_COND(!sky);
- ERR_FAIL_COND(p_radiance_size < 32 || p_radiance_size > 2048);
- if (sky->radiance_size == p_radiance_size) {
- return;
- }
- sky->radiance_size = p_radiance_size;
-
- if (sky->mode == RS::SKY_MODE_REALTIME && sky->radiance_size != 256) {
- WARN_PRINT("Realtime Skies can only use a radiance size of 256. Radiance size will be set to 256 internally.");
- sky->radiance_size = 256;
- }
-
- _sky_invalidate(sky);
- if (sky->radiance.is_valid()) {
- RD::get_singleton()->free(sky->radiance);
- sky->radiance = RID();
- }
- _clear_reflection_data(sky->reflection);
+ sky.sky_set_radiance_size(p_sky, p_radiance_size);
}
void RendererSceneRenderRD::sky_set_mode(RID p_sky, RS::SkyMode p_mode) {
- Sky *sky = sky_owner.getornull(p_sky);
- ERR_FAIL_COND(!sky);
-
- if (sky->mode == p_mode) {
- return;
- }
-
- sky->mode = p_mode;
-
- if (sky->mode == RS::SKY_MODE_REALTIME && sky->radiance_size != 256) {
- WARN_PRINT("Realtime Skies can only use a radiance size of 256. Radiance size will be set to 256 internally.");
- sky_set_radiance_size(p_sky, 256);
- }
-
- _sky_invalidate(sky);
- if (sky->radiance.is_valid()) {
- RD::get_singleton()->free(sky->radiance);
- sky->radiance = RID();
- }
- _clear_reflection_data(sky->reflection);
+ sky.sky_set_mode(p_sky, p_mode);
}
void RendererSceneRenderRD::sky_set_material(RID p_sky, RID p_material) {
- Sky *sky = sky_owner.getornull(p_sky);
- ERR_FAIL_COND(!sky);
- sky->material = p_material;
- _sky_invalidate(sky);
+ sky.sky_set_material(p_sky, p_material);
}
Ref<Image> RendererSceneRenderRD::sky_bake_panorama(RID p_sky, float p_energy, bool p_bake_irradiance, const Size2i &p_size) {
- Sky *sky = sky_owner.getornull(p_sky);
- ERR_FAIL_COND_V(!sky, Ref<Image>());
-
- _update_dirty_skys();
-
- if (sky->radiance.is_valid()) {
- RD::TextureFormat tf;
- tf.format = RD::DATA_FORMAT_R32G32B32A32_SFLOAT;
- 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;
-
- RID rad_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
- storage->get_effects()->copy_cubemap_to_panorama(sky->radiance, rad_tex, p_size, p_bake_irradiance ? roughness_layers : 0, sky->reflection.layers.size() > 1);
- Vector<uint8_t> data = RD::get_singleton()->texture_get_data(rad_tex, 0);
- RD::get_singleton()->free(rad_tex);
-
- Ref<Image> img;
- img.instance();
- img->create(p_size.width, p_size.height, false, Image::FORMAT_RGBAF, data);
- for (int i = 0; i < p_size.width; i++) {
- for (int j = 0; j < p_size.height; j++) {
- Color c = img->get_pixel(i, j);
- c.r *= p_energy;
- c.g *= p_energy;
- c.b *= p_energy;
- img->set_pixel(i, j, c);
- }
- }
- return img;
- }
-
- return Ref<Image>();
-}
-
-void RendererSceneRenderRD::_update_dirty_skys() {
- Sky *sky = dirty_sky_list;
-
- while (sky) {
- bool texture_set_dirty = false;
- //update sky configuration if texture is missing
-
- if (sky->radiance.is_null()) {
- int mipmaps = Image::get_image_required_mipmaps(sky->radiance_size, sky->radiance_size, Image::FORMAT_RGBAH) + 1;
-
- uint32_t w = sky->radiance_size, h = sky->radiance_size;
- int layers = roughness_layers;
- if (sky->mode == RS::SKY_MODE_REALTIME) {
- layers = 8;
- if (roughness_layers != 8) {
- WARN_PRINT("When using REALTIME skies, roughness_layers should be set to 8 in the project settings for best quality reflections");
- }
- }
-
- if (sky_use_cubemap_array) {
- //array (higher quality, 6 times more memory)
- RD::TextureFormat tf;
- tf.array_layers = layers * 6;
- tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
- tf.texture_type = RD::TEXTURE_TYPE_CUBE_ARRAY;
- tf.mipmaps = mipmaps;
- tf.width = w;
- tf.height = h;
- tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
-
- sky->radiance = RD::get_singleton()->texture_create(tf, RD::TextureView());
-
- _update_reflection_data(sky->reflection, sky->radiance_size, mipmaps, true, sky->radiance, 0, sky->mode == RS::SKY_MODE_REALTIME);
-
- } else {
- //regular cubemap, lower quality (aliasing, less memory)
- RD::TextureFormat tf;
- tf.array_layers = 6;
- tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
- tf.texture_type = RD::TEXTURE_TYPE_CUBE;
- tf.mipmaps = MIN(mipmaps, layers);
- tf.width = w;
- tf.height = h;
- tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
-
- sky->radiance = RD::get_singleton()->texture_create(tf, RD::TextureView());
-
- _update_reflection_data(sky->reflection, sky->radiance_size, MIN(mipmaps, layers), false, sky->radiance, 0, sky->mode == RS::SKY_MODE_REALTIME);
- }
- texture_set_dirty = true;
- }
-
- // Create subpass buffers if they haven't been created already
- if (sky->half_res_pass.is_null() && !RD::get_singleton()->texture_is_valid(sky->half_res_pass) && sky->screen_size.x >= 4 && sky->screen_size.y >= 4) {
- RD::TextureFormat tformat;
- tformat.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
- tformat.width = sky->screen_size.x / 2;
- tformat.height = sky->screen_size.y / 2;
- tformat.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
- tformat.texture_type = RD::TEXTURE_TYPE_2D;
-
- sky->half_res_pass = RD::get_singleton()->texture_create(tformat, RD::TextureView());
- Vector<RID> texs;
- texs.push_back(sky->half_res_pass);
- sky->half_res_framebuffer = RD::get_singleton()->framebuffer_create(texs);
- texture_set_dirty = true;
- }
-
- if (sky->quarter_res_pass.is_null() && !RD::get_singleton()->texture_is_valid(sky->quarter_res_pass) && sky->screen_size.x >= 4 && sky->screen_size.y >= 4) {
- RD::TextureFormat tformat;
- tformat.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
- tformat.width = sky->screen_size.x / 4;
- tformat.height = sky->screen_size.y / 4;
- tformat.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
- tformat.texture_type = RD::TEXTURE_TYPE_2D;
-
- sky->quarter_res_pass = RD::get_singleton()->texture_create(tformat, RD::TextureView());
- Vector<RID> texs;
- texs.push_back(sky->quarter_res_pass);
- sky->quarter_res_framebuffer = RD::get_singleton()->framebuffer_create(texs);
- texture_set_dirty = true;
- }
-
- if (texture_set_dirty) {
- for (int i = 0; i < SKY_TEXTURE_SET_MAX; i++) {
- if (sky->texture_uniform_sets[i].is_valid() && RD::get_singleton()->uniform_set_is_valid(sky->texture_uniform_sets[i])) {
- RD::get_singleton()->free(sky->texture_uniform_sets[i]);
- sky->texture_uniform_sets[i] = RID();
- }
- }
- }
-
- sky->reflection.dirty = true;
- sky->processing_layer = 0;
-
- Sky *next = sky->dirty_list;
- sky->dirty_list = nullptr;
- sky->dirty = false;
- sky = next;
- }
-
- dirty_sky_list = nullptr;
+ return sky.sky_bake_panorama(p_sky, p_energy, p_bake_irradiance, p_size);
}
-RID RendererSceneRenderRD::sky_get_radiance_texture_rd(RID p_sky) const {
- Sky *sky = sky_owner.getornull(p_sky);
- ERR_FAIL_COND_V(!sky, RID());
-
- return sky->radiance;
+RID RendererSceneRenderRD::environment_allocate() {
+ return environment_owner.allocate_rid();
}
-
-RID RendererSceneRenderRD::sky_get_radiance_uniform_set_rd(RID p_sky, RID p_shader, int p_set) const {
- Sky *sky = sky_owner.getornull(p_sky);
- ERR_FAIL_COND_V(!sky, RID());
-
- if (sky->uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(sky->uniform_set)) {
- sky->uniform_set = RID();
- if (sky->radiance.is_valid()) {
- Vector<RD::Uniform> uniforms;
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- u.binding = 0;
- u.ids.push_back(sky->radiance);
- uniforms.push_back(u);
- }
-
- sky->uniform_set = RD::get_singleton()->uniform_set_create(uniforms, p_shader, p_set);
- }
- }
-
- return sky->uniform_set;
-}
-
-RID RendererSceneRenderRD::_get_sky_textures(Sky *p_sky, SkyTextureSetVersion p_version) {
- if (p_sky->texture_uniform_sets[p_version].is_valid() && RD::get_singleton()->uniform_set_is_valid(p_sky->texture_uniform_sets[p_version])) {
- return p_sky->texture_uniform_sets[p_version];
- }
- Vector<RD::Uniform> uniforms;
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- u.binding = 0;
- if (p_sky->radiance.is_valid() && p_version <= SKY_TEXTURE_SET_QUARTER_RES) {
- u.ids.push_back(p_sky->radiance);
- } else {
- u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK));
- }
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- u.binding = 1; // half res
- if (p_sky->half_res_pass.is_valid() && p_version != SKY_TEXTURE_SET_HALF_RES && p_version != SKY_TEXTURE_SET_CUBEMAP_HALF_RES) {
- if (p_version >= SKY_TEXTURE_SET_CUBEMAP) {
- u.ids.push_back(p_sky->reflection.layers[0].views[1]);
- } else {
- u.ids.push_back(p_sky->half_res_pass);
- }
- } else {
- if (p_version < SKY_TEXTURE_SET_CUBEMAP) {
- u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE));
- } else {
- u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK));
- }
- }
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- u.binding = 2; // quarter res
- if (p_sky->quarter_res_pass.is_valid() && p_version != SKY_TEXTURE_SET_QUARTER_RES && p_version != SKY_TEXTURE_SET_CUBEMAP_QUARTER_RES) {
- if (p_version >= SKY_TEXTURE_SET_CUBEMAP) {
- u.ids.push_back(p_sky->reflection.layers[0].views[2]);
- } else {
- u.ids.push_back(p_sky->quarter_res_pass);
- }
- } else {
- if (p_version < SKY_TEXTURE_SET_CUBEMAP) {
- u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE));
- } else {
- u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK));
- }
- }
- uniforms.push_back(u);
- }
-
- p_sky->texture_uniform_sets[p_version] = RD::get_singleton()->uniform_set_create(uniforms, sky_shader.default_shader_rd, SKY_SET_TEXTURES);
- return p_sky->texture_uniform_sets[p_version];
-}
-
-RID RendererSceneRenderRD::sky_get_material(RID p_sky) const {
- Sky *sky = sky_owner.getornull(p_sky);
- ERR_FAIL_COND_V(!sky, RID());
-
- return sky->material;
-}
-
-void RendererSceneRenderRD::_draw_sky(bool p_can_continue_color, bool p_can_continue_depth, RID p_fb, RID p_environment, const CameraMatrix &p_projection, const Transform &p_transform) {
- ERR_FAIL_COND(!is_environment(p_environment));
-
- SkyMaterialData *material = nullptr;
-
- Sky *sky = sky_owner.getornull(environment_get_sky(p_environment));
-
- RID sky_material;
-
- RS::EnvironmentBG background = environment_get_background(p_environment);
-
- if (!(background == RS::ENV_BG_CLEAR_COLOR || background == RS::ENV_BG_COLOR) || sky) {
- ERR_FAIL_COND(!sky);
- sky_material = sky_get_material(environment_get_sky(p_environment));
-
- if (sky_material.is_valid()) {
- material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY);
- if (!material || !material->shader_data->valid) {
- material = nullptr;
- }
- }
-
- if (!material) {
- sky_material = sky_shader.default_material;
- material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY);
- }
- }
-
- if (background == RS::ENV_BG_CLEAR_COLOR || background == RS::ENV_BG_COLOR) {
- sky_material = sky_scene_state.fog_material;
- material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY);
- }
-
- ERR_FAIL_COND(!material);
-
- SkyShaderData *shader_data = material->shader_data;
-
- ERR_FAIL_COND(!shader_data);
-
- Basis sky_transform = environment_get_sky_orientation(p_environment);
- sky_transform.invert();
-
- float multiplier = environment_get_bg_energy(p_environment);
- float custom_fov = environment_get_sky_custom_fov(p_environment);
- // Camera
- CameraMatrix camera;
-
- if (custom_fov) {
- float near_plane = p_projection.get_z_near();
- float far_plane = p_projection.get_z_far();
- float aspect = p_projection.get_aspect();
-
- camera.set_perspective(custom_fov, aspect, near_plane, far_plane);
-
- } else {
- camera = p_projection;
- }
-
- sky_transform = p_transform.basis * sky_transform;
-
- if (shader_data->uses_quarter_res) {
- PipelineCacheRD *pipeline = &shader_data->pipelines[SKY_VERSION_QUARTER_RES];
-
- RID texture_uniform_set = _get_sky_textures(sky, SKY_TEXTURE_SET_QUARTER_RES);
-
- Vector<Color> clear_colors;
- 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);
- storage->get_effects()->render_sky(draw_list, time, sky->quarter_res_framebuffer, sky_scene_state.uniform_set, sky_scene_state.fog_uniform_set, pipeline, material->uniform_set, texture_uniform_set, camera, sky_transform, multiplier, p_transform.origin);
- RD::get_singleton()->draw_list_end();
- }
-
- if (shader_data->uses_half_res) {
- PipelineCacheRD *pipeline = &shader_data->pipelines[SKY_VERSION_HALF_RES];
-
- RID texture_uniform_set = _get_sky_textures(sky, SKY_TEXTURE_SET_HALF_RES);
-
- Vector<Color> clear_colors;
- 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);
- storage->get_effects()->render_sky(draw_list, time, sky->half_res_framebuffer, sky_scene_state.uniform_set, sky_scene_state.fog_uniform_set, pipeline, material->uniform_set, texture_uniform_set, camera, sky_transform, multiplier, p_transform.origin);
- RD::get_singleton()->draw_list_end();
- }
-
- PipelineCacheRD *pipeline = &shader_data->pipelines[SKY_VERSION_BACKGROUND];
-
- RID texture_uniform_set;
- if (sky) {
- texture_uniform_set = _get_sky_textures(sky, SKY_TEXTURE_SET_BACKGROUND);
- } else {
- texture_uniform_set = sky_scene_state.fog_only_texture_uniform_set;
- }
-
- 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);
- storage->get_effects()->render_sky(draw_list, time, p_fb, sky_scene_state.uniform_set, sky_scene_state.fog_uniform_set, pipeline, material->uniform_set, texture_uniform_set, camera, sky_transform, multiplier, p_transform.origin);
- RD::get_singleton()->draw_list_end();
-}
-
-void RendererSceneRenderRD::_setup_sky(RID p_environment, RID p_render_buffers, const CameraMatrix &p_projection, const Transform &p_transform, const Size2i p_screen_size) {
- ERR_FAIL_COND(!is_environment(p_environment));
-
- SkyMaterialData *material = nullptr;
-
- Sky *sky = sky_owner.getornull(environment_get_sky(p_environment));
-
- RID sky_material;
-
- SkyShaderData *shader_data = nullptr;
-
- RS::EnvironmentBG background = environment_get_background(p_environment);
-
- if (!(background == RS::ENV_BG_CLEAR_COLOR || background == RS::ENV_BG_COLOR) || sky) {
- ERR_FAIL_COND(!sky);
- sky_material = sky_get_material(environment_get_sky(p_environment));
-
- if (sky_material.is_valid()) {
- material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY);
- if (!material || !material->shader_data->valid) {
- material = nullptr;
- }
- }
-
- if (!material) {
- sky_material = sky_shader.default_material;
- material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY);
- }
-
- ERR_FAIL_COND(!material);
-
- shader_data = material->shader_data;
-
- ERR_FAIL_COND(!shader_data);
- }
-
- if (sky) {
- // Invalidate supbass buffers if screen size changes
- if (sky->screen_size != p_screen_size) {
- sky->screen_size = p_screen_size;
- sky->screen_size.x = sky->screen_size.x < 4 ? 4 : sky->screen_size.x;
- sky->screen_size.y = sky->screen_size.y < 4 ? 4 : sky->screen_size.y;
- if (shader_data->uses_half_res) {
- if (sky->half_res_pass.is_valid()) {
- RD::get_singleton()->free(sky->half_res_pass);
- sky->half_res_pass = RID();
- }
- _sky_invalidate(sky);
- }
- if (shader_data->uses_quarter_res) {
- if (sky->quarter_res_pass.is_valid()) {
- RD::get_singleton()->free(sky->quarter_res_pass);
- sky->quarter_res_pass = RID();
- }
- _sky_invalidate(sky);
- }
- }
-
- // Create new subpass buffers if necessary
- if ((shader_data->uses_half_res && sky->half_res_pass.is_null()) ||
- (shader_data->uses_quarter_res && sky->quarter_res_pass.is_null()) ||
- sky->radiance.is_null()) {
- _sky_invalidate(sky);
- _update_dirty_skys();
- }
-
- if (shader_data->uses_time && time - sky->prev_time > 0.00001) {
- sky->prev_time = time;
- sky->reflection.dirty = true;
- RenderingServerDefault::redraw_request();
- }
-
- if (material != sky->prev_material) {
- sky->prev_material = material;
- sky->reflection.dirty = true;
- }
-
- if (material->uniform_set_updated) {
- material->uniform_set_updated = false;
- sky->reflection.dirty = true;
- }
-
- if (!p_transform.origin.is_equal_approx(sky->prev_position) && shader_data->uses_position) {
- sky->prev_position = p_transform.origin;
- sky->reflection.dirty = true;
- }
-
- if (shader_data->uses_light) {
- // Check whether the directional_light_buffer changes
- bool light_data_dirty = false;
-
- if (sky_scene_state.ubo.directional_light_count != sky_scene_state.last_frame_directional_light_count) {
- 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;
- }
- }
- if (!light_data_dirty) {
- for (uint32_t i = 0; i < sky_scene_state.ubo.directional_light_count; i++) {
- if (sky_scene_state.directional_lights[i].direction[0] != sky_scene_state.last_frame_directional_lights[i].direction[0] ||
- sky_scene_state.directional_lights[i].direction[1] != sky_scene_state.last_frame_directional_lights[i].direction[1] ||
- sky_scene_state.directional_lights[i].direction[2] != sky_scene_state.last_frame_directional_lights[i].direction[2] ||
- sky_scene_state.directional_lights[i].energy != sky_scene_state.last_frame_directional_lights[i].energy ||
- sky_scene_state.directional_lights[i].color[0] != sky_scene_state.last_frame_directional_lights[i].color[0] ||
- sky_scene_state.directional_lights[i].color[1] != sky_scene_state.last_frame_directional_lights[i].color[1] ||
- sky_scene_state.directional_lights[i].color[2] != sky_scene_state.last_frame_directional_lights[i].color[2] ||
- sky_scene_state.directional_lights[i].enabled != sky_scene_state.last_frame_directional_lights[i].enabled ||
- sky_scene_state.directional_lights[i].size != sky_scene_state.last_frame_directional_lights[i].size) {
- light_data_dirty = true;
- break;
- }
- }
- }
-
- if (light_data_dirty) {
- RD::get_singleton()->buffer_update(sky_scene_state.directional_light_buffer, 0, sizeof(SkyDirectionalLightData) * sky_scene_state.max_directional_lights, sky_scene_state.directional_lights, true);
-
- RendererSceneRenderRD::SkyDirectionalLightData *temp = sky_scene_state.last_frame_directional_lights;
- sky_scene_state.last_frame_directional_lights = sky_scene_state.directional_lights;
- sky_scene_state.directional_lights = temp;
- sky_scene_state.last_frame_directional_light_count = sky_scene_state.ubo.directional_light_count;
- sky->reflection.dirty = true;
- }
- }
- }
-
- //setup fog variables
- sky_scene_state.ubo.volumetric_fog_enabled = false;
- if (p_render_buffers.is_valid()) {
- if (render_buffers_has_volumetric_fog(p_render_buffers)) {
- sky_scene_state.ubo.volumetric_fog_enabled = true;
-
- float fog_end = render_buffers_get_volumetric_fog_end(p_render_buffers);
- 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 = render_buffers_get_volumetric_fog_detail_spread(p_render_buffers); //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;
- }
- }
-
- RID fog_uniform_set = render_buffers_get_volumetric_fog_sky_uniform_set(p_render_buffers);
-
- if (fog_uniform_set != RID()) {
- sky_scene_state.fog_uniform_set = fog_uniform_set;
- } else {
- sky_scene_state.fog_uniform_set = sky_scene_state.default_fog_uniform_set;
- }
- }
-
- sky_scene_state.ubo.z_far = p_projection.get_z_far();
- sky_scene_state.ubo.fog_enabled = environment_is_fog_enabled(p_environment);
- sky_scene_state.ubo.fog_density = environment_get_fog_density(p_environment);
- sky_scene_state.ubo.fog_aerial_perspective = environment_get_fog_aerial_perspective(p_environment);
- Color fog_color = environment_get_fog_light_color(p_environment).to_linear();
- float fog_energy = environment_get_fog_light_energy(p_environment);
- 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 = environment_get_fog_sun_scatter(p_environment);
-
- RD::get_singleton()->buffer_update(sky_scene_state.uniform_buffer, 0, sizeof(SkySceneState::UBO), &sky_scene_state.ubo, true);
-}
-
-void RendererSceneRenderRD::_update_sky(RID p_environment, const CameraMatrix &p_projection, const Transform &p_transform) {
- ERR_FAIL_COND(!is_environment(p_environment));
-
- Sky *sky = sky_owner.getornull(environment_get_sky(p_environment));
- ERR_FAIL_COND(!sky);
-
- RID sky_material = sky_get_material(environment_get_sky(p_environment));
-
- SkyMaterialData *material = nullptr;
-
- if (sky_material.is_valid()) {
- material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY);
- if (!material || !material->shader_data->valid) {
- material = nullptr;
- }
- }
-
- if (!material) {
- sky_material = sky_shader.default_material;
- material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY);
- }
-
- ERR_FAIL_COND(!material);
-
- SkyShaderData *shader_data = material->shader_data;
-
- ERR_FAIL_COND(!shader_data);
-
- float multiplier = environment_get_bg_energy(p_environment);
-
- bool update_single_frame = sky->mode == RS::SKY_MODE_REALTIME || sky->mode == RS::SKY_MODE_QUALITY;
- RS::SkyMode sky_mode = sky->mode;
-
- if (sky_mode == RS::SKY_MODE_AUTOMATIC) {
- if (shader_data->uses_time || shader_data->uses_position) {
- update_single_frame = true;
- sky_mode = RS::SKY_MODE_REALTIME;
- } else if (shader_data->uses_light || shader_data->ubo_size > 0) {
- update_single_frame = false;
- sky_mode = RS::SKY_MODE_INCREMENTAL;
- } else {
- update_single_frame = true;
- sky_mode = RS::SKY_MODE_QUALITY;
- }
- }
-
- if (sky->processing_layer == 0 && sky_mode == RS::SKY_MODE_INCREMENTAL) {
- // On the first frame after creating sky, rebuild in single frame
- update_single_frame = true;
- sky_mode = RS::SKY_MODE_QUALITY;
- }
-
- int max_processing_layer = sky_use_cubemap_array ? sky->reflection.layers.size() : sky->reflection.layers[0].mipmaps.size();
-
- // Update radiance cubemap
- if (sky->reflection.dirty && (sky->processing_layer >= max_processing_layer || update_single_frame)) {
- static const Vector3 view_normals[6] = {
- Vector3(+1, 0, 0),
- Vector3(-1, 0, 0),
- Vector3(0, +1, 0),
- Vector3(0, -1, 0),
- Vector3(0, 0, +1),
- Vector3(0, 0, -1)
- };
- static const Vector3 view_up[6] = {
- Vector3(0, -1, 0),
- Vector3(0, -1, 0),
- Vector3(0, 0, +1),
- Vector3(0, 0, -1),
- Vector3(0, -1, 0),
- Vector3(0, -1, 0)
- };
-
- CameraMatrix cm;
- cm.set_perspective(90, 1, 0.01, 10.0);
- CameraMatrix correction;
- correction.set_depth_correction(true);
- cm = correction * cm;
-
- if (shader_data->uses_quarter_res) {
- PipelineCacheRD *pipeline = &shader_data->pipelines[SKY_VERSION_CUBEMAP_QUARTER_RES];
-
- Vector<Color> clear_colors;
- clear_colors.push_back(Color(0.0, 0.0, 0.0));
- RD::DrawListID cubemap_draw_list;
-
- for (int i = 0; i < 6; i++) {
- Transform local_view;
- local_view.set_look_at(Vector3(0, 0, 0), view_normals[i], view_up[i]);
- RID texture_uniform_set = _get_sky_textures(sky, SKY_TEXTURE_SET_CUBEMAP_QUARTER_RES);
-
- 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);
- storage->get_effects()->render_sky(cubemap_draw_list, time, sky->reflection.layers[0].mipmaps[2].framebuffers[i], sky_scene_state.uniform_set, sky_scene_state.fog_uniform_set, pipeline, material->uniform_set, texture_uniform_set, cm, local_view.basis, multiplier, p_transform.origin);
- RD::get_singleton()->draw_list_end();
- }
- }
-
- if (shader_data->uses_half_res) {
- PipelineCacheRD *pipeline = &shader_data->pipelines[SKY_VERSION_CUBEMAP_HALF_RES];
-
- Vector<Color> clear_colors;
- clear_colors.push_back(Color(0.0, 0.0, 0.0));
- RD::DrawListID cubemap_draw_list;
-
- for (int i = 0; i < 6; i++) {
- Transform local_view;
- local_view.set_look_at(Vector3(0, 0, 0), view_normals[i], view_up[i]);
- RID texture_uniform_set = _get_sky_textures(sky, SKY_TEXTURE_SET_CUBEMAP_HALF_RES);
-
- 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);
- storage->get_effects()->render_sky(cubemap_draw_list, time, sky->reflection.layers[0].mipmaps[1].framebuffers[i], sky_scene_state.uniform_set, sky_scene_state.fog_uniform_set, pipeline, material->uniform_set, texture_uniform_set, cm, local_view.basis, multiplier, p_transform.origin);
- RD::get_singleton()->draw_list_end();
- }
- }
-
- RD::DrawListID cubemap_draw_list;
- PipelineCacheRD *pipeline = &shader_data->pipelines[SKY_VERSION_CUBEMAP];
-
- for (int i = 0; i < 6; i++) {
- Transform local_view;
- local_view.set_look_at(Vector3(0, 0, 0), view_normals[i], view_up[i]);
- RID texture_uniform_set = _get_sky_textures(sky, SKY_TEXTURE_SET_CUBEMAP);
-
- 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);
- storage->get_effects()->render_sky(cubemap_draw_list, time, sky->reflection.layers[0].mipmaps[0].framebuffers[i], sky_scene_state.uniform_set, sky_scene_state.fog_uniform_set, pipeline, material->uniform_set, texture_uniform_set, cm, local_view.basis, multiplier, p_transform.origin);
- RD::get_singleton()->draw_list_end();
- }
-
- if (sky_mode == RS::SKY_MODE_REALTIME) {
- _create_reflection_fast_filter(sky->reflection, sky_use_cubemap_array);
- if (sky_use_cubemap_array) {
- _update_reflection_mipmaps(sky->reflection, 0, sky->reflection.layers.size());
- }
- } else {
- if (update_single_frame) {
- for (int i = 1; i < max_processing_layer; i++) {
- _create_reflection_importance_sample(sky->reflection, sky_use_cubemap_array, 10, i);
- }
- if (sky_use_cubemap_array) {
- _update_reflection_mipmaps(sky->reflection, 0, sky->reflection.layers.size());
- }
- } else {
- if (sky_use_cubemap_array) {
- // Multi-Frame so just update the first array level
- _update_reflection_mipmaps(sky->reflection, 0, 1);
- }
- }
- sky->processing_layer = 1;
- }
-
- sky->reflection.dirty = false;
-
- } else {
- if (sky_mode == RS::SKY_MODE_INCREMENTAL && sky->processing_layer < max_processing_layer) {
- _create_reflection_importance_sample(sky->reflection, sky_use_cubemap_array, 10, sky->processing_layer);
-
- if (sky_use_cubemap_array) {
- _update_reflection_mipmaps(sky->reflection, sky->processing_layer, sky->processing_layer + 1);
- }
-
- sky->processing_layer++;
- }
- }
-}
-
-/* SKY SHADER */
-
-void RendererSceneRenderRD::SkyShaderData::set_code(const String &p_code) {
- //compile
-
- code = p_code;
- valid = false;
- ubo_size = 0;
- uniforms.clear();
-
- if (code == String()) {
- return; //just invalid, but no error
- }
-
- ShaderCompilerRD::GeneratedCode gen_code;
- ShaderCompilerRD::IdentifierActions actions;
-
- uses_time = false;
- uses_half_res = false;
- uses_quarter_res = false;
- uses_position = false;
- uses_light = false;
-
- actions.render_mode_flags["use_half_res_pass"] = &uses_half_res;
- actions.render_mode_flags["use_quarter_res_pass"] = &uses_quarter_res;
-
- actions.usage_flag_pointers["TIME"] = &uses_time;
- actions.usage_flag_pointers["POSITION"] = &uses_position;
- actions.usage_flag_pointers["LIGHT0_ENABLED"] = &uses_light;
- actions.usage_flag_pointers["LIGHT0_ENERGY"] = &uses_light;
- actions.usage_flag_pointers["LIGHT0_DIRECTION"] = &uses_light;
- actions.usage_flag_pointers["LIGHT0_COLOR"] = &uses_light;
- actions.usage_flag_pointers["LIGHT0_SIZE"] = &uses_light;
- actions.usage_flag_pointers["LIGHT1_ENABLED"] = &uses_light;
- actions.usage_flag_pointers["LIGHT1_ENERGY"] = &uses_light;
- actions.usage_flag_pointers["LIGHT1_DIRECTION"] = &uses_light;
- actions.usage_flag_pointers["LIGHT1_COLOR"] = &uses_light;
- actions.usage_flag_pointers["LIGHT1_SIZE"] = &uses_light;
- actions.usage_flag_pointers["LIGHT2_ENABLED"] = &uses_light;
- actions.usage_flag_pointers["LIGHT2_ENERGY"] = &uses_light;
- actions.usage_flag_pointers["LIGHT2_DIRECTION"] = &uses_light;
- actions.usage_flag_pointers["LIGHT2_COLOR"] = &uses_light;
- actions.usage_flag_pointers["LIGHT2_SIZE"] = &uses_light;
- actions.usage_flag_pointers["LIGHT3_ENABLED"] = &uses_light;
- actions.usage_flag_pointers["LIGHT3_ENERGY"] = &uses_light;
- actions.usage_flag_pointers["LIGHT3_DIRECTION"] = &uses_light;
- actions.usage_flag_pointers["LIGHT3_COLOR"] = &uses_light;
- actions.usage_flag_pointers["LIGHT3_SIZE"] = &uses_light;
-
- actions.uniforms = &uniforms;
-
- RendererSceneRenderRD *scene_singleton = (RendererSceneRenderRD *)RendererSceneRenderRD::singleton;
-
- Error err = scene_singleton->sky_shader.compiler.compile(RS::SHADER_SKY, code, &actions, path, gen_code);
-
- ERR_FAIL_COND(err != OK);
-
- if (version.is_null()) {
- version = scene_singleton->sky_shader.shader.version_create();
- }
-
-#if 0
- print_line("**compiling shader:");
- print_line("**defines:\n");
- for (int i = 0; i < gen_code.defines.size(); i++) {
- print_line(gen_code.defines[i]);
- }
- 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);
-#endif
-
- scene_singleton->sky_shader.shader.version_set_code(version, gen_code.uniforms, gen_code.vertex_global, gen_code.vertex, gen_code.fragment_global, gen_code.light, gen_code.fragment, gen_code.defines);
- ERR_FAIL_COND(!scene_singleton->sky_shader.shader.version_is_valid(version));
-
- ubo_size = gen_code.uniform_total_size;
- ubo_offsets = gen_code.uniform_offsets;
- texture_uniforms = gen_code.texture_uniforms;
-
- //update pipelines
-
- for (int i = 0; i < SKY_VERSION_MAX; i++) {
- RD::PipelineDepthStencilState depth_stencil_state;
- depth_stencil_state.enable_depth_test = true;
- depth_stencil_state.depth_compare_operator = RD::COMPARE_OP_LESS_OR_EQUAL;
-
- RID shader_variant = scene_singleton->sky_shader.shader.version_get_shader(version, i);
- pipelines[i].setup(shader_variant, RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), depth_stencil_state, RD::PipelineColorBlendState::create_disabled(), 0);
- }
-
- valid = true;
-}
-
-void RendererSceneRenderRD::SkyShaderData::set_default_texture_param(const StringName &p_name, RID p_texture) {
- if (!p_texture.is_valid()) {
- default_texture_params.erase(p_name);
- } else {
- default_texture_params[p_name] = p_texture;
- }
-}
-
-void RendererSceneRenderRD::SkyShaderData::get_param_list(List<PropertyInfo> *p_param_list) const {
- Map<int, StringName> order;
-
- for (Map<StringName, ShaderLanguage::ShaderNode::Uniform>::Element *E = uniforms.front(); E; E = E->next()) {
- if (E->get().scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_GLOBAL || E->get().scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
- continue;
- }
-
- if (E->get().texture_order >= 0) {
- order[E->get().texture_order + 100000] = E->key();
- } else {
- order[E->get().order] = E->key();
- }
- }
-
- for (Map<int, StringName>::Element *E = order.front(); E; E = E->next()) {
- PropertyInfo pi = ShaderLanguage::uniform_to_property_info(uniforms[E->get()]);
- pi.name = E->get();
- p_param_list->push_back(pi);
- }
-}
-
-void RendererSceneRenderRD::SkyShaderData::get_instance_param_list(List<RendererStorage::InstanceShaderParam> *p_param_list) const {
- for (Map<StringName, ShaderLanguage::ShaderNode::Uniform>::Element *E = uniforms.front(); E; E = E->next()) {
- if (E->get().scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
- continue;
- }
-
- RendererStorage::InstanceShaderParam p;
- p.info = ShaderLanguage::uniform_to_property_info(E->get());
- p.info.name = E->key(); //supply name
- p.index = E->get().instance_index;
- p.default_value = ShaderLanguage::constant_value_to_variant(E->get().default_value, E->get().type, E->get().hint);
- p_param_list->push_back(p);
- }
-}
-
-bool RendererSceneRenderRD::SkyShaderData::is_param_texture(const StringName &p_param) const {
- if (!uniforms.has(p_param)) {
- return false;
- }
-
- return uniforms[p_param].texture_order >= 0;
-}
-
-bool RendererSceneRenderRD::SkyShaderData::is_animated() const {
- return false;
-}
-
-bool RendererSceneRenderRD::SkyShaderData::casts_shadows() const {
- return false;
-}
-
-Variant RendererSceneRenderRD::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;
- return ShaderLanguage::constant_value_to_variant(default_value, uniform.type, uniform.hint);
- }
- return Variant();
-}
-
-RendererSceneRenderRD::SkyShaderData::SkyShaderData() {
- valid = false;
-}
-
-RendererSceneRenderRD::SkyShaderData::~SkyShaderData() {
- RendererSceneRenderRD *scene_singleton = (RendererSceneRenderRD *)RendererSceneRenderRD::singleton;
- ERR_FAIL_COND(!scene_singleton);
- //pipeline variants will clear themselves if shader is gone
- if (version.is_valid()) {
- scene_singleton->sky_shader.shader.version_free(version);
- }
-}
-
-RendererStorageRD::ShaderData *RendererSceneRenderRD::_create_sky_shader_func() {
- SkyShaderData *shader_data = memnew(SkyShaderData);
- return shader_data;
-}
-
-void RendererSceneRenderRD::SkyMaterialData::update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
- RendererSceneRenderRD *scene_singleton = (RendererSceneRenderRD *)RendererSceneRenderRD::singleton;
-
- uniform_set_updated = true;
-
- if ((uint32_t)ubo_data.size() != shader_data->ubo_size) {
- p_uniform_dirty = true;
- if (uniform_buffer.is_valid()) {
- RD::get_singleton()->free(uniform_buffer);
- uniform_buffer = RID();
- }
-
- ubo_data.resize(shader_data->ubo_size);
- if (ubo_data.size()) {
- uniform_buffer = RD::get_singleton()->uniform_buffer_create(ubo_data.size());
- memset(ubo_data.ptrw(), 0, ubo_data.size()); //clear
- }
-
- //clear previous uniform set
- if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
- RD::get_singleton()->free(uniform_set);
- uniform_set = RID();
- }
- }
-
- //check whether buffer changed
- if (p_uniform_dirty && ubo_data.size()) {
- update_uniform_buffer(shader_data->uniforms, shader_data->ubo_offsets.ptr(), p_parameters, ubo_data.ptrw(), ubo_data.size(), false);
- RD::get_singleton()->buffer_update(uniform_buffer, 0, ubo_data.size(), ubo_data.ptrw());
- }
-
- uint32_t tex_uniform_count = shader_data->texture_uniforms.size();
-
- if ((uint32_t)texture_cache.size() != tex_uniform_count) {
- texture_cache.resize(tex_uniform_count);
- p_textures_dirty = true;
-
- //clear previous uniform set
- if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
- RD::get_singleton()->free(uniform_set);
- uniform_set = RID();
- }
- }
-
- if (p_textures_dirty && tex_uniform_count) {
- update_textures(p_parameters, shader_data->default_texture_params, shader_data->texture_uniforms, texture_cache.ptrw(), true);
- }
-
- if (shader_data->ubo_size == 0 && shader_data->texture_uniforms.size() == 0) {
- // This material does not require an uniform set, so don't create it.
- return;
- }
-
- if (!p_textures_dirty && uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
- //no reason to update uniform set, only UBO (or nothing) was needed to update
- return;
- }
-
- Vector<RD::Uniform> uniforms;
-
- {
- if (shader_data->ubo_size) {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
- u.binding = 0;
- u.ids.push_back(uniform_buffer);
- uniforms.push_back(u);
- }
-
- const RID *textures = texture_cache.ptrw();
- for (uint32_t i = 0; i < tex_uniform_count; i++) {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- u.binding = 1 + i;
- u.ids.push_back(textures[i]);
- uniforms.push_back(u);
- }
- }
-
- uniform_set = RD::get_singleton()->uniform_set_create(uniforms, scene_singleton->sky_shader.shader.version_get_shader(shader_data->version, 0), SKY_SET_MATERIAL);
-}
-
-RendererSceneRenderRD::SkyMaterialData::~SkyMaterialData() {
- if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
- RD::get_singleton()->free(uniform_set);
- }
-
- if (uniform_buffer.is_valid()) {
- RD::get_singleton()->free(uniform_buffer);
- }
-}
-
-RendererStorageRD::MaterialData *RendererSceneRenderRD::_create_sky_material_func(SkyShaderData *p_shader) {
- SkyMaterialData *material_data = memnew(SkyMaterialData);
- material_data->shader_data = p_shader;
- material_data->last_frame = false;
- //update will happen later anyway so do nothing.
- return material_data;
-}
-
-RID RendererSceneRenderRD::environment_create() {
- return environment_owner.make_rid(Environment());
+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) {
- Environment *env = environment_owner.getornull(p_env);
+ RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
ERR_FAIL_COND(!env);
env->background = p_bg;
}
void RendererSceneRenderRD::environment_set_sky(RID p_env, RID p_sky) {
- Environment *env = environment_owner.getornull(p_env);
+ RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
ERR_FAIL_COND(!env);
env->sky = p_sky;
}
void RendererSceneRenderRD::environment_set_sky_custom_fov(RID p_env, float p_scale) {
- Environment *env = environment_owner.getornull(p_env);
+ RendererSceneEnvironmentRD *env = environment_owner.getornull(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) {
- Environment *env = environment_owner.getornull(p_env);
+ RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
ERR_FAIL_COND(!env);
env->sky_orientation = p_orientation;
}
void RendererSceneRenderRD::environment_set_bg_color(RID p_env, const Color &p_color) {
- Environment *env = environment_owner.getornull(p_env);
+ RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
ERR_FAIL_COND(!env);
env->bg_color = p_color;
}
void RendererSceneRenderRD::environment_set_bg_energy(RID p_env, float p_energy) {
- Environment *env = environment_owner.getornull(p_env);
+ RendererSceneEnvironmentRD *env = environment_owner.getornull(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) {
- Environment *env = environment_owner.getornull(p_env);
+ RendererSceneEnvironmentRD *env = environment_owner.getornull(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, const Color &p_ao_color) {
- Environment *env = environment_owner.getornull(p_env);
+ RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
ERR_FAIL_COND(!env);
- env->ambient_light = p_color;
- env->ambient_source = p_ambient;
- env->ambient_light_energy = p_energy;
- env->ambient_sky_contribution = p_sky_contribution;
- env->reflection_source = p_reflection_source;
- env->ao_color = p_ao_color;
+ env->set_ambient_light(p_color, p_ambient, p_energy, p_sky_contribution, p_reflection_source, p_ao_color);
}
RS::EnvironmentBG RendererSceneRenderRD::environment_get_background(RID p_env) const {
- Environment *env = environment_owner.getornull(p_env);
+ RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
ERR_FAIL_COND_V(!env, RS::ENV_BG_MAX);
return env->background;
}
RID RendererSceneRenderRD::environment_get_sky(RID p_env) const {
- Environment *env = environment_owner.getornull(p_env);
+ RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
ERR_FAIL_COND_V(!env, RID());
return env->sky;
}
float RendererSceneRenderRD::environment_get_sky_custom_fov(RID p_env) const {
- Environment *env = environment_owner.getornull(p_env);
+ RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
ERR_FAIL_COND_V(!env, 0);
return env->sky_custom_fov;
}
Basis RendererSceneRenderRD::environment_get_sky_orientation(RID p_env) const {
- Environment *env = environment_owner.getornull(p_env);
+ RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
ERR_FAIL_COND_V(!env, Basis());
return env->sky_orientation;
}
Color RendererSceneRenderRD::environment_get_bg_color(RID p_env) const {
- Environment *env = environment_owner.getornull(p_env);
+ RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
ERR_FAIL_COND_V(!env, Color());
return env->bg_color;
}
float RendererSceneRenderRD::environment_get_bg_energy(RID p_env) const {
- Environment *env = environment_owner.getornull(p_env);
+ RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
ERR_FAIL_COND_V(!env, 0);
return env->bg_energy;
}
int RendererSceneRenderRD::environment_get_canvas_max_layer(RID p_env) const {
- Environment *env = environment_owner.getornull(p_env);
+ RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
ERR_FAIL_COND_V(!env, 0);
return env->canvas_max_layer;
}
Color RendererSceneRenderRD::environment_get_ambient_light_color(RID p_env) const {
- Environment *env = environment_owner.getornull(p_env);
+ RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
ERR_FAIL_COND_V(!env, Color());
return env->ambient_light;
}
RS::EnvironmentAmbientSource RendererSceneRenderRD::environment_get_ambient_source(RID p_env) const {
- Environment *env = environment_owner.getornull(p_env);
+ RendererSceneEnvironmentRD *env = environment_owner.getornull(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 {
- Environment *env = environment_owner.getornull(p_env);
+ RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
ERR_FAIL_COND_V(!env, 0);
return env->ambient_light_energy;
}
float RendererSceneRenderRD::environment_get_ambient_sky_contribution(RID p_env) const {
- Environment *env = environment_owner.getornull(p_env);
+ RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
ERR_FAIL_COND_V(!env, 0);
return env->ambient_sky_contribution;
}
RS::EnvironmentReflectionSource RendererSceneRenderRD::environment_get_reflection_source(RID p_env) const {
- Environment *env = environment_owner.getornull(p_env);
+ RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
ERR_FAIL_COND_V(!env, RS::ENV_REFLECTION_SOURCE_DISABLED);
return env->reflection_source;
}
Color RendererSceneRenderRD::environment_get_ao_color(RID p_env) const {
- Environment *env = environment_owner.getornull(p_env);
+ RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
ERR_FAIL_COND_V(!env, Color());
return env->ao_color;
}
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) {
- Environment *env = environment_owner.getornull(p_env);
+ RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
ERR_FAIL_COND(!env);
- env->exposure = p_exposure;
- env->tone_mapper = p_tone_mapper;
- if (!env->auto_exposure && p_auto_exposure) {
- env->auto_exposure_version = ++auto_exposure_counter;
- }
- env->auto_exposure = p_auto_exposure;
- env->white = p_white;
- env->min_luminance = p_min_luminance;
- env->max_luminance = p_max_luminance;
- env->auto_exp_speed = p_auto_exp_speed;
- env->auto_exp_scale = p_auto_exp_scale;
+ 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) {
- Environment *env = environment_owner.getornull(p_env);
+ RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
ERR_FAIL_COND(!env);
- ERR_FAIL_COND_MSG(p_levels.size() != 7, "Size of array of glow levels must be 7");
- env->glow_enabled = p_enable;
- env->glow_levels = p_levels;
- env->glow_intensity = p_intensity;
- env->glow_strength = p_strength;
- env->glow_mix = p_mix;
- env->glow_bloom = p_bloom_threshold;
- env->glow_blend_mode = p_blend_mode;
- env->glow_hdr_bleed_threshold = p_hdr_bleed_threshold;
- env->glow_hdr_bleed_scale = p_hdr_bleed_scale;
- env->glow_hdr_luminance_cap = p_hdr_luminance_cap;
+ 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);
}
void RendererSceneRenderRD::environment_glow_set_use_bicubic_upscale(bool p_enable) {
@@ -2967,100 +313,77 @@ 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, RS::EnvironmentSDFGICascades p_cascades, float p_min_cell_size, RS::EnvironmentSDFGIYScale p_y_scale, bool p_use_occlusion, bool p_use_multibounce, bool p_read_sky, float p_energy, float p_normal_bias, float p_probe_bias) {
- Environment *env = environment_owner.getornull(p_env);
+void RendererSceneRenderRD::environment_set_sdfgi(RID p_env, bool p_enable, RS::EnvironmentSDFGICascades 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.getornull(p_env);
ERR_FAIL_COND(!env);
if (low_end) {
return;
}
- env->sdfgi_enabled = p_enable;
- env->sdfgi_cascades = p_cascades;
- env->sdfgi_min_cell_size = p_min_cell_size;
- env->sdfgi_use_occlusion = p_use_occlusion;
- env->sdfgi_use_multibounce = p_use_multibounce;
- env->sdfgi_read_sky_light = p_read_sky;
- env->sdfgi_energy = p_energy;
- env->sdfgi_normal_bias = p_normal_bias;
- env->sdfgi_probe_bias = p_probe_bias;
- env->sdfgi_y_scale = p_y_scale;
+ 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) {
- Environment *env = environment_owner.getornull(p_env);
+ RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
ERR_FAIL_COND(!env);
- env->fog_enabled = p_enable;
- env->fog_light_color = p_light_color;
- env->fog_light_energy = p_light_energy;
- env->fog_sun_scatter = p_sun_scatter;
- env->fog_density = p_density;
- env->fog_height = p_height;
- env->fog_height_density = p_height_density;
- env->fog_aerial_perspective = p_fog_aerial_perspective;
+ 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 Environment *env = environment_owner.getornull(p_env);
+ const RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
ERR_FAIL_COND_V(!env, false);
return env->fog_enabled;
}
Color RendererSceneRenderRD::environment_get_fog_light_color(RID p_env) const {
- const Environment *env = environment_owner.getornull(p_env);
+ const RendererSceneEnvironmentRD *env = environment_owner.getornull(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 Environment *env = environment_owner.getornull(p_env);
+ const RendererSceneEnvironmentRD *env = environment_owner.getornull(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 Environment *env = environment_owner.getornull(p_env);
+ const RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
ERR_FAIL_COND_V(!env, 0);
return env->fog_sun_scatter;
}
float RendererSceneRenderRD::environment_get_fog_density(RID p_env) const {
- const Environment *env = environment_owner.getornull(p_env);
+ const RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
ERR_FAIL_COND_V(!env, 0);
return env->fog_density;
}
float RendererSceneRenderRD::environment_get_fog_height(RID p_env) const {
- const Environment *env = environment_owner.getornull(p_env);
+ const RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
ERR_FAIL_COND_V(!env, 0);
return env->fog_height;
}
float RendererSceneRenderRD::environment_get_fog_height_density(RID p_env) const {
- const Environment *env = environment_owner.getornull(p_env);
+ const RendererSceneEnvironmentRD *env = environment_owner.getornull(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 Environment *env = environment_owner.getornull(p_env);
+ const RendererSceneEnvironmentRD *env = environment_owner.getornull(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_light, float p_light_energy, float p_length, float p_detail_spread, float p_gi_inject, RenderingServer::EnvVolumetricFogShadowFilter p_shadow_filter) {
- Environment *env = environment_owner.getornull(p_env);
+void RendererSceneRenderRD::environment_set_volumetric_fog(RID p_env, bool p_enable, float p_density, const Color &p_light, float p_light_energy, float p_length, float p_detail_spread, float p_gi_inject, bool p_temporal_reprojection, float p_temporal_reprojection_amount) {
+ RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
ERR_FAIL_COND(!env);
if (low_end) {
return;
}
- env->volumetric_fog_enabled = p_enable;
- env->volumetric_fog_density = p_density;
- env->volumetric_fog_light = p_light;
- env->volumetric_fog_light_energy = p_light_energy;
- env->volumetric_fog_length = p_length;
- env->volumetric_fog_detail_spread = p_detail_spread;
- env->volumetric_fog_shadow_filter = p_shadow_filter;
- env->volumetric_fog_gi_inject = p_gi_inject;
+ env->set_volumetric_fog(p_enable, p_density, p_light, p_light_energy, p_length, p_detail_spread, p_gi_inject, p_temporal_reprojection, p_temporal_reprojection_amount);
}
void RendererSceneRenderRD::environment_set_volumetric_fog_volume_size(int p_size, int p_depth) {
@@ -3071,47 +394,27 @@ void RendererSceneRenderRD::environment_set_volumetric_fog_volume_size(int p_siz
void RendererSceneRenderRD::environment_set_volumetric_fog_filter_active(bool p_enable) {
volumetric_fog_filter_active = p_enable;
}
-void RendererSceneRenderRD::environment_set_volumetric_fog_directional_shadow_shrink_size(int p_shrink_size) {
- p_shrink_size = nearest_power_of_2_templated(p_shrink_size);
- if (volumetric_fog_directional_shadow_shrink == (uint32_t)p_shrink_size) {
- return;
- }
-
- _clear_shadow_shrink_stages(directional_shadow.shrink_stages);
-}
-void RendererSceneRenderRD::environment_set_volumetric_fog_positional_shadow_shrink_size(int p_shrink_size) {
- p_shrink_size = nearest_power_of_2_templated(p_shrink_size);
- if (volumetric_fog_positional_shadow_shrink == (uint32_t)p_shrink_size) {
- return;
- }
-
- for (uint32_t i = 0; i < shadow_atlas_owner.get_rid_count(); i++) {
- ShadowAtlas *sa = shadow_atlas_owner.get_ptr_by_index(i);
- _clear_shadow_shrink_stages(sa->shrink_stages);
- }
-}
void RendererSceneRenderRD::environment_set_sdfgi_ray_count(RS::EnvironmentSDFGIRayCount p_ray_count) {
- sdfgi_ray_count = p_ray_count;
+ gi.sdfgi_ray_count = p_ray_count;
}
void RendererSceneRenderRD::environment_set_sdfgi_frames_to_converge(RS::EnvironmentSDFGIFramesToConverge p_frames) {
- sdfgi_frames_to_converge = p_frames;
+ gi.sdfgi_frames_to_converge = p_frames;
+}
+void RendererSceneRenderRD::environment_set_sdfgi_frames_to_update_light(RS::EnvironmentSDFGIFramesToUpdateLight p_update) {
+ 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) {
- Environment *env = environment_owner.getornull(p_env);
+ RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
ERR_FAIL_COND(!env);
if (low_end) {
return;
}
- env->ssr_enabled = p_enable;
- env->ssr_max_steps = p_max_steps;
- env->ssr_fade_in = p_fade_int;
- env->ssr_fade_out = p_fade_out;
- env->ssr_depth_tolerance = p_depth_tolerance;
+ 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) {
@@ -3123,22 +426,14 @@ RS::EnvironmentSSRRoughnessQuality RendererSceneRenderRD::environment_get_ssr_ro
}
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) {
- Environment *env = environment_owner.getornull(p_env);
+ RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
ERR_FAIL_COND(!env);
if (low_end) {
return;
}
- env->ssao_enabled = p_enable;
- env->ssao_radius = p_radius;
- env->ssao_intensity = p_intensity;
- env->ssao_power = p_power;
- env->ssao_detail = p_detail;
- env->ssao_horizon = p_horizon;
- env->ssao_sharpness = p_sharpness;
- env->ssao_direct_light_affect = p_light_affect;
- env->ssao_ao_channel_affect = p_ao_channel_affect;
+ 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) {
@@ -3151,30 +446,30 @@ void RendererSceneRenderRD::environment_set_ssao_quality(RS::EnvironmentSSAOQual
}
bool RendererSceneRenderRD::environment_is_ssao_enabled(RID p_env) const {
- Environment *env = environment_owner.getornull(p_env);
+ RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
ERR_FAIL_COND_V(!env, false);
return env->ssao_enabled;
}
float RendererSceneRenderRD::environment_get_ssao_ao_affect(RID p_env) const {
- Environment *env = environment_owner.getornull(p_env);
+ RendererSceneEnvironmentRD *env = environment_owner.getornull(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 {
- Environment *env = environment_owner.getornull(p_env);
+ RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
ERR_FAIL_COND_V(!env, 0.0);
return env->ssao_direct_light_affect;
}
bool RendererSceneRenderRD::environment_is_ssr_enabled(RID p_env) const {
- Environment *env = environment_owner.getornull(p_env);
+ RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
ERR_FAIL_COND_V(!env, false);
return env->ssr_enabled;
}
bool RendererSceneRenderRD::environment_is_sdfgi_enabled(RID p_env) const {
- Environment *env = environment_owner.getornull(p_env);
+ RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
ERR_FAIL_COND_V(!env, false);
return env->sdfgi_enabled;
}
@@ -3184,7 +479,7 @@ bool RendererSceneRenderRD::is_environment(RID p_env) const {
}
Ref<Image> RendererSceneRenderRD::environment_bake_panorama(RID p_env, bool p_bake_irradiance, const Size2i &p_size) {
- Environment *env = environment_owner.getornull(p_env);
+ RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
ERR_FAIL_COND_V(!env, Ref<Image>());
if (env->background == RS::ENV_BG_CAMERA_FEED || env->background == RS::ENV_BG_CANVAS || env->background == RS::ENV_BG_KEEP) {
@@ -3224,8 +519,12 @@ Ref<Image> RendererSceneRenderRD::environment_bake_panorama(RID p_env, bool p_ba
RID RendererSceneRenderRD::reflection_atlas_create() {
ReflectionAtlas ra;
- ra.count = GLOBAL_GET("rendering/quality/reflection_atlas/reflection_count");
- ra.size = GLOBAL_GET("rendering/quality/reflection_atlas/reflection_size");
+ ra.count = GLOBAL_GET("rendering/reflections/reflection_atlas/reflection_count");
+ ra.size = GLOBAL_GET("rendering/reflections/reflection_atlas/reflection_size");
+
+ 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());
return reflection_atlas_owner.make_rid(ra);
}
@@ -3238,6 +537,8 @@ void RendererSceneRenderRD::reflection_atlas_set_size(RID p_ref_atlas, int p_ref
return; //no changes
}
+ 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;
@@ -3247,9 +548,8 @@ void RendererSceneRenderRD::reflection_atlas_set_size(RID p_ref_atlas, int p_ref
ra->reflection = RID();
RD::get_singleton()->free(ra->depth_buffer);
ra->depth_buffer = RID();
-
for (int i = 0; i < ra->reflections.size(); i++) {
- _clear_reflection_data(ra->reflections.write[i].data);
+ ra->reflections.write[i].data.clear_reflection_data();
if (ra->reflections[i].owner.is_null()) {
continue;
}
@@ -3353,7 +653,7 @@ bool RendererSceneRenderRD::reflection_probe_instance_begin_render(RID p_instanc
}
if (atlas->reflection.is_null()) {
- int mipmaps = MIN(roughness_layers, Image::get_image_required_mipmaps(atlas->size, atlas->size, Image::FORMAT_RGBAH) + 1);
+ int mipmaps = MIN(sky.roughness_layers, Image::get_image_required_mipmaps(atlas->size, atlas->size, Image::FORMAT_RGBAH) + 1);
mipmaps = 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:
@@ -3378,7 +678,7 @@ bool RendererSceneRenderRD::reflection_probe_instance_begin_render(RID p_instanc
}
atlas->reflections.resize(atlas->count);
for (int i = 0; i < atlas->count; i++) {
- _update_reflection_data(atlas->reflections.write[i].data, atlas->size, mipmaps, false, atlas->reflection, i * 6, storage->reflection_probe_get_update_mode(rpi->probe) == RS::REFLECTION_PROBE_UPDATE_ALWAYS);
+ atlas->reflections.write[i].data.update_reflection_data(atlas->size, mipmaps, false, atlas->reflection, i * 6, storage->reflection_probe_get_update_mode(rpi->probe) == RS::REFLECTION_PROBE_UPDATE_ALWAYS, sky.roughness_layers);
for (int j = 0; j < 6; j++) {
Vector<RID> fb;
fb.push_back(atlas->reflections.write[i].data.layers[0].mipmaps[0].views[j]);
@@ -3438,7 +738,7 @@ bool RendererSceneRenderRD::reflection_probe_instance_postprocess_step(RID p_ins
if (storage->reflection_probe_get_update_mode(rpi->probe) == RS::REFLECTION_PROBE_UPDATE_ALWAYS) {
// Using real time reflections, all roughness is done in one step
- _create_reflection_fast_filter(atlas->reflections.write[rpi->atlas_index].data, false);
+ atlas->reflections.write[rpi->atlas_index].data.create_reflection_fast_filter(storage, false);
rpi->rendering = false;
rpi->processing_side = 0;
rpi->processing_layer = 1;
@@ -3446,7 +746,7 @@ bool RendererSceneRenderRD::reflection_probe_instance_postprocess_step(RID p_ins
}
if (rpi->processing_layer > 1) {
- _create_reflection_importance_sample(atlas->reflections.write[rpi->atlas_index].data, false, 10, rpi->processing_layer);
+ atlas->reflections.write[rpi->atlas_index].data.create_reflection_importance_sample(storage, 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;
@@ -3457,7 +757,7 @@ bool RendererSceneRenderRD::reflection_probe_instance_postprocess_step(RID p_ins
return false;
} else {
- _create_reflection_importance_sample(atlas->reflections.write[rpi->atlas_index].data, false, rpi->processing_side, rpi->processing_layer);
+ atlas->reflections.write[rpi->atlas_index].data.create_reflection_importance_sample(storage, false, rpi->processing_side, rpi->processing_layer, sky.sky_ggx_samples_quality);
}
rpi->processing_side++;
@@ -3504,13 +804,28 @@ RID RendererSceneRenderRD::shadow_atlas_create() {
return shadow_atlas_owner.make_rid(ShadowAtlas());
}
-void RendererSceneRenderRD::shadow_atlas_set_size(RID p_atlas, int p_size) {
+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.getornull(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) {
+ if (p_size == shadow_atlas->size && p_16_bits == shadow_atlas->use_16_bits) {
return;
}
@@ -3518,7 +833,6 @@ void RendererSceneRenderRD::shadow_atlas_set_size(RID p_atlas, int p_size) {
if (shadow_atlas->depth.is_valid()) {
RD::get_singleton()->free(shadow_atlas->depth);
shadow_atlas->depth = RID();
- _clear_shadow_shrink_stages(shadow_atlas->shrink_stages);
}
for (int i = 0; i < 4; i++) {
//clear subdivisions
@@ -3537,16 +851,7 @@ void RendererSceneRenderRD::shadow_atlas_set_size(RID p_atlas, int p_size) {
shadow_atlas->shadow_owners.clear();
shadow_atlas->size = p_size;
-
- if (shadow_atlas->size) {
- RD::TextureFormat tf;
- tf.format = RD::DATA_FORMAT_R32_SFLOAT;
- tf.width = shadow_atlas->size;
- tf.height = shadow_atlas->size;
- tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
-
- shadow_atlas->depth = RD::get_singleton()->texture_create(tf, RD::TextureView());
- }
+ shadow_atlas->use_16_bits = p_size;
}
void RendererSceneRenderRD::shadow_atlas_set_quadrant_subdivision(RID p_atlas, int p_quadrant, int p_subdivision) {
@@ -3801,10 +1106,24 @@ bool RendererSceneRenderRD::shadow_atlas_update_light(RID p_atlas, RID p_light_i
return false;
}
-void RendererSceneRenderRD::directional_shadow_atlas_set_size(int p_size) {
+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) {
+ if (directional_shadow.size == p_size && directional_shadow.use_16_bits == p_16_bits) {
return;
}
@@ -3812,21 +1131,9 @@ void RendererSceneRenderRD::directional_shadow_atlas_set_size(int p_size) {
if (directional_shadow.depth.is_valid()) {
RD::get_singleton()->free(directional_shadow.depth);
- _clear_shadow_shrink_stages(directional_shadow.shrink_stages);
directional_shadow.depth = RID();
+ _base_uniforms_changed();
}
-
- if (p_size > 0) {
- RD::TextureFormat tf;
- tf.format = RD::DATA_FORMAT_R32_SFLOAT;
- tf.width = p_size;
- tf.height = p_size;
- tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
-
- directional_shadow.depth = RD::get_singleton()->texture_create(tf, RD::TextureView());
- }
-
- _base_uniforms_changed();
}
void RendererSceneRenderRD::set_directional_shadow_count(int p_count) {
@@ -3880,8 +1187,11 @@ int RendererSceneRenderRD::get_directional_light_shadow_size(RID p_light_intance
//////////////////////////////////////////////////
-RID RendererSceneRenderRD::camera_effects_create() {
- return camera_effects_owner.make_rid(CameraEffects());
+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) {
@@ -3946,11 +1256,7 @@ void RendererSceneRenderRD::light_instance_set_shadow_transform(RID p_light_inst
LightInstance *light_instance = light_instance_owner.getornull(p_light_instance);
ERR_FAIL_COND(!light_instance);
- if (storage->light_get_type(light_instance->light) != RS::LIGHT_DIRECTIONAL) {
- p_pass = 0;
- }
-
- ERR_FAIL_INDEX(p_pass, 4);
+ ERR_FAIL_INDEX(p_pass, 6);
light_instance->shadow_transform[p_pass].camera = p_projection;
light_instance->shadow_transform[p_pass].transform = p_transform;
@@ -3996,29 +1302,6 @@ RendererSceneRenderRD::ShadowCubemap *RendererSceneRenderRD::_get_shadow_cubemap
return &shadow_cubemaps[p_size];
}
-RendererSceneRenderRD::ShadowMap *RendererSceneRenderRD::_get_shadow_map(const Size2i &p_size) {
- if (!shadow_maps.has(p_size)) {
- ShadowMap sm;
- {
- 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.width;
- tf.height = p_size.height;
- tf.usage_bits = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
-
- sm.depth = RD::get_singleton()->texture_create(tf, RD::TextureView());
- }
-
- Vector<RID> fbtex;
- fbtex.push_back(sm.depth);
- sm.fb = RD::get_singleton()->framebuffer_create(fbtex);
-
- shadow_maps[p_size] = sm;
- }
-
- return &shadow_maps[p_size];
-}
-
//////////////////////////
RID RendererSceneRenderRD::decal_instance_create(RID p_decal) {
@@ -4049,805 +1332,27 @@ void RendererSceneRenderRD::lightmap_instance_set_transform(RID p_lightmap, cons
/////////////////////////////////
RID RendererSceneRenderRD::gi_probe_instance_create(RID p_base) {
- GIProbeInstance gi_probe;
- gi_probe.probe = p_base;
- RID rid = gi_probe_instance_owner.make_rid(gi_probe);
- return rid;
+ return gi.gi_probe_instance_create(p_base);
}
void RendererSceneRenderRD::gi_probe_instance_set_transform_to_data(RID p_probe, const Transform &p_xform) {
- GIProbeInstance *gi_probe = gi_probe_instance_owner.getornull(p_probe);
- ERR_FAIL_COND(!gi_probe);
-
- gi_probe->transform = p_xform;
+ gi.gi_probe_instance_set_transform_to_data(p_probe, p_xform);
}
bool RendererSceneRenderRD::gi_probe_needs_update(RID p_probe) const {
- GIProbeInstance *gi_probe = gi_probe_instance_owner.getornull(p_probe);
- ERR_FAIL_COND_V(!gi_probe, false);
-
if (low_end) {
return false;
}
- //return true;
- return gi_probe->last_probe_version != storage->gi_probe_get_version(gi_probe->probe);
+ return gi.gi_probe_needs_update(p_probe);
}
void RendererSceneRenderRD::gi_probe_update(RID p_probe, bool p_update_light_instances, const Vector<RID> &p_light_instances, const PagedArray<GeometryInstance *> &p_dynamic_objects) {
- GIProbeInstance *gi_probe = gi_probe_instance_owner.getornull(p_probe);
- ERR_FAIL_COND(!gi_probe);
-
if (low_end) {
return;
}
- uint32_t data_version = storage->gi_probe_get_data_version(gi_probe->probe);
-
- // (RE)CREATE IF NEEDED
-
- if (gi_probe->last_probe_data_version != data_version) {
- //need to re-create everything
- if (gi_probe->texture.is_valid()) {
- RD::get_singleton()->free(gi_probe->texture);
- RD::get_singleton()->free(gi_probe->write_buffer);
- gi_probe->mipmaps.clear();
- }
-
- for (int i = 0; i < gi_probe->dynamic_maps.size(); i++) {
- RD::get_singleton()->free(gi_probe->dynamic_maps[i].texture);
- RD::get_singleton()->free(gi_probe->dynamic_maps[i].depth);
- }
-
- gi_probe->dynamic_maps.clear();
-
- Vector3i octree_size = storage->gi_probe_get_octree_size(gi_probe->probe);
-
- if (octree_size != Vector3i()) {
- //can create a 3D texture
- Vector<int> levels = storage->gi_probe_get_level_counts(gi_probe->probe);
-
- RD::TextureFormat tf;
- tf.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
- tf.width = octree_size.x;
- tf.height = octree_size.y;
- tf.depth = octree_size.z;
- tf.texture_type = RD::TEXTURE_TYPE_3D;
- tf.mipmaps = levels.size();
-
- tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;
-
- gi_probe->texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
-
- RD::get_singleton()->texture_clear(gi_probe->texture, Color(0, 0, 0, 0), 0, levels.size(), 0, 1, false);
-
- {
- int total_elements = 0;
- for (int i = 0; i < levels.size(); i++) {
- total_elements += levels[i];
- }
-
- gi_probe->write_buffer = RD::get_singleton()->storage_buffer_create(total_elements * 16);
- }
-
- for (int i = 0; i < levels.size(); i++) {
- GIProbeInstance::Mipmap mipmap;
- mipmap.texture = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), gi_probe->texture, 0, i, RD::TEXTURE_SLICE_3D);
- mipmap.level = levels.size() - i - 1;
- mipmap.cell_offset = 0;
- for (uint32_t j = 0; j < mipmap.level; j++) {
- mipmap.cell_offset += levels[j];
- }
- mipmap.cell_count = levels[mipmap.level];
-
- Vector<RD::Uniform> uniforms;
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
- u.binding = 1;
- u.ids.push_back(storage->gi_probe_get_octree_buffer(gi_probe->probe));
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
- u.binding = 2;
- u.ids.push_back(storage->gi_probe_get_data_buffer(gi_probe->probe));
- uniforms.push_back(u);
- }
-
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
- u.binding = 4;
- u.ids.push_back(gi_probe->write_buffer);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- u.binding = 9;
- u.ids.push_back(storage->gi_probe_get_sdf_texture(gi_probe->probe));
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
- u.binding = 10;
- u.ids.push_back(storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
- uniforms.push_back(u);
- }
-
- {
- Vector<RD::Uniform> copy_uniforms = uniforms;
- if (i == 0) {
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
- u.binding = 3;
- u.ids.push_back(gi_probe_lights_uniform);
- copy_uniforms.push_back(u);
- }
-
- mipmap.uniform_set = RD::get_singleton()->uniform_set_create(copy_uniforms, giprobe_lighting_shader_version_shaders[GI_PROBE_SHADER_VERSION_COMPUTE_LIGHT], 0);
-
- copy_uniforms = uniforms; //restore
-
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- u.binding = 5;
- u.ids.push_back(gi_probe->texture);
- copy_uniforms.push_back(u);
- }
- mipmap.second_bounce_uniform_set = RD::get_singleton()->uniform_set_create(copy_uniforms, giprobe_lighting_shader_version_shaders[GI_PROBE_SHADER_VERSION_COMPUTE_SECOND_BOUNCE], 0);
- } else {
- mipmap.uniform_set = RD::get_singleton()->uniform_set_create(copy_uniforms, giprobe_lighting_shader_version_shaders[GI_PROBE_SHADER_VERSION_COMPUTE_MIPMAP], 0);
- }
- }
-
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 5;
- u.ids.push_back(mipmap.texture);
- uniforms.push_back(u);
- }
-
- mipmap.write_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, giprobe_lighting_shader_version_shaders[GI_PROBE_SHADER_VERSION_WRITE_TEXTURE], 0);
-
- gi_probe->mipmaps.push_back(mipmap);
- }
-
- {
- uint32_t dynamic_map_size = MAX(MAX(octree_size.x, octree_size.y), octree_size.z);
- uint32_t oversample = nearest_power_of_2_templated(4);
- int mipmap_index = 0;
-
- while (mipmap_index < gi_probe->mipmaps.size()) {
- GIProbeInstance::DynamicMap dmap;
-
- if (oversample > 0) {
- dmap.size = dynamic_map_size * (1 << oversample);
- dmap.mipmap = -1;
- oversample--;
- } else {
- dmap.size = dynamic_map_size >> mipmap_index;
- dmap.mipmap = mipmap_index;
- mipmap_index++;
- }
-
- RD::TextureFormat dtf;
- dtf.width = dmap.size;
- dtf.height = dmap.size;
- dtf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
- dtf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT;
-
- if (gi_probe->dynamic_maps.size() == 0) {
- dtf.usage_bits |= RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
- }
- dmap.texture = RD::get_singleton()->texture_create(dtf, RD::TextureView());
-
- if (gi_probe->dynamic_maps.size() == 0) {
- //render depth for first one
- dtf.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;
- dtf.usage_bits = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
- dmap.fb_depth = RD::get_singleton()->texture_create(dtf, RD::TextureView());
- }
-
- //just use depth as-is
- dtf.format = RD::DATA_FORMAT_R32_SFLOAT;
- dtf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
-
- dmap.depth = RD::get_singleton()->texture_create(dtf, RD::TextureView());
-
- if (gi_probe->dynamic_maps.size() == 0) {
- dtf.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
- dtf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
- dmap.albedo = RD::get_singleton()->texture_create(dtf, RD::TextureView());
- dmap.normal = RD::get_singleton()->texture_create(dtf, RD::TextureView());
- dmap.orm = RD::get_singleton()->texture_create(dtf, RD::TextureView());
-
- Vector<RID> fb;
- fb.push_back(dmap.albedo);
- fb.push_back(dmap.normal);
- fb.push_back(dmap.orm);
- fb.push_back(dmap.texture); //emission
- fb.push_back(dmap.depth);
- fb.push_back(dmap.fb_depth);
-
- dmap.fb = RD::get_singleton()->framebuffer_create(fb);
-
- {
- Vector<RD::Uniform> uniforms;
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
- u.binding = 3;
- u.ids.push_back(gi_probe_lights_uniform);
- uniforms.push_back(u);
- }
-
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 5;
- u.ids.push_back(dmap.albedo);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 6;
- u.ids.push_back(dmap.normal);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 7;
- u.ids.push_back(dmap.orm);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- u.binding = 8;
- u.ids.push_back(dmap.fb_depth);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- u.binding = 9;
- u.ids.push_back(storage->gi_probe_get_sdf_texture(gi_probe->probe));
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
- u.binding = 10;
- u.ids.push_back(storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 11;
- u.ids.push_back(dmap.texture);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 12;
- u.ids.push_back(dmap.depth);
- uniforms.push_back(u);
- }
-
- dmap.uniform_set = RD::get_singleton()->uniform_set_create(uniforms, giprobe_lighting_shader_version_shaders[GI_PROBE_SHADER_VERSION_DYNAMIC_OBJECT_LIGHTING], 0);
- }
- } else {
- bool plot = dmap.mipmap >= 0;
- bool write = dmap.mipmap < (gi_probe->mipmaps.size() - 1);
-
- Vector<RD::Uniform> uniforms;
-
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 5;
- u.ids.push_back(gi_probe->dynamic_maps[gi_probe->dynamic_maps.size() - 1].texture);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 6;
- u.ids.push_back(gi_probe->dynamic_maps[gi_probe->dynamic_maps.size() - 1].depth);
- uniforms.push_back(u);
- }
-
- if (write) {
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 7;
- u.ids.push_back(dmap.texture);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 8;
- u.ids.push_back(dmap.depth);
- uniforms.push_back(u);
- }
- }
-
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- u.binding = 9;
- u.ids.push_back(storage->gi_probe_get_sdf_texture(gi_probe->probe));
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
- u.binding = 10;
- u.ids.push_back(storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
- uniforms.push_back(u);
- }
-
- if (plot) {
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 11;
- u.ids.push_back(gi_probe->mipmaps[dmap.mipmap].texture);
- uniforms.push_back(u);
- }
- }
-
- dmap.uniform_set = RD::get_singleton()->uniform_set_create(uniforms, giprobe_lighting_shader_version_shaders[(write && plot) ? GI_PROBE_SHADER_VERSION_DYNAMIC_SHRINK_WRITE_PLOT : write ? GI_PROBE_SHADER_VERSION_DYNAMIC_SHRINK_WRITE : GI_PROBE_SHADER_VERSION_DYNAMIC_SHRINK_PLOT], 0);
- }
-
- gi_probe->dynamic_maps.push_back(dmap);
- }
- }
- }
-
- gi_probe->last_probe_data_version = data_version;
- p_update_light_instances = true; //just in case
-
- _base_uniforms_changed();
- }
-
- // UDPDATE TIME
-
- if (gi_probe->has_dynamic_object_data) {
- //if it has dynamic object data, it needs to be cleared
- RD::get_singleton()->texture_clear(gi_probe->texture, Color(0, 0, 0, 0), 0, gi_probe->mipmaps.size(), 0, 1, true);
- }
-
- uint32_t light_count = 0;
-
- if (p_update_light_instances || p_dynamic_objects.size() > 0) {
- light_count = MIN(gi_probe_max_lights, (uint32_t)p_light_instances.size());
-
- {
- Transform to_cell = storage->gi_probe_get_to_cell_xform(gi_probe->probe);
- Transform to_probe_xform = (gi_probe->transform * to_cell.affine_inverse()).affine_inverse();
- //update lights
-
- for (uint32_t i = 0; i < light_count; i++) {
- GIProbeLight &l = gi_probe_lights[i];
- RID light_instance = p_light_instances[i];
- RID light = light_instance_get_base_light(light_instance);
-
- l.type = storage->light_get_type(light);
- if (l.type == RS::LIGHT_DIRECTIONAL && storage->light_directional_is_sky_only(light)) {
- light_count--;
- continue;
- }
-
- l.attenuation = storage->light_get_param(light, RS::LIGHT_PARAM_ATTENUATION);
- l.energy = storage->light_get_param(light, RS::LIGHT_PARAM_ENERGY) * storage->light_get_param(light, RS::LIGHT_PARAM_INDIRECT_ENERGY);
- l.radius = to_cell.basis.xform(Vector3(storage->light_get_param(light, RS::LIGHT_PARAM_RANGE), 0, 0)).length();
- Color color = storage->light_get_color(light).to_linear();
- l.color[0] = color.r;
- l.color[1] = color.g;
- l.color[2] = color.b;
-
- l.spot_angle_radians = Math::deg2rad(storage->light_get_param(light, RS::LIGHT_PARAM_SPOT_ANGLE));
- l.spot_attenuation = storage->light_get_param(light, RS::LIGHT_PARAM_SPOT_ATTENUATION);
-
- Transform xform = 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_axis(2)).normalized();
-
- l.position[0] = pos.x;
- l.position[1] = pos.y;
- l.position[2] = pos.z;
-
- l.direction[0] = dir.x;
- l.direction[1] = dir.y;
- l.direction[2] = dir.z;
-
- l.has_shadow = storage->light_has_shadow(light);
- }
-
- RD::get_singleton()->buffer_update(gi_probe_lights_uniform, 0, sizeof(GIProbeLight) * light_count, gi_probe_lights, true);
- }
- }
-
- if (gi_probe->has_dynamic_object_data || p_update_light_instances || p_dynamic_objects.size()) {
- // PROCESS MIPMAPS
- if (gi_probe->mipmaps.size()) {
- //can update mipmaps
-
- Vector3i probe_size = storage->gi_probe_get_octree_size(gi_probe->probe);
-
- GIProbePushConstant push_constant;
-
- push_constant.limits[0] = probe_size.x;
- push_constant.limits[1] = probe_size.y;
- push_constant.limits[2] = probe_size.z;
- push_constant.stack_size = gi_probe->mipmaps.size();
- push_constant.emission_scale = 1.0;
- push_constant.propagation = storage->gi_probe_get_propagation(gi_probe->probe);
- push_constant.dynamic_range = storage->gi_probe_get_dynamic_range(gi_probe->probe);
- push_constant.light_count = light_count;
- push_constant.aniso_strength = 0;
-
- /* print_line("probe update to version " + itos(gi_probe->last_probe_version));
- print_line("propagation " + rtos(push_constant.propagation));
- print_line("dynrange " + rtos(push_constant.dynamic_range));
- */
- RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
-
- int passes;
- if (p_update_light_instances) {
- passes = storage->gi_probe_is_using_two_bounces(gi_probe->probe) ? 2 : 1;
- } else {
- passes = 1; //only re-blitting is necessary
- }
- int wg_size = 64;
- int wg_limit_x = RD::get_singleton()->limit_get(RD::LIMIT_MAX_COMPUTE_WORKGROUP_COUNT_X);
-
- for (int pass = 0; pass < passes; pass++) {
- if (p_update_light_instances) {
- for (int i = 0; i < gi_probe->mipmaps.size(); i++) {
- if (i == 0) {
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, giprobe_lighting_shader_version_pipelines[pass == 0 ? GI_PROBE_SHADER_VERSION_COMPUTE_LIGHT : GI_PROBE_SHADER_VERSION_COMPUTE_SECOND_BOUNCE]);
- } else if (i == 1) {
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, giprobe_lighting_shader_version_pipelines[GI_PROBE_SHADER_VERSION_COMPUTE_MIPMAP]);
- }
-
- if (pass == 1 || i > 0) {
- RD::get_singleton()->compute_list_add_barrier(compute_list); //wait til previous step is done
- }
- if (pass == 0 || i > 0) {
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, gi_probe->mipmaps[i].uniform_set, 0);
- } else {
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, gi_probe->mipmaps[i].second_bounce_uniform_set, 0);
- }
-
- push_constant.cell_offset = gi_probe->mipmaps[i].cell_offset;
- push_constant.cell_count = gi_probe->mipmaps[i].cell_count;
-
- int wg_todo = (gi_probe->mipmaps[i].cell_count - 1) / wg_size + 1;
- while (wg_todo) {
- int wg_count = MIN(wg_todo, wg_limit_x);
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(GIProbePushConstant));
- RD::get_singleton()->compute_list_dispatch(compute_list, wg_count, 1, 1);
- wg_todo -= wg_count;
- push_constant.cell_offset += wg_count * wg_size;
- }
- }
-
- RD::get_singleton()->compute_list_add_barrier(compute_list); //wait til previous step is done
- }
-
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, giprobe_lighting_shader_version_pipelines[GI_PROBE_SHADER_VERSION_WRITE_TEXTURE]);
-
- for (int i = 0; i < gi_probe->mipmaps.size(); i++) {
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, gi_probe->mipmaps[i].write_uniform_set, 0);
-
- push_constant.cell_offset = gi_probe->mipmaps[i].cell_offset;
- push_constant.cell_count = gi_probe->mipmaps[i].cell_count;
-
- int wg_todo = (gi_probe->mipmaps[i].cell_count - 1) / wg_size + 1;
- while (wg_todo) {
- int wg_count = MIN(wg_todo, wg_limit_x);
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(GIProbePushConstant));
- RD::get_singleton()->compute_list_dispatch(compute_list, wg_count, 1, 1);
- wg_todo -= wg_count;
- push_constant.cell_offset += wg_count * wg_size;
- }
- }
- }
-
- RD::get_singleton()->compute_list_end();
- }
- }
-
- gi_probe->has_dynamic_object_data = false; //clear until dynamic object data is used again
-
- if (p_dynamic_objects.size() && gi_probe->dynamic_maps.size()) {
- Vector3i octree_size = storage->gi_probe_get_octree_size(gi_probe->probe);
- int multiplier = gi_probe->dynamic_maps[0].size / MAX(MAX(octree_size.x, octree_size.y), octree_size.z);
-
- Transform oversample_scale;
- oversample_scale.basis.scale(Vector3(multiplier, multiplier, multiplier));
-
- Transform to_cell = oversample_scale * storage->gi_probe_get_to_cell_xform(gi_probe->probe);
- Transform to_world_xform = gi_probe->transform * to_cell.affine_inverse();
- Transform to_probe_xform = to_world_xform.affine_inverse();
-
- AABB probe_aabb(Vector3(), octree_size);
-
- //this could probably be better parallelized in compute..
- for (int i = 0; i < (int)p_dynamic_objects.size(); i++) {
- GeometryInstance *instance = p_dynamic_objects[i];
-
- //transform aabb to giprobe
- AABB aabb = (to_probe_xform * geometry_instance_get_transform(instance)).xform(geometry_instance_get_aabb(instance));
-
- //this needs to wrap to grid resolution to avoid jitter
- //also extend margin a bit just in case
- Vector3i begin = aabb.position - Vector3i(1, 1, 1);
- Vector3i end = aabb.position + aabb.size + Vector3i(1, 1, 1);
-
- for (int j = 0; j < 3; j++) {
- if ((end[j] - begin[j]) & 1) {
- end[j]++; //for half extents split, it needs to be even
- }
- begin[j] = MAX(begin[j], 0);
- end[j] = MIN(end[j], octree_size[j] * multiplier);
- }
-
- //aabb = aabb.intersection(probe_aabb); //intersect
- aabb.position = begin;
- aabb.size = end - begin;
-
- //print_line("aabb: " + aabb);
-
- for (int j = 0; j < 6; j++) {
- //if (j != 0 && j != 3) {
- // continue;
- //}
- static const Vector3 render_z[6] = {
- Vector3(1, 0, 0),
- Vector3(0, 1, 0),
- Vector3(0, 0, 1),
- Vector3(-1, 0, 0),
- Vector3(0, -1, 0),
- Vector3(0, 0, -1),
- };
- static const Vector3 render_up[6] = {
- Vector3(0, 1, 0),
- Vector3(0, 0, 1),
- Vector3(0, 1, 0),
- Vector3(0, 1, 0),
- Vector3(0, 0, 1),
- Vector3(0, 1, 0),
- };
-
- Vector3 render_dir = render_z[j];
- Vector3 up_dir = render_up[j];
-
- Vector3 center = aabb.position + aabb.size * 0.5;
- Transform xform;
- xform.set_look_at(center - aabb.size * 0.5 * render_dir, center, up_dir);
-
- Vector3 x_dir = xform.basis.get_axis(0).abs();
- int x_axis = int(Vector3(0, 1, 2).dot(x_dir));
- Vector3 y_dir = xform.basis.get_axis(1).abs();
- int y_axis = int(Vector3(0, 1, 2).dot(y_dir));
- Vector3 z_dir = -xform.basis.get_axis(2);
- int z_axis = int(Vector3(0, 1, 2).dot(z_dir.abs()));
-
- Rect2i rect(aabb.position[x_axis], aabb.position[y_axis], aabb.size[x_axis], aabb.size[y_axis]);
- bool x_flip = bool(Vector3(1, 1, 1).dot(xform.basis.get_axis(0)) < 0);
- bool y_flip = bool(Vector3(1, 1, 1).dot(xform.basis.get_axis(1)) < 0);
- bool z_flip = bool(Vector3(1, 1, 1).dot(xform.basis.get_axis(2)) > 0);
-
- CameraMatrix 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 (cull_argument.size() == 0) {
- cull_argument.push_back(nullptr);
- }
- cull_argument[0] = instance;
-
- _render_material(to_world_xform * xform, cm, true, cull_argument, gi_probe->dynamic_maps[0].fb, Rect2i(Vector2i(), rect.size));
-
- GIProbeDynamicPushConstant push_constant;
- zeromem(&push_constant, sizeof(GIProbeDynamicPushConstant));
- push_constant.limits[0] = octree_size.x;
- push_constant.limits[1] = octree_size.y;
- push_constant.limits[2] = octree_size.z;
- push_constant.light_count = p_light_instances.size();
- push_constant.x_dir[0] = x_dir[0];
- push_constant.x_dir[1] = x_dir[1];
- push_constant.x_dir[2] = x_dir[2];
- push_constant.y_dir[0] = y_dir[0];
- push_constant.y_dir[1] = y_dir[1];
- push_constant.y_dir[2] = y_dir[2];
- push_constant.z_dir[0] = z_dir[0];
- push_constant.z_dir[1] = z_dir[1];
- push_constant.z_dir[2] = z_dir[2];
- push_constant.z_base = xform.origin[z_axis];
- push_constant.z_sign = (z_flip ? -1.0 : 1.0);
- push_constant.pos_multiplier = float(1.0) / multiplier;
- push_constant.dynamic_range = storage->gi_probe_get_dynamic_range(gi_probe->probe);
- push_constant.flip_x = x_flip;
- push_constant.flip_y = y_flip;
- push_constant.rect_pos[0] = rect.position[0];
- push_constant.rect_pos[1] = rect.position[1];
- push_constant.rect_size[0] = rect.size[0];
- push_constant.rect_size[1] = rect.size[1];
- push_constant.prev_rect_ofs[0] = 0;
- push_constant.prev_rect_ofs[1] = 0;
- push_constant.prev_rect_size[0] = 0;
- push_constant.prev_rect_size[1] = 0;
- push_constant.on_mipmap = false;
- push_constant.propagation = storage->gi_probe_get_propagation(gi_probe->probe);
- push_constant.pad[0] = 0;
- push_constant.pad[1] = 0;
- push_constant.pad[2] = 0;
-
- //process lighting
- RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, giprobe_lighting_shader_version_pipelines[GI_PROBE_SHADER_VERSION_DYNAMIC_OBJECT_LIGHTING]);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, gi_probe->dynamic_maps[0].uniform_set, 0);
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(GIProbeDynamicPushConstant));
- RD::get_singleton()->compute_list_dispatch(compute_list, (rect.size.x - 1) / 8 + 1, (rect.size.y - 1) / 8 + 1, 1);
- //print_line("rect: " + itos(i) + ": " + rect);
-
- for (int k = 1; k < gi_probe->dynamic_maps.size(); k++) {
- // enlarge the rect if needed so all pixels fit when downscaled,
- // this ensures downsampling is smooth and optimal because no pixels are left behind
-
- //x
- if (rect.position.x & 1) {
- rect.size.x++;
- push_constant.prev_rect_ofs[0] = 1; //this is used to ensure reading is also optimal
- } else {
- push_constant.prev_rect_ofs[0] = 0;
- }
- if (rect.size.x & 1) {
- rect.size.x++;
- }
-
- rect.position.x >>= 1;
- rect.size.x = MAX(1, rect.size.x >> 1);
-
- //y
- if (rect.position.y & 1) {
- rect.size.y++;
- push_constant.prev_rect_ofs[1] = 1;
- } else {
- push_constant.prev_rect_ofs[1] = 0;
- }
- if (rect.size.y & 1) {
- rect.size.y++;
- }
-
- rect.position.y >>= 1;
- rect.size.y = MAX(1, rect.size.y >> 1);
-
- //shrink limits to ensure plot does not go outside map
- if (gi_probe->dynamic_maps[k].mipmap > 0) {
- for (int l = 0; l < 3; l++) {
- push_constant.limits[l] = MAX(1, push_constant.limits[l] >> 1);
- }
- }
-
- //print_line("rect: " + itos(i) + ": " + rect);
- push_constant.rect_pos[0] = rect.position[0];
- push_constant.rect_pos[1] = rect.position[1];
- push_constant.prev_rect_size[0] = push_constant.rect_size[0];
- push_constant.prev_rect_size[1] = push_constant.rect_size[1];
- push_constant.rect_size[0] = rect.size[0];
- push_constant.rect_size[1] = rect.size[1];
- push_constant.on_mipmap = gi_probe->dynamic_maps[k].mipmap > 0;
-
- RD::get_singleton()->compute_list_add_barrier(compute_list);
-
- if (gi_probe->dynamic_maps[k].mipmap < 0) {
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, giprobe_lighting_shader_version_pipelines[GI_PROBE_SHADER_VERSION_DYNAMIC_SHRINK_WRITE]);
- } else if (k < gi_probe->dynamic_maps.size() - 1) {
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, giprobe_lighting_shader_version_pipelines[GI_PROBE_SHADER_VERSION_DYNAMIC_SHRINK_WRITE_PLOT]);
- } else {
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, giprobe_lighting_shader_version_pipelines[GI_PROBE_SHADER_VERSION_DYNAMIC_SHRINK_PLOT]);
- }
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, gi_probe->dynamic_maps[k].uniform_set, 0);
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(GIProbeDynamicPushConstant));
- RD::get_singleton()->compute_list_dispatch(compute_list, (rect.size.x - 1) / 8 + 1, (rect.size.y - 1) / 8 + 1, 1);
- }
-
- RD::get_singleton()->compute_list_end();
- }
- }
-
- gi_probe->has_dynamic_object_data = true; //clear until dynamic object data is used again
- }
-
- gi_probe->last_probe_version = storage->gi_probe_get_version(gi_probe->probe);
-}
-
-void RendererSceneRenderRD::_debug_giprobe(RID p_gi_probe, RD::DrawListID p_draw_list, RID p_framebuffer, const CameraMatrix &p_camera_with_transform, bool p_lighting, bool p_emission, float p_alpha) {
- GIProbeInstance *gi_probe = gi_probe_instance_owner.getornull(p_gi_probe);
- ERR_FAIL_COND(!gi_probe);
-
- if (gi_probe->mipmaps.size() == 0) {
- return;
- }
-
- CameraMatrix transform = (p_camera_with_transform * CameraMatrix(gi_probe->transform)) * CameraMatrix(storage->gi_probe_get_to_cell_xform(gi_probe->probe).affine_inverse());
-
- int level = 0;
- Vector3i octree_size = storage->gi_probe_get_octree_size(gi_probe->probe);
-
- GIProbeDebugPushConstant push_constant;
- push_constant.alpha = p_alpha;
- push_constant.dynamic_range = storage->gi_probe_get_dynamic_range(gi_probe->probe);
- push_constant.cell_offset = gi_probe->mipmaps[level].cell_offset;
- push_constant.level = level;
-
- push_constant.bounds[0] = octree_size.x >> level;
- push_constant.bounds[1] = octree_size.y >> level;
- push_constant.bounds[2] = octree_size.z >> level;
- push_constant.pad = 0;
-
- for (int i = 0; i < 4; i++) {
- for (int j = 0; j < 4; j++) {
- push_constant.projection[i * 4 + j] = transform.matrix[i][j];
- }
- }
-
- if (giprobe_debug_uniform_set.is_valid()) {
- RD::get_singleton()->free(giprobe_debug_uniform_set);
- }
- Vector<RD::Uniform> uniforms;
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
- u.binding = 1;
- u.ids.push_back(storage->gi_probe_get_data_buffer(gi_probe->probe));
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- u.binding = 2;
- u.ids.push_back(gi_probe->texture);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
- u.binding = 3;
- u.ids.push_back(storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
- uniforms.push_back(u);
- }
-
- int cell_count;
- if (!p_emission && p_lighting && gi_probe->has_dynamic_object_data) {
- cell_count = push_constant.bounds[0] * push_constant.bounds[1] * push_constant.bounds[2];
- } else {
- cell_count = gi_probe->mipmaps[level].cell_count;
- }
-
- giprobe_debug_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, giprobe_debug_shader_version_shaders[0], 0);
- RD::get_singleton()->draw_list_bind_render_pipeline(p_draw_list, giprobe_debug_shader_version_pipelines[p_emission ? GI_PROBE_DEBUG_EMISSION : p_lighting ? (gi_probe->has_dynamic_object_data ? GI_PROBE_DEBUG_LIGHT_FULL : GI_PROBE_DEBUG_LIGHT) : GI_PROBE_DEBUG_COLOR].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_framebuffer)));
- RD::get_singleton()->draw_list_bind_uniform_set(p_draw_list, giprobe_debug_uniform_set, 0);
- RD::get_singleton()->draw_list_set_push_constant(p_draw_list, &push_constant, sizeof(GIProbeDebugPushConstant));
- RD::get_singleton()->draw_list_draw(p_draw_list, false, cell_count, 36);
+ gi.gi_probe_update(p_probe, p_update_light_instances, p_light_instances, p_dynamic_objects, this);
}
void RendererSceneRenderRD::_debug_sdfgi_probes(RID p_render_buffers, RD::DrawListID p_draw_list, RID p_framebuffer, const CameraMatrix &p_camera_with_transform) {
@@ -4858,132 +1363,7 @@ void RendererSceneRenderRD::_debug_sdfgi_probes(RID p_render_buffers, RD::DrawLi
return; //nothing to debug
}
- SDGIShader::DebugProbesPushConstant push_constant;
-
- for (int i = 0; i < 4; i++) {
- for (int j = 0; j < 4; j++) {
- push_constant.projection[i * 4 + j] = p_camera_with_transform.matrix[i][j];
- }
- }
-
- //gen spheres from strips
- uint32_t band_points = 16;
- push_constant.band_power = 4;
- push_constant.sections_in_band = ((band_points / 2) - 1);
- push_constant.band_mask = band_points - 2;
- push_constant.section_arc = (Math_PI * 2.0) / float(push_constant.sections_in_band);
- push_constant.y_mult = rb->sdfgi->y_mult;
-
- uint32_t total_points = push_constant.sections_in_band * band_points;
- uint32_t total_probes = rb->sdfgi->probe_axis_count * rb->sdfgi->probe_axis_count * rb->sdfgi->probe_axis_count;
-
- push_constant.grid_size[0] = rb->sdfgi->cascade_size;
- push_constant.grid_size[1] = rb->sdfgi->cascade_size;
- push_constant.grid_size[2] = rb->sdfgi->cascade_size;
- push_constant.cascade = 0;
-
- push_constant.probe_axis_size = rb->sdfgi->probe_axis_count;
-
- if (!rb->sdfgi->debug_probes_uniform_set.is_valid() || !RD::get_singleton()->uniform_set_is_valid(rb->sdfgi->debug_probes_uniform_set)) {
- Vector<RD::Uniform> uniforms;
- {
- RD::Uniform u;
- u.binding = 1;
- u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
- u.ids.push_back(rb->sdfgi->cascades_ubo);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.binding = 2;
- u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- u.ids.push_back(rb->sdfgi->lightprobe_texture);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.binding = 3;
- u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
- u.ids.push_back(storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.binding = 4;
- u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- u.ids.push_back(rb->sdfgi->occlusion_texture);
- uniforms.push_back(u);
- }
-
- rb->sdfgi->debug_probes_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sdfgi_shader.debug_probes.version_get_shader(sdfgi_shader.debug_probes_shader, 0), 0);
- }
-
- RD::get_singleton()->draw_list_bind_render_pipeline(p_draw_list, sdfgi_shader.debug_probes_pipeline[SDGIShader::PROBE_DEBUG_PROBES].get_render_pipeline(RD::INVALID_FORMAT_ID, RD::get_singleton()->framebuffer_get_format(p_framebuffer)));
- RD::get_singleton()->draw_list_bind_uniform_set(p_draw_list, rb->sdfgi->debug_probes_uniform_set, 0);
- RD::get_singleton()->draw_list_set_push_constant(p_draw_list, &push_constant, sizeof(SDGIShader::DebugProbesPushConstant));
- RD::get_singleton()->draw_list_draw(p_draw_list, false, total_probes, total_points);
-
- if (sdfgi_debug_probe_dir != Vector3()) {
- print_line("CLICK DEBUG ME?");
- uint32_t cascade = 0;
- Vector3 offset = Vector3((Vector3i(1, 1, 1) * -int32_t(rb->sdfgi->cascade_size >> 1) + rb->sdfgi->cascades[cascade].position)) * rb->sdfgi->cascades[cascade].cell_size * Vector3(1.0, 1.0 / rb->sdfgi->y_mult, 1.0);
- Vector3 probe_size = rb->sdfgi->cascades[cascade].cell_size * (rb->sdfgi->cascade_size / SDFGI::PROBE_DIVISOR) * Vector3(1.0, 1.0 / rb->sdfgi->y_mult, 1.0);
- Vector3 ray_from = sdfgi_debug_probe_pos;
- Vector3 ray_to = sdfgi_debug_probe_pos + sdfgi_debug_probe_dir * rb->sdfgi->cascades[cascade].cell_size * Math::sqrt(3.0) * rb->sdfgi->cascade_size;
- float sphere_radius = 0.2;
- float closest_dist = 1e20;
- sdfgi_debug_probe_enabled = false;
-
- Vector3i probe_from = rb->sdfgi->cascades[cascade].position / (rb->sdfgi->cascade_size / SDFGI::PROBE_DIVISOR);
- for (int i = 0; i < (SDFGI::PROBE_DIVISOR + 1); i++) {
- for (int j = 0; j < (SDFGI::PROBE_DIVISOR + 1); j++) {
- for (int k = 0; k < (SDFGI::PROBE_DIVISOR + 1); k++) {
- Vector3 pos = offset + probe_size * Vector3(i, j, k);
- Vector3 res;
- if (Geometry3D::segment_intersects_sphere(ray_from, ray_to, pos, sphere_radius, &res)) {
- float d = ray_from.distance_to(res);
- if (d < closest_dist) {
- closest_dist = d;
- sdfgi_debug_probe_enabled = true;
- sdfgi_debug_probe_index = probe_from + Vector3i(i, j, k);
- }
- }
- }
- }
- }
-
- if (sdfgi_debug_probe_enabled) {
- print_line("found: " + sdfgi_debug_probe_index);
- } else {
- print_line("no found");
- }
- sdfgi_debug_probe_dir = Vector3();
- }
-
- if (sdfgi_debug_probe_enabled) {
- uint32_t cascade = 0;
- uint32_t probe_cells = (rb->sdfgi->cascade_size / SDFGI::PROBE_DIVISOR);
- Vector3i probe_from = rb->sdfgi->cascades[cascade].position / probe_cells;
- Vector3i ofs = sdfgi_debug_probe_index - probe_from;
- if (ofs.x < 0 || ofs.y < 0 || ofs.z < 0) {
- return;
- }
- if (ofs.x > SDFGI::PROBE_DIVISOR || ofs.y > SDFGI::PROBE_DIVISOR || ofs.z > SDFGI::PROBE_DIVISOR) {
- return;
- }
-
- uint32_t mult = (SDFGI::PROBE_DIVISOR + 1);
- uint32_t index = ofs.z * mult * mult + ofs.y * mult + ofs.x;
-
- push_constant.probe_debug_index = index;
-
- uint32_t cell_count = probe_cells * 2 * probe_cells * 2 * probe_cells * 2;
-
- RD::get_singleton()->draw_list_bind_render_pipeline(p_draw_list, sdfgi_shader.debug_probes_pipeline[SDGIShader::PROBE_DEBUG_VISIBILITY].get_render_pipeline(RD::INVALID_FORMAT_ID, RD::get_singleton()->framebuffer_get_format(p_framebuffer)));
- RD::get_singleton()->draw_list_bind_uniform_set(p_draw_list, rb->sdfgi->debug_probes_uniform_set, 0);
- RD::get_singleton()->draw_list_set_push_constant(p_draw_list, &push_constant, sizeof(SDGIShader::DebugProbesPushConstant));
- RD::get_singleton()->draw_list_draw(p_draw_list, false, cell_count, total_points);
- }
+ rb->sdfgi->debug_probes(p_draw_list, p_framebuffer, p_camera_with_transform);
}
////////////////////////////////
@@ -5092,9 +1472,6 @@ void RendererSceneRenderRD::_free_render_buffer_data(RenderBuffers *rb) {
RD::get_singleton()->free(rb->luminance.reduce[i]);
}
- 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.is_valid()) {
@@ -5135,6 +1512,13 @@ void RendererSceneRenderRD::_free_render_buffer_data(RenderBuffers *rb) {
RD::get_singleton()->free(rb->ssr.normal_scaled);
rb->ssr.normal_scaled = RID();
}
+
+ if (rb->ambient_buffer.is_valid()) {
+ RD::get_singleton()->free(rb->ambient_buffer);
+ RD::get_singleton()->free(rb->reflection_buffer);
+ rb->ambient_buffer = RID();
+ rb->reflection_buffer = RID();
+ }
}
void RendererSceneRenderRD::_process_sss(RID p_render_buffers, const CameraMatrix &p_camera) {
@@ -5168,7 +1552,7 @@ void RendererSceneRenderRD::_process_ssr(RID p_render_buffers, RID p_dest_frameb
return;
}
- Environment *env = environment_owner.getornull(p_environment);
+ RendererSceneEnvironmentRD *env = environment_owner.getornull(p_environment);
ERR_FAIL_COND(!env);
ERR_FAIL_COND(!env->ssr_enabled);
@@ -5213,7 +1597,7 @@ void RendererSceneRenderRD::_process_ssao(RID p_render_buffers, RID p_environmen
RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
ERR_FAIL_COND(!rb);
- Environment *env = environment_owner.getornull(p_environment);
+ RendererSceneEnvironmentRD *env = environment_owner.getornull(p_environment);
ERR_FAIL_COND(!env);
RENDER_TIMESTAMP("Process SSAO");
@@ -5267,9 +1651,11 @@ void RendererSceneRenderRD::_process_ssao(RID p_render_buffers, RID p_environmen
tf.array_layers = 4;
tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
rb->ssao.depth = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ RD::get_singleton()->set_resource_name(rb->ssao.depth, "SSAO Depth");
for (uint32_t i = 0; i < tf.mipmaps; i++) {
RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->ssao.depth, 0, i, RD::TEXTURE_SLICE_2D_ARRAY);
rb->ssao.depth_slices.push_back(slice);
+ RD::get_singleton()->set_resource_name(rb->ssao.depth_slices[i], "SSAO Depth Mip " + itos(i) + " ");
}
}
@@ -5282,9 +1668,11 @@ void RendererSceneRenderRD::_process_ssao(RID p_render_buffers, RID p_environmen
tf.array_layers = 4;
tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
rb->ssao.ao_deinterleaved = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ RD::get_singleton()->set_resource_name(rb->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->ssao.ao_deinterleaved, i, 0);
rb->ssao.ao_deinterleaved_slices.push_back(slice);
+ RD::get_singleton()->set_resource_name(rb->ssao.ao_deinterleaved_slices[i], "SSAO De-interleaved Array Layer " + itos(i) + " ");
}
}
@@ -5297,9 +1685,11 @@ void RendererSceneRenderRD::_process_ssao(RID p_render_buffers, RID p_environmen
tf.array_layers = 4;
tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
rb->ssao.ao_pong = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ RD::get_singleton()->set_resource_name(rb->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->ssao.ao_pong, i, 0);
rb->ssao.ao_pong_slices.push_back(slice);
+ RD::get_singleton()->set_resource_name(rb->ssao.ao_deinterleaved_slices[i], "SSAO De-interleaved Array Layer " + itos(i) + " Pong");
}
}
@@ -5310,7 +1700,9 @@ void RendererSceneRenderRD::_process_ssao(RID p_render_buffers, RID p_environmen
tf.height = half_height;
tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
rb->ssao.importance_map[0] = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ RD::get_singleton()->set_resource_name(rb->ssao.importance_map[0], "SSAO Importance Map");
rb->ssao.importance_map[1] = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ RD::get_singleton()->set_resource_name(rb->ssao.importance_map[1], "SSAO Importance Map Pong");
}
{
RD::TextureFormat tf;
@@ -5319,6 +1711,7 @@ void RendererSceneRenderRD::_process_ssao(RID p_render_buffers, RID p_environmen
tf.height = rb->height;
tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
rb->ssao.ao_final = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ RD::get_singleton()->set_resource_name(rb->ssao.ao_final, "SSAO Final");
_render_buffers_uniform_set_changed(p_render_buffers);
}
ssao_using_half_size = ssao_half_size;
@@ -5350,7 +1743,7 @@ void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(RID p_rende
RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
ERR_FAIL_COND(!rb);
- Environment *env = environment_owner.getornull(p_environment);
+ RendererSceneEnvironmentRD *env = environment_owner.getornull(p_environment);
//glow (if enabled)
CameraEffects *camfx = camera_effects_owner.getornull(p_camera_effects);
@@ -5534,16 +1927,16 @@ void RendererSceneRenderRD::_render_buffers_debug_draw(RID p_render_buffers, RID
effects->copy_to_fb_rect(_render_buffers_get_normal_texture(p_render_buffers), storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize), false, false);
}
- if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_GI_BUFFER && _render_buffers_get_ambient_texture(p_render_buffers).is_valid()) {
+ if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_GI_BUFFER && rb->ambient_buffer.is_valid()) {
Size2 rtsize = storage->render_target_get_size(rb->render_target);
- RID ambient_texture = _render_buffers_get_ambient_texture(p_render_buffers);
- RID reflection_texture = _render_buffers_get_reflection_texture(p_render_buffers);
+ RID ambient_texture = rb->ambient_buffer;
+ RID reflection_texture = rb->reflection_buffer;
effects->copy_to_fb_rect(ambient_texture, storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize), false, false, false, true, reflection_texture);
}
}
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) {
- Environment *env = environment_owner.getornull(p_env);
+ RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
ERR_FAIL_COND(!env);
env->adjustments_enabled = p_enable;
@@ -5554,152 +1947,6 @@ void RendererSceneRenderRD::environment_set_adjustment(RID p_env, bool p_enable,
env->color_correction = p_color_correction;
}
-void RendererSceneRenderRD::_sdfgi_debug_draw(RID p_render_buffers, const CameraMatrix &p_projection, const Transform &p_transform) {
- RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
- ERR_FAIL_COND(!rb);
-
- if (!rb->sdfgi) {
- return; //eh
- }
-
- if (!rb->sdfgi->debug_uniform_set.is_valid() || !RD::get_singleton()->uniform_set_is_valid(rb->sdfgi->debug_uniform_set)) {
- Vector<RD::Uniform> uniforms;
- {
- RD::Uniform u;
- u.binding = 1;
- u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- for (uint32_t i = 0; i < SDFGI::MAX_CASCADES; i++) {
- if (i < rb->sdfgi->cascades.size()) {
- u.ids.push_back(rb->sdfgi->cascades[i].sdf_tex);
- } else {
- u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE));
- }
- }
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.binding = 2;
- u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- for (uint32_t i = 0; i < SDFGI::MAX_CASCADES; i++) {
- if (i < rb->sdfgi->cascades.size()) {
- u.ids.push_back(rb->sdfgi->cascades[i].light_tex);
- } else {
- u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE));
- }
- }
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.binding = 3;
- u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- for (uint32_t i = 0; i < SDFGI::MAX_CASCADES; i++) {
- if (i < rb->sdfgi->cascades.size()) {
- u.ids.push_back(rb->sdfgi->cascades[i].light_aniso_0_tex);
- } else {
- u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE));
- }
- }
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.binding = 4;
- u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- for (uint32_t i = 0; i < SDFGI::MAX_CASCADES; i++) {
- if (i < rb->sdfgi->cascades.size()) {
- u.ids.push_back(rb->sdfgi->cascades[i].light_aniso_1_tex);
- } else {
- u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE));
- }
- }
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.binding = 5;
- u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- u.ids.push_back(rb->sdfgi->occlusion_texture);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.binding = 8;
- u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
- u.ids.push_back(storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.binding = 9;
- u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
- u.ids.push_back(rb->sdfgi->cascades_ubo);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.binding = 10;
- u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
- u.ids.push_back(rb->texture);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.binding = 11;
- u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- u.ids.push_back(rb->sdfgi->lightprobe_texture);
- uniforms.push_back(u);
- }
- rb->sdfgi->debug_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sdfgi_shader.debug_shader_version, 0);
- }
-
- RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, sdfgi_shader.debug_pipeline);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->sdfgi->debug_uniform_set, 0);
-
- SDGIShader::DebugPushConstant push_constant;
- push_constant.grid_size[0] = rb->sdfgi->cascade_size;
- push_constant.grid_size[1] = rb->sdfgi->cascade_size;
- push_constant.grid_size[2] = rb->sdfgi->cascade_size;
- push_constant.max_cascades = rb->sdfgi->cascades.size();
- push_constant.screen_size[0] = rb->width;
- push_constant.screen_size[1] = rb->height;
- push_constant.probe_axis_size = rb->sdfgi->probe_axis_count;
- push_constant.use_occlusion = rb->sdfgi->uses_occlusion;
- push_constant.y_mult = rb->sdfgi->y_mult;
-
- Vector2 vp_half = p_projection.get_viewport_half_extents();
- push_constant.cam_extent[0] = vp_half.x;
- push_constant.cam_extent[1] = vp_half.y;
- push_constant.cam_extent[2] = -p_projection.get_z_near();
-
- push_constant.cam_transform[0] = p_transform.basis.elements[0][0];
- push_constant.cam_transform[1] = p_transform.basis.elements[1][0];
- push_constant.cam_transform[2] = p_transform.basis.elements[2][0];
- push_constant.cam_transform[3] = 0;
- push_constant.cam_transform[4] = p_transform.basis.elements[0][1];
- push_constant.cam_transform[5] = p_transform.basis.elements[1][1];
- push_constant.cam_transform[6] = p_transform.basis.elements[2][1];
- push_constant.cam_transform[7] = 0;
- push_constant.cam_transform[8] = p_transform.basis.elements[0][2];
- push_constant.cam_transform[9] = p_transform.basis.elements[1][2];
- push_constant.cam_transform[10] = p_transform.basis.elements[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;
-
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDGIShader::DebugPushConstant));
-
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->width, rb->height, 1, 8, 8, 1);
- RD::get_singleton()->compute_list_end();
-
- Size2 rtsize = storage->render_target_get_size(rb->render_target);
- storage->get_effects()->copy_to_fb_rect(rb->texture, storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize), true);
-}
-
RID RendererSceneRenderRD::render_buffers_get_back_buffer_texture(RID p_render_buffers) {
RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
ERR_FAIL_COND_V(!rb, RID());
@@ -5719,14 +1966,25 @@ RID RendererSceneRenderRD::render_buffers_get_ao_texture(RID p_render_buffers) {
RID RendererSceneRenderRD::render_buffers_get_gi_probe_buffer(RID p_render_buffers) {
RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
ERR_FAIL_COND_V(!rb, RID());
- if (rb->giprobe_buffer.is_null()) {
- rb->giprobe_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(GI::GIProbeData) * RenderBuffers::MAX_GIPROBES);
+ if (rb->gi.giprobe_buffer.is_null()) {
+ rb->gi.giprobe_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(RendererSceneGIRD::GIProbeData) * RendererSceneGIRD::MAX_GIPROBES);
}
- return rb->giprobe_buffer;
+ return rb->gi.giprobe_buffer;
}
RID RendererSceneRenderRD::render_buffers_get_default_gi_probe_buffer() {
- return default_giprobe_buffer;
+ return gi.default_giprobe_buffer;
+}
+
+RID RendererSceneRenderRD::render_buffers_get_gi_ambient_texture(RID p_render_buffers) {
+ RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
+ ERR_FAIL_COND_V(!rb, RID());
+ return rb->ambient_buffer;
+}
+RID RendererSceneRenderRD::render_buffers_get_gi_reflection_texture(RID p_render_buffers) {
+ RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
+ ERR_FAIL_COND_V(!rb, RID());
+ return rb->reflection_buffer;
}
uint32_t RendererSceneRenderRD::render_buffers_get_sdfgi_cascade_count(RID p_render_buffers) const {
@@ -5764,7 +2022,7 @@ Vector3i RendererSceneRenderRD::render_buffers_get_sdfgi_cascade_probe_offset(RI
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 / SDFGI::PROBE_DIVISOR;
+ int32_t probe_divisor = rb->sdfgi->cascade_size / RendererSceneGIRD::SDFGI::PROBE_DIVISOR;
return rb->sdfgi->cascades[p_cascade].position / probe_divisor;
}
@@ -5866,6 +2124,11 @@ void RendererSceneRenderRD::render_buffers_configure(RID p_render_buffers, RID p
rb->msaa = p_msaa;
rb->screen_space_aa = p_screen_space_aa;
rb->use_debanding = p_use_debanding;
+ if (rb->cluster_builder == nullptr) {
+ rb->cluster_builder = memnew(ClusterBuilderRD);
+ }
+ rb->cluster_builder->set_shared(&cluster_builder_shared);
+
_free_render_buffer_data(rb);
{
@@ -5906,6 +2169,12 @@ void RendererSceneRenderRD::render_buffers_configure(RID p_render_buffers, RID p
rb->data->configure(rb->texture, rb->depth_texture, p_width, p_height, p_msaa);
_render_buffers_uniform_set_changed(p_render_buffers);
+
+ rb->cluster_builder->setup(Size2i(p_width, p_height), max_cluster_elements, rb->depth_texture, storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED), rb->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) {
@@ -6002,11 +2271,11 @@ void RendererSceneRenderRD::directional_shadow_quality_set(RS::ShadowQuality p_q
}
int RendererSceneRenderRD::get_roughness_layers() const {
- return roughness_layers;
+ return sky.roughness_layers;
}
bool RendererSceneRenderRD::is_using_radiance_cubemap_array() const {
- return sky_use_cubemap_array;
+ return sky.sky_use_cubemap_array;
}
RendererSceneRenderRD::RenderBufferData *RendererSceneRenderRD::render_buffers_get_data(RID p_render_buffers) {
@@ -6016,17 +2285,34 @@ RendererSceneRenderRD::RenderBufferData *RendererSceneRenderRD::render_buffers_g
}
void RendererSceneRenderRD::_setup_reflections(const PagedArray<RID> &p_reflections, const Transform &p_camera_inverse_transform, RID p_environment) {
+ cluster.reflection_count = 0;
+
for (uint32_t i = 0; i < (uint32_t)p_reflections.size(); i++) {
- RID rpi = p_reflections[i];
+ if (cluster.reflection_count == cluster.max_reflections) {
+ break;
+ }
- if (i >= cluster.max_reflections) {
- reflection_probe_instance_set_render_index(rpi, 0); //invalid, but something needs to be set
+ ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_reflections[i]);
+ if (!rpi) {
continue;
}
- reflection_probe_instance_set_render_index(rpi, i);
+ 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);
+ }
+
+ for (uint32_t i = 0; i < cluster.reflection_count; i++) {
+ ReflectionProbeInstance *rpi = cluster.reflection_sort[i].instance;
+
+ rpi->render_index = i;
- RID base_probe = reflection_probe_instance_get_probe(rpi);
+ RID base_probe = rpi->probe;
Cluster::ReflectionData &reflection_ubo = cluster.reflections[i];
@@ -6035,7 +2321,7 @@ void RendererSceneRenderRD::_setup_reflections(const PagedArray<RID> &p_reflecti
reflection_ubo.box_extents[0] = extents.x;
reflection_ubo.box_extents[1] = extents.y;
reflection_ubo.box_extents[2] = extents.z;
- reflection_ubo.index = reflection_probe_instance_get_atlas_index(rpi);
+ reflection_ubo.index = rpi->atlas_index;
Vector3 origin_offset = storage->reflection_probe_get_origin_offset(base_probe);
@@ -6044,46 +2330,50 @@ void RendererSceneRenderRD::_setup_reflections(const PagedArray<RID> &p_reflecti
reflection_ubo.box_offset[2] = origin_offset.z;
reflection_ubo.mask = storage->reflection_probe_get_cull_mask(base_probe);
- float intensity = storage->reflection_probe_get_intensity(base_probe);
- bool interior = storage->reflection_probe_is_interior(base_probe);
- bool box_projection = storage->reflection_probe_is_box_projection(base_probe);
+ reflection_ubo.intensity = storage->reflection_probe_get_intensity(base_probe);
+ reflection_ubo.ambient_mode = storage->reflection_probe_get_ambient_mode(base_probe);
- reflection_ubo.params[0] = intensity;
- reflection_ubo.params[1] = 0;
- reflection_ubo.params[2] = interior ? 1.0 : 0.0;
- reflection_ubo.params[3] = box_projection ? 1.0 : 0.0;
+ reflection_ubo.exterior = !storage->reflection_probe_is_interior(base_probe);
+ reflection_ubo.box_project = storage->reflection_probe_is_box_projection(base_probe);
Color ambient_linear = storage->reflection_probe_get_ambient_color(base_probe).to_linear();
float interior_ambient_energy = storage->reflection_probe_get_ambient_color_energy(base_probe);
- uint32_t ambient_mode = storage->reflection_probe_get_ambient_mode(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;
- reflection_ubo.ambient_mode = ambient_mode;
- Transform transform = reflection_probe_instance_get_transform(rpi);
+ Transform transform = rpi->transform;
Transform proj = (p_camera_inverse_transform * transform).inverse();
RendererStorageRD::store_transform(proj, reflection_ubo.local_matrix);
- cluster.builder.add_reflection_probe(transform, extents);
+ current_cluster_builder->add_box(ClusterBuilderRD::BOX_TYPE_REFLECTION_PROBE, transform, extents);
- reflection_probe_instance_set_render_pass(rpi, RSG::rasterizer->get_frame_number());
+ rpi->last_pass = RSG::rasterizer->get_frame_number();
}
- if (p_reflections.size()) {
- RD::get_singleton()->buffer_update(cluster.reflection_buffer, 0, MIN(cluster.max_reflections, (unsigned int)p_reflections.size()) * sizeof(ReflectionData), cluster.reflections, true);
+ if (cluster.reflection_count) {
+ RD::get_singleton()->buffer_update(cluster.reflection_buffer, 0, cluster.reflection_count * sizeof(RendererSceneSkyRD::ReflectionData), cluster.reflections, RD::BARRIER_MASK_RASTER | RD::BARRIER_MASK_COMPUTE);
}
}
-void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const Transform &p_camera_inverse_transform, RID p_shadow_atlas, bool p_using_shadows, uint32_t &r_directional_light_count, uint32_t &r_positional_light_count) {
- uint32_t light_count = 0;
+void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const Transform &p_camera_transform, RID p_shadow_atlas, bool p_using_shadows, uint32_t &r_directional_light_count, uint32_t &r_positional_light_count) {
+ Transform inverse_transform = p_camera_transform.affine_inverse();
+
r_directional_light_count = 0;
r_positional_light_count = 0;
- sky_scene_state.ubo.directional_light_count = 0;
+ sky.sky_scene_state.ubo.directional_light_count = 0;
+
+ Plane camera_plane(p_camera_transform.origin, -p_camera_transform.basis.get_axis(Vector3::AXIS_Z).normalized());
+
+ cluster.omni_light_count = 0;
+ cluster.spot_light_count = 0;
for (int i = 0; i < (int)p_lights.size(); i++) {
- RID li = p_lights[i];
- RID base = light_instance_get_base_light(li);
+ LightInstance *li = light_instance_owner.getornull(p_lights[i]);
+ if (!li) {
+ continue;
+ }
+ RID base = li->light;
ERR_CONTINUE(base.is_null());
@@ -6091,9 +2381,9 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const
switch (type) {
case RS::LIGHT_DIRECTIONAL: {
// Copy to SkyDirectionalLightData
- if (r_directional_light_count < sky_scene_state.max_directional_lights) {
- SkyDirectionalLightData &sky_light_data = sky_scene_state.directional_lights[r_directional_light_count];
- Transform light_transform = light_instance_get_base_transform(li);
+ if (r_directional_light_count < sky.sky_scene_state.max_directional_lights) {
+ RendererSceneSkyRD::SkyDirectionalLightData &sky_light_data = sky.sky_scene_state.directional_lights[r_directional_light_count];
+ Transform light_transform = li->transform;
Vector3 world_direction = light_transform.basis.xform(Vector3(0, 0, 1)).normalized();
sky_light_data.direction[0] = world_direction.x;
@@ -6120,7 +2410,7 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const
angular_diameter = 0.0;
}
sky_light_data.size = angular_diameter;
- sky_scene_state.ubo.directional_light_count++;
+ sky.sky_scene_state.ubo.directional_light_count++;
}
if (r_directional_light_count >= cluster.max_directional_lights || storage->light_directional_is_sky_only(base)) {
@@ -6129,9 +2419,9 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const
Cluster::DirectionalLightData &light_data = cluster.directional_lights[r_directional_light_count];
- Transform light_transform = light_instance_get_base_transform(li);
+ Transform light_transform = li->transform;
- Vector3 direction = p_camera_inverse_transform.basis.xform(light_transform.basis.xform(Vector3(0, 0, 1))).normalized();
+ 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;
@@ -6210,28 +2500,28 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const
int limit = smode == RS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL ? 0 : (smode == RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS ? 1 : 3);
light_data.blend_splits = storage->light_directional_get_blend_splits(base);
for (int j = 0; j < 4; j++) {
- Rect2 atlas_rect = light_instance_get_directional_shadow_atlas_rect(li, j);
- CameraMatrix matrix = light_instance_get_shadow_camera(li, j);
- float split = light_instance_get_directional_shadow_split(li, MIN(limit, 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);
- Transform modelview = (p_camera_inverse_transform * light_instance_get_shadow_transform(li, j)).inverse();
+ Transform 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 = light_instance_get_shadow_bias_scale(li, j);
+ float bias_scale = li->shadow_transform[j].bias_scale;
light_data.shadow_bias[j] = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BIAS) * bias_scale;
- light_data.shadow_normal_bias[j] = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_NORMAL_BIAS) * light_instance_get_directional_shadow_texel_size(li, j);
+ light_data.shadow_normal_bias[j] = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_NORMAL_BIAS) * li->shadow_transform[j].shadow_texel_size;
light_data.shadow_transmittance_bias[j] = storage->light_get_transmittance_bias(base) * bias_scale;
- light_data.shadow_z_range[j] = light_instance_get_shadow_range(li, j);
- light_data.shadow_range_begin[j] = light_instance_get_shadow_range_begin(li, j);
+ light_data.shadow_z_range[j] = li->shadow_transform[j].farplane;
+ light_data.shadow_range_begin[j] = li->shadow_transform[j].range_begin;
RendererStorageRD::store_camera(shadow_mtx, light_data.shadow_matrices[j]);
- Vector2 uv_scale = light_instance_get_shadow_uv_scale(li, j);
+ Vector2 uv_scale = li->shadow_transform[j].uv_scale;
uv_scale *= atlas_rect.size; //adapt to atlas size
switch (j) {
case 0: {
@@ -6268,170 +2558,201 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const
r_directional_light_count++;
} break;
- case RS::LIGHT_SPOT:
case RS::LIGHT_OMNI: {
- if (light_count >= cluster.max_lights) {
+ if (cluster.omni_light_count >= cluster.max_lights) {
continue;
}
- Transform light_transform = light_instance_get_base_transform(li);
+ cluster.omni_light_sort[cluster.omni_light_count].instance = li;
+ cluster.omni_light_sort[cluster.omni_light_count].depth = camera_plane.distance_to(li->transform.origin);
+ cluster.omni_light_count++;
+ } break;
+ case RS::LIGHT_SPOT: {
+ if (cluster.spot_light_count >= cluster.max_lights) {
+ continue;
+ }
- Cluster::LightData &light_data = cluster.lights[light_count];
- cluster.lights_instances[light_count] = li;
+ cluster.spot_light_sort[cluster.spot_light_count].instance = li;
+ cluster.spot_light_sort[cluster.spot_light_count].depth = camera_plane.distance_to(li->transform.origin);
+ cluster.spot_light_count++;
+ } break;
+ }
- float sign = storage->light_is_negative(base) ? -1 : 1;
- Color linear_col = storage->light_get_color(base).to_linear();
+ li->last_pass = RSG::rasterizer->get_frame_number();
+ }
- light_data.attenuation_energy[0] = Math::make_half_float(storage->light_get_param(base, RS::LIGHT_PARAM_ATTENUATION));
- light_data.attenuation_energy[1] = Math::make_half_float(sign * storage->light_get_param(base, RS::LIGHT_PARAM_ENERGY) * Math_PI);
+ if (cluster.omni_light_count) {
+ SortArray<Cluster::InstanceSort<LightInstance>> sorter;
+ sorter.sort(cluster.omni_light_sort, cluster.omni_light_count);
+ }
- light_data.color_specular[0] = MIN(uint32_t(linear_col.r * 255), 255);
- light_data.color_specular[1] = MIN(uint32_t(linear_col.g * 255), 255);
- light_data.color_specular[2] = MIN(uint32_t(linear_col.b * 255), 255);
- light_data.color_specular[3] = MIN(uint32_t(storage->light_get_param(base, RS::LIGHT_PARAM_SPECULAR) * 255), 255);
+ if (cluster.spot_light_count) {
+ SortArray<Cluster::InstanceSort<LightInstance>> sorter;
+ sorter.sort(cluster.spot_light_sort, cluster.spot_light_count);
+ }
- float radius = MAX(0.001, storage->light_get_param(base, RS::LIGHT_PARAM_RANGE));
- light_data.inv_radius = 1.0 / radius;
+ ShadowAtlas *shadow_atlas = nullptr;
- Vector3 pos = p_camera_inverse_transform.xform(light_transform.origin);
+ if (p_shadow_atlas.is_valid() && p_using_shadows) {
+ shadow_atlas = shadow_atlas_owner.getornull(p_shadow_atlas);
+ }
- light_data.position[0] = pos.x;
- light_data.position[1] = pos.y;
- light_data.position[2] = pos.z;
+ 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;
- Vector3 direction = p_camera_inverse_transform.basis.xform(light_transform.basis.xform(Vector3(0, 0, -1))).normalized();
+ Transform light_transform = li->transform;
- light_data.direction[0] = direction.x;
- light_data.direction[1] = direction.y;
- light_data.direction[2] = direction.z;
+ float sign = storage->light_is_negative(base) ? -1 : 1;
+ Color linear_col = storage->light_get_color(base).to_linear();
- float size = storage->light_get_param(base, RS::LIGHT_PARAM_SIZE);
+ light_data.attenuation = storage->light_get_param(base, RS::LIGHT_PARAM_ATTENUATION);
- light_data.size = size;
+ float energy = sign * storage->light_get_param(base, RS::LIGHT_PARAM_ENERGY) * Math_PI;
- light_data.cone_attenuation_angle[0] = Math::make_half_float(storage->light_get_param(base, RS::LIGHT_PARAM_SPOT_ATTENUATION));
- float spot_angle = storage->light_get_param(base, RS::LIGHT_PARAM_SPOT_ANGLE);
- light_data.cone_attenuation_angle[1] = Math::make_half_float(Math::cos(Math::deg2rad(spot_angle)));
+ 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 = storage->light_get_param(base, RS::LIGHT_PARAM_SPECULAR) * 2.0;
- light_data.mask = storage->light_get_cull_mask(base);
+ float radius = MAX(0.001, storage->light_get_param(base, RS::LIGHT_PARAM_RANGE));
+ light_data.inv_radius = 1.0 / radius;
- light_data.atlas_rect[0] = 0;
- light_data.atlas_rect[1] = 0;
- light_data.atlas_rect[2] = 0;
- light_data.atlas_rect[3] = 0;
+ Vector3 pos = inverse_transform.xform(light_transform.origin);
- RID projector = storage->light_get_projector(base);
+ light_data.position[0] = pos.x;
+ light_data.position[1] = pos.y;
+ light_data.position[2] = pos.z;
- if (projector.is_valid()) {
- Rect2 rect = storage->decal_atlas_get_texture_rect(projector);
+ Vector3 direction = inverse_transform.basis.xform(light_transform.basis.xform(Vector3(0, 0, -1))).normalized();
- 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;
- }
+ light_data.direction[0] = direction.x;
+ light_data.direction[1] = direction.y;
+ light_data.direction[2] = direction.z;
- if (p_using_shadows && p_shadow_atlas.is_valid() && shadow_atlas_owns_light_instance(p_shadow_atlas, li)) {
- // fill in the shadow information
+ float size = storage->light_get_param(base, RS::LIGHT_PARAM_SIZE);
- Color shadow_color = storage->light_get_shadow_color(base);
+ light_data.size = size;
- light_data.shadow_color_enabled[0] = MIN(uint32_t(shadow_color.r * 255), 255);
- light_data.shadow_color_enabled[1] = MIN(uint32_t(shadow_color.g * 255), 255);
- light_data.shadow_color_enabled[2] = MIN(uint32_t(shadow_color.b * 255), 255);
- light_data.shadow_color_enabled[3] = 255;
+ light_data.inv_spot_attenuation = 1.0f / storage->light_get_param(base, RS::LIGHT_PARAM_SPOT_ATTENUATION);
+ float spot_angle = storage->light_get_param(base, RS::LIGHT_PARAM_SPOT_ANGLE);
+ light_data.cos_spot_angle = Math::cos(Math::deg2rad(spot_angle));
- if (type == RS::LIGHT_SPOT) {
- light_data.shadow_bias = (storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BIAS) * radius / 10.0);
- float shadow_texel_size = Math::tan(Math::deg2rad(spot_angle)) * radius * 2.0;
- shadow_texel_size *= light_instance_get_shadow_texel_size(li, p_shadow_atlas);
+ light_data.mask = storage->light_get_cull_mask(base);
- light_data.shadow_normal_bias = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_NORMAL_BIAS) * shadow_texel_size;
+ light_data.atlas_rect[0] = 0;
+ light_data.atlas_rect[1] = 0;
+ light_data.atlas_rect[2] = 0;
+ light_data.atlas_rect[3] = 0;
- } else { //omni
- light_data.shadow_bias = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BIAS) * radius / 10.0;
- float shadow_texel_size = light_instance_get_shadow_texel_size(li, p_shadow_atlas);
- light_data.shadow_normal_bias = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_NORMAL_BIAS) * shadow_texel_size * 2.0; // applied in -1 .. 1 space
- }
+ RID projector = storage->light_get_projector(base);
- light_data.transmittance_bias = storage->light_get_transmittance_bias(base);
+ if (projector.is_valid()) {
+ Rect2 rect = storage->decal_atlas_get_texture_rect(projector);
- Rect2 rect = light_instance_get_shadow_atlas_rect(li, p_shadow_atlas);
+ 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;
+ }
- 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;
+ if (shadow_atlas && shadow_atlas->shadow_owners.has(li->self)) {
+ // fill in the shadow information
- light_data.soft_shadow_scale = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BLUR);
- light_data.shadow_volumetric_fog_fade = 1.0 / storage->light_get_shadow_volumetric_fog_fade(base);
+ light_data.shadow_enabled = true;
- if (type == RS::LIGHT_OMNI) {
- light_data.atlas_rect[3] *= 0.5; //one paraboloid on top of another
- Transform proj = (p_camera_inverse_transform * light_transform).inverse();
+ if (type == RS::LIGHT_SPOT) {
+ light_data.shadow_bias = (storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BIAS) * radius / 10.0);
+ float shadow_texel_size = Math::tan(Math::deg2rad(spot_angle)) * radius * 2.0;
+ shadow_texel_size *= light_instance_get_shadow_texel_size(li->self, p_shadow_atlas);
- RendererStorageRD::store_transform(proj, light_data.shadow_matrix);
+ light_data.shadow_normal_bias = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_NORMAL_BIAS) * shadow_texel_size;
- if (size > 0.0) {
- 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
- }
+ } else { //omni
+ light_data.shadow_bias = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BIAS) * radius / 10.0;
+ float shadow_texel_size = light_instance_get_shadow_texel_size(li->self, p_shadow_atlas);
+ light_data.shadow_normal_bias = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_NORMAL_BIAS) * shadow_texel_size * 2.0; // applied in -1 .. 1 space
+ }
- } else if (type == RS::LIGHT_SPOT) {
- Transform modelview = (p_camera_inverse_transform * light_transform).inverse();
- CameraMatrix bias;
- bias.set_light_bias();
+ light_data.transmittance_bias = storage->light_get_transmittance_bias(base);
- CameraMatrix shadow_mtx = bias * light_instance_get_shadow_camera(li, 0) * modelview;
- RendererStorageRD::store_camera(shadow_mtx, light_data.shadow_matrix);
+ Rect2 rect = light_instance_get_shadow_atlas_rect(li->self, p_shadow_atlas);
- if (size > 0.0) {
- CameraMatrix cm = light_instance_get_shadow_camera(li, 0);
- 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
- }
- }
+ 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 = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BLUR);
+ light_data.shadow_volumetric_fog_fade = 1.0 / storage->light_get_shadow_volumetric_fog_fade(base);
+
+ if (type == RS::LIGHT_OMNI) {
+ light_data.atlas_rect[3] *= 0.5; //one paraboloid on top of another
+ Transform proj = (inverse_transform * light_transform).inverse();
+
+ RendererStorageRD::store_transform(proj, light_data.shadow_matrix);
+
+ if (size > 0.0) {
+ light_data.soft_shadow_size = size;
} else {
- light_data.shadow_color_enabled[3] = 0;
+ light_data.soft_shadow_size = 0.0;
+ light_data.soft_shadow_scale *= shadows_quality_radius_get(); // Only use quality radius for PCF
}
- light_instance_set_index(li, light_count);
+ } else if (type == RS::LIGHT_SPOT) {
+ Transform modelview = (inverse_transform * light_transform).inverse();
+ CameraMatrix bias;
+ bias.set_light_bias();
- cluster.builder.add_light(type == RS::LIGHT_SPOT ? LightClusterBuilder::LIGHT_TYPE_SPOT : LightClusterBuilder::LIGHT_TYPE_OMNI, light_transform, radius, spot_angle);
+ CameraMatrix shadow_mtx = bias * li->shadow_transform[0].camera * modelview;
+ RendererStorageRD::store_camera(shadow_mtx, light_data.shadow_matrix);
- light_count++;
- r_positional_light_count++;
- } break;
+ if (size > 0.0) {
+ 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;
}
- light_instance_set_render_pass(li, RSG::rasterizer->get_frame_number());
+ li->light_index = index;
- //update UBO for forward rendering, blit to texture for clustered
+ 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++;
}
- if (light_count) {
- RD::get_singleton()->buffer_update(cluster.light_buffer, 0, sizeof(Cluster::LightData) * light_count, cluster.lights, true);
+ //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, true);
+ 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);
}
}
@@ -6440,18 +2761,26 @@ void RendererSceneRenderRD::_setup_decals(const PagedArray<RID> &p_decals, const
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 = MIN((uint32_t)p_decals.size(), cluster.max_decals);
- int idx = 0;
+ uint32_t decal_count = p_decals.size();
+
+ cluster.decal_count = 0;
+
for (uint32_t i = 0; i < decal_count; i++) {
- RID di = p_decals[i];
- RID decal = decal_instance_get_base(di);
+ if (cluster.decal_count == cluster.max_decals) {
+ break;
+ }
- Transform xform = decal_instance_get_transform(di);
+ DecalInstance *di = decal_instance_owner.getornull(p_decals[i]);
+ if (!di) {
+ continue;
+ }
+ RID decal = di->decal;
- float fade = 1.0;
+ Transform xform = di->transform;
+
+ real_t distance = -p_camera_inverse_xform.xform(xform.origin).z;
if (storage->decal_is_distance_fade_enabled(decal)) {
- real_t distance = -p_camera_inverse_xform.xform(xform.origin).z;
float fade_begin = storage->decal_get_distance_fade_begin(decal);
float fade_length = storage->decal_get_distance_fade_length(decal);
@@ -6459,18 +2788,43 @@ void RendererSceneRenderRD::_setup_decals(const PagedArray<RID> &p_decals, const
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);
+ }
+
+ for (uint32_t i = 0; i < cluster.decal_count; i++) {
+ DecalInstance *di = cluster.decal_sort[i].instance;
+ RID decal = di->decal;
+
+ Transform xform = di->transform;
+ float fade = 1.0;
+
+ if (storage->decal_is_distance_fade_enabled(decal)) {
+ real_t distance = -p_camera_inverse_xform.xform(xform.origin).z;
+ float fade_begin = storage->decal_get_distance_fade_begin(decal);
+ float fade_length = storage->decal_get_distance_fade_length(decal);
+ if (distance > fade_begin) {
fade = 1.0 - (distance - fade_begin) / fade_length;
}
}
- Cluster::DecalData &dd = cluster.decals[idx];
+ Cluster::DecalData &dd = cluster.decals[i];
Vector3 decal_extents = storage->decal_get_extents(decal);
Transform scale_xform;
scale_xform.basis.scale(Vector3(decal_extents.x, decal_extents.y, decal_extents.z));
- Transform to_decal_xform = (p_camera_inverse_xform * decal_instance_get_transform(di) * scale_xform * uv_xform).affine_inverse();
+ Transform to_decal_xform = (p_camera_inverse_xform * di->transform * scale_xform * uv_xform).affine_inverse();
RendererStorageRD::store_transform(to_decal_xform, dd.xform);
Vector3 normal = xform.basis.get_axis(Vector3::AXIS_Y).normalized();
@@ -6555,19 +2909,18 @@ void RendererSceneRenderRD::_setup_decals(const PagedArray<RID> &p_decals, const
dd.upper_fade = storage->decal_get_upper_fade(decal);
dd.lower_fade = storage->decal_get_lower_fade(decal);
- cluster.builder.add_decal(xform, decal_extents);
-
- idx++;
+ current_cluster_builder->add_box(ClusterBuilderRD::BOX_TYPE_DECAL, xform, decal_extents);
}
- if (idx > 0) {
- RD::get_singleton()->buffer_update(cluster.decal_buffer, 0, sizeof(Cluster::DecalData) * idx, cluster.decals, true);
+ 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);
}
}
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);
@@ -6589,53 +2942,10 @@ void RendererSceneRenderRD::_volumetric_fog_erase(RenderBuffers *rb) {
rb->volumetric_fog = nullptr;
}
-void RendererSceneRenderRD::_allocate_shadow_shrink_stages(RID p_base, int p_base_size, Vector<ShadowShrinkStage> &shrink_stages, uint32_t p_target_size) {
- //create fog mipmaps
- uint32_t fog_texture_size = p_target_size;
- uint32_t base_texture_size = p_base_size;
-
- ShadowShrinkStage first;
- first.size = base_texture_size;
- first.texture = p_base;
- shrink_stages.push_back(first); //put depth first in case we dont find smaller ones
-
- while (fog_texture_size < base_texture_size) {
- base_texture_size = MAX(base_texture_size / 8, fog_texture_size);
-
- ShadowShrinkStage s;
- s.size = base_texture_size;
-
- RD::TextureFormat tf;
- tf.format = RD::DATA_FORMAT_R32_SFLOAT;
- tf.width = base_texture_size;
- tf.height = base_texture_size;
- tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT;
-
- if (base_texture_size == fog_texture_size) {
- s.filter_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
- tf.usage_bits |= RD::TEXTURE_USAGE_SAMPLING_BIT;
- }
-
- s.texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
-
- shrink_stages.push_back(s);
- }
-}
-
-void RendererSceneRenderRD::_clear_shadow_shrink_stages(Vector<ShadowShrinkStage> &shrink_stages) {
- for (int i = 1; i < shrink_stages.size(); i++) {
- RD::get_singleton()->free(shrink_stages[i].texture);
- if (shrink_stages[i].filter_texture.is_valid()) {
- RD::get_singleton()->free(shrink_stages[i].filter_texture);
- }
- }
- shrink_stages.clear();
-}
-
void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_environment, const CameraMatrix &p_cam_projection, const Transform &p_cam_transform, RID p_shadow_atlas, int p_directional_light_count, bool p_use_directional_shadows, int p_positional_light_count, int p_gi_probe_count) {
RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
ERR_FAIL_COND(!rb);
- Environment *env = environment_owner.getornull(p_environment);
+ RendererSceneEnvironmentRD *env = environment_owner.getornull(p_environment);
float ratio = float(rb->width) / float((rb->width + rb->height) / 2);
uint32_t target_width = uint32_t(float(volumetric_fog_size) * ratio);
@@ -6654,6 +2964,8 @@ void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_e
return;
}
+ RENDER_TIMESTAMP(">Volumetric Fog");
+
if (env && env->volumetric_fog_enabled && !rb->volumetric_fog) {
//required volumetric fog but not existing, create
rb->volumetric_fog = memnew(VolumetricFog);
@@ -6667,11 +2979,16 @@ void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_e
tf.height = target_height;
tf.depth = volumetric_fog_depth;
tf.texture_type = RD::TEXTURE_TYPE_3D;
- tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT;
+ 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());
- tf.usage_bits |= RD::TEXTURE_USAGE_SAMPLING_BIT;
+ 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()->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());
_render_buffers_uniform_set_changed(p_render_buffers);
@@ -6685,163 +3002,7 @@ void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_e
uniforms.push_back(u);
}
- rb->volumetric_fog->sky_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sky_shader.default_shader_rd, SKY_SET_FOG);
- }
-
- //update directional shadow
-
- if (p_use_directional_shadows) {
- if (directional_shadow.shrink_stages.is_empty()) {
- if (rb->volumetric_fog->uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->uniform_set)) {
- //invalidate uniform set, we will need a new one
- RD::get_singleton()->free(rb->volumetric_fog->uniform_set);
- rb->volumetric_fog->uniform_set = RID();
- }
- _allocate_shadow_shrink_stages(directional_shadow.depth, directional_shadow.size, directional_shadow.shrink_stages, volumetric_fog_directional_shadow_shrink);
- }
-
- if (directional_shadow.shrink_stages.size() > 1) {
- RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
- for (int i = 1; i < directional_shadow.shrink_stages.size(); i++) {
- int32_t src_size = directional_shadow.shrink_stages[i - 1].size;
- int32_t dst_size = directional_shadow.shrink_stages[i].size;
- Rect2i r(0, 0, src_size, src_size);
- int32_t shrink_limit = 8 / (src_size / dst_size);
-
- storage->get_effects()->reduce_shadow(directional_shadow.shrink_stages[i - 1].texture, directional_shadow.shrink_stages[i].texture, Size2i(src_size, src_size), r, shrink_limit, compute_list);
- RD::get_singleton()->compute_list_add_barrier(compute_list);
- if (env->volumetric_fog_shadow_filter != RS::ENV_VOLUMETRIC_FOG_SHADOW_FILTER_DISABLED && directional_shadow.shrink_stages[i].filter_texture.is_valid()) {
- Rect2i rf(0, 0, dst_size, dst_size);
- storage->get_effects()->filter_shadow(directional_shadow.shrink_stages[i].texture, directional_shadow.shrink_stages[i].filter_texture, Size2i(dst_size, dst_size), rf, env->volumetric_fog_shadow_filter, compute_list);
- }
- }
- RD::get_singleton()->compute_list_end();
- }
- }
-
- ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_shadow_atlas);
-
- if (shadow_atlas) {
- //shrink shadows that need to be shrunk
-
- bool force_shrink_shadows = false;
-
- if (shadow_atlas->shrink_stages.is_empty()) {
- if (rb->volumetric_fog->uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->uniform_set)) {
- //invalidate uniform set, we will need a new one
- RD::get_singleton()->free(rb->volumetric_fog->uniform_set);
- rb->volumetric_fog->uniform_set = RID();
- }
- _allocate_shadow_shrink_stages(shadow_atlas->depth, shadow_atlas->size, shadow_atlas->shrink_stages, volumetric_fog_positional_shadow_shrink);
- force_shrink_shadows = true;
- }
-
- if (rb->volumetric_fog->last_shadow_filter != env->volumetric_fog_shadow_filter) {
- //if shadow filter changed, invalidate caches
- rb->volumetric_fog->last_shadow_filter = env->volumetric_fog_shadow_filter;
- force_shrink_shadows = true;
- }
-
- cluster.lights_shadow_rect_cache_count = 0;
-
- for (int i = 0; i < p_positional_light_count; i++) {
- if (cluster.lights[i].shadow_color_enabled[3] > 127) {
- RID li = cluster.lights_instances[i];
-
- ERR_CONTINUE(!shadow_atlas->shadow_owners.has(li));
-
- uint32_t key = shadow_atlas->shadow_owners[li];
-
- uint32_t quadrant = (key >> ShadowAtlas::QUADRANT_SHIFT) & 0x3;
- uint32_t shadow = key & ShadowAtlas::SHADOW_INDEX_MASK;
-
- ERR_CONTINUE((int)shadow >= shadow_atlas->quadrants[quadrant].shadows.size());
-
- ShadowAtlas::Quadrant::Shadow &s = shadow_atlas->quadrants[quadrant].shadows.write[shadow];
-
- if (!force_shrink_shadows && s.fog_version == s.version) {
- continue; //do not update, no need
- }
-
- s.fog_version = s.version;
-
- uint32_t quadrant_size = shadow_atlas->size >> 1;
-
- Rect2i atlas_rect;
-
- 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.x = shadow_size;
- atlas_rect.size.y = shadow_size;
-
- cluster.lights_shadow_rect_cache[cluster.lights_shadow_rect_cache_count] = atlas_rect;
-
- cluster.lights_shadow_rect_cache_count++;
-
- if (cluster.lights_shadow_rect_cache_count == cluster.max_lights) {
- break; //light limit reached
- }
- }
- }
-
- if (cluster.lights_shadow_rect_cache_count > 0) {
- //there are shadows to be shrunk, try to do them in parallel
- RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
-
- for (int i = 1; i < shadow_atlas->shrink_stages.size(); i++) {
- int32_t base_size = shadow_atlas->shrink_stages[0].size;
- int32_t src_size = shadow_atlas->shrink_stages[i - 1].size;
- int32_t dst_size = shadow_atlas->shrink_stages[i].size;
-
- uint32_t rect_divisor = base_size / src_size;
-
- int32_t shrink_limit = 8 / (src_size / dst_size);
-
- //shrink in parallel for more performance
- for (uint32_t j = 0; j < cluster.lights_shadow_rect_cache_count; j++) {
- Rect2i src_rect = cluster.lights_shadow_rect_cache[j];
-
- src_rect.position /= rect_divisor;
- src_rect.size /= rect_divisor;
-
- storage->get_effects()->reduce_shadow(shadow_atlas->shrink_stages[i - 1].texture, shadow_atlas->shrink_stages[i].texture, Size2i(src_size, src_size), src_rect, shrink_limit, compute_list);
- }
-
- RD::get_singleton()->compute_list_add_barrier(compute_list);
-
- if (env->volumetric_fog_shadow_filter != RS::ENV_VOLUMETRIC_FOG_SHADOW_FILTER_DISABLED && shadow_atlas->shrink_stages[i].filter_texture.is_valid()) {
- uint32_t filter_divisor = base_size / dst_size;
-
- //filter in parallel for more performance
- for (uint32_t j = 0; j < cluster.lights_shadow_rect_cache_count; j++) {
- Rect2i dst_rect = cluster.lights_shadow_rect_cache[j];
-
- dst_rect.position /= filter_divisor;
- dst_rect.size /= filter_divisor;
-
- storage->get_effects()->filter_shadow(shadow_atlas->shrink_stages[i].texture, shadow_atlas->shrink_stages[i].filter_texture, Size2i(dst_size, dst_size), dst_rect, env->volumetric_fog_shadow_filter, compute_list, true, false);
- }
-
- RD::get_singleton()->compute_list_add_barrier(compute_list);
-
- for (uint32_t j = 0; j < cluster.lights_shadow_rect_cache_count; j++) {
- Rect2i dst_rect = cluster.lights_shadow_rect_cache[j];
-
- dst_rect.position /= filter_divisor;
- dst_rect.size /= filter_divisor;
-
- storage->get_effects()->filter_shadow(shadow_atlas->shrink_stages[i].texture, shadow_atlas->shrink_stages[i].filter_texture, Size2i(dst_size, dst_size), dst_rect, env->volumetric_fog_shadow_filter, compute_list, false, true);
- }
- }
- }
-
- RD::get_singleton()->compute_list_end();
- }
+ rb->volumetric_fog->sky_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sky.sky_shader.default_shader_rd, RendererSceneSkyRD::SKY_SET_FOG);
}
//update volumetric fog
@@ -6855,10 +3016,11 @@ void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_e
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
u.binding = 1;
- if (shadow_atlas == nullptr || shadow_atlas->shrink_stages.size() == 0) {
+ ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_shadow_atlas);
+ if (shadow_atlas == nullptr || shadow_atlas->depth.is_null()) {
u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_BLACK));
} else {
- u.ids.push_back(shadow_atlas->shrink_stages[shadow_atlas->shrink_stages.size() - 1].texture);
+ u.ids.push_back(shadow_atlas->depth);
}
uniforms.push_back(u);
@@ -6868,10 +3030,10 @@ void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_e
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
u.binding = 2;
- if (directional_shadow.shrink_stages.size() == 0) {
- u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_BLACK));
+ if (directional_shadow.depth.is_valid()) {
+ u.ids.push_back(directional_shadow.depth);
} else {
- u.ids.push_back(directional_shadow.shrink_stages[directional_shadow.shrink_stages.size() - 1].texture);
+ u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_BLACK));
}
uniforms.push_back(u);
}
@@ -6880,23 +3042,22 @@ void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_e
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
u.binding = 3;
- u.ids.push_back(get_positional_light_buffer());
+ u.ids.push_back(get_omni_light_buffer());
uniforms.push_back(u);
}
-
{
RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
u.binding = 4;
- u.ids.push_back(get_directional_light_buffer());
+ u.ids.push_back(get_spot_light_buffer());
uniforms.push_back(u);
}
{
RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
u.binding = 5;
- u.ids.push_back(get_cluster_builder_texture());
+ u.ids.push_back(get_directional_light_buffer());
uniforms.push_back(u);
}
@@ -6904,7 +3065,7 @@ void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_e
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
u.binding = 6;
- u.ids.push_back(get_cluster_builder_indices_buffer());
+ u.ids.push_back(rb->cluster_builder->get_cluster_buffer());
uniforms.push_back(u);
}
@@ -6952,8 +3113,8 @@ void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_e
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
u.binding = 12;
- for (int i = 0; i < RenderBuffers::MAX_GIPROBES; i++) {
- u.ids.push_back(rb->giprobe_textures[i]);
+ for (int i = 0; i < RendererSceneGIRD::MAX_GIPROBES; i++) {
+ u.ids.push_back(rb->gi.giprobe_textures[i]);
}
uniforms.push_back(u);
}
@@ -6964,6 +3125,20 @@ void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_e
u.ids.push_back(storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
uniforms.push_back(u);
}
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
+ u.binding = 14;
+ u.ids.push_back(volumetric_fog.params_ubo);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ u.binding = 15;
+ u.ids.push_back(rb->volumetric_fog->prev_light_density_map);
+ uniforms.push_back(u);
+ }
rb->volumetric_fog->uniform_set = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.shader.version_get_shader(volumetric_fog.shader_version, 0), 0);
@@ -7009,7 +3184,7 @@ void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_e
rb->volumetric_fog->length = env->volumetric_fog_length;
rb->volumetric_fog->spread = env->volumetric_fog_detail_spread;
- VolumetricFogShader::PushConstant push_constant;
+ 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();
@@ -7025,51 +3200,78 @@ void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_e
fog_near_size = Vector2();
}
- push_constant.fog_frustum_size_begin[0] = fog_near_size.x;
- push_constant.fog_frustum_size_begin[1] = fog_near_size.y;
+ params.fog_frustum_size_begin[0] = fog_near_size.x;
+ params.fog_frustum_size_begin[1] = fog_near_size.y;
- push_constant.fog_frustum_size_end[0] = fog_far_size.x;
- push_constant.fog_frustum_size_end[1] = fog_far_size.y;
+ params.fog_frustum_size_end[0] = fog_far_size.x;
+ params.fog_frustum_size_end[1] = fog_far_size.y;
- push_constant.z_near = z_near;
- push_constant.z_far = z_far;
+ params.z_near = z_near;
+ params.z_far = z_far;
- push_constant.fog_frustum_end = fog_end;
+ params.fog_frustum_end = fog_end;
- push_constant.fog_volume_size[0] = rb->volumetric_fog->width;
- push_constant.fog_volume_size[1] = rb->volumetric_fog->height;
- push_constant.fog_volume_size[2] = rb->volumetric_fog->depth;
+ 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;
- push_constant.directional_light_count = p_directional_light_count;
+ params.directional_light_count = p_directional_light_count;
Color light = env->volumetric_fog_light.to_linear();
- push_constant.light_energy[0] = light.r * env->volumetric_fog_light_energy;
- push_constant.light_energy[1] = light.g * env->volumetric_fog_light_energy;
- push_constant.light_energy[2] = light.b * env->volumetric_fog_light_energy;
- push_constant.base_density = env->volumetric_fog_density;
-
- push_constant.detail_spread = env->volumetric_fog_detail_spread;
- push_constant.gi_inject = env->volumetric_fog_gi_inject;
-
- push_constant.cam_rotation[0] = p_cam_transform.basis[0][0];
- push_constant.cam_rotation[1] = p_cam_transform.basis[1][0];
- push_constant.cam_rotation[2] = p_cam_transform.basis[2][0];
- push_constant.cam_rotation[3] = 0;
- push_constant.cam_rotation[4] = p_cam_transform.basis[0][1];
- push_constant.cam_rotation[5] = p_cam_transform.basis[1][1];
- push_constant.cam_rotation[6] = p_cam_transform.basis[2][1];
- push_constant.cam_rotation[7] = 0;
- push_constant.cam_rotation[8] = p_cam_transform.basis[0][2];
- push_constant.cam_rotation[9] = p_cam_transform.basis[1][2];
- push_constant.cam_rotation[10] = p_cam_transform.basis[2][2];
- push_constant.cam_rotation[11] = 0;
- push_constant.filter_axis = 0;
- push_constant.max_gi_probes = env->volumetric_fog_gi_inject > 0.001 ? p_gi_probe_count : 0;
+ params.light_energy[0] = light.r * env->volumetric_fog_light_energy;
+ params.light_energy[1] = light.g * env->volumetric_fog_light_energy;
+ params.light_energy[2] = light.b * env->volumetric_fog_light_energy;
+ params.base_density = env->volumetric_fog_density;
+
+ 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_gi_probes = env->volumetric_fog_gi_inject > 0.001 ? p_gi_probe_count : 0;
+ params.temporal_frame = RSG::rasterizer->get_frame_number() % VolumetricFog::MAX_TEMPORAL_FRAMES;
+
+ Transform to_prev_cam_view = rb->volumetric_fog->prev_cam_transform.affine_inverse() * p_cam_transform;
+ storage->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.cluster_type_size = cluster_screen_width * cluster_screen_height * (32 + 32);
+ params.cluster_width = cluster_screen_width;
+ params.max_cluster_element_count_div_32 = max_cluster_elements / 32;
+
+ params.screen_size[0] = rb->width;
+ params.screen_size[1] = rb->height;
+ }
/* Vector2 dssize = directional_shadow_get_size();
push_constant.directional_shadow_pixel_size[0] = 1.0 / dssize.x;
push_constant.directional_shadow_pixel_size[1] = 1.0 / dssize.y;
*/
+
+ 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), &params, RD::BARRIER_MASK_COMPUTE);
+
RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
bool use_filter = volumetric_fog_filter_active;
@@ -7077,93 +3279,225 @@ void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_e
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.pipelines[using_sdfgi ? VOLUMETRIC_FOG_SHADER_DENSITY_WITH_SDFGI : VOLUMETRIC_FOG_SHADER_DENSITY]);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->volumetric_fog->uniform_set, 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_set_push_constant(compute_list, &push_constant, sizeof(VolumetricFogShader::PushConstant));
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth, 4, 4, 4);
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth);
+
+ RD::get_singleton()->draw_command_end_label();
- RD::get_singleton()->compute_list_add_barrier(compute_list);
+ RD::get_singleton()->compute_list_end();
+
+ RD::get_singleton()->texture_copy(rb->volumetric_fog->light_density_map, rb->volumetric_fog->prev_light_density_map, Vector3(0, 0, 0), Vector3(0, 0, 0), Vector3(rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth), 0, 0, 0, 0);
+
+ compute_list = RD::get_singleton()->compute_list_begin();
if (use_filter) {
+ 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.pipelines[VOLUMETRIC_FOG_SHADER_FILTER]);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->volumetric_fog->uniform_set, 0);
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(VolumetricFogShader::PushConstant));
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth, 8, 8, 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);
+ RD::get_singleton()->compute_list_end();
+ //need restart for buffer update
- push_constant.filter_axis = 1;
+ params.filter_axis = 1;
+ RD::get_singleton()->buffer_update(volumetric_fog.params_ubo, 0, sizeof(VolumetricFogShader::ParamsUBO), &params);
+ compute_list = RD::get_singleton()->compute_list_begin();
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.pipelines[VOLUMETRIC_FOG_SHADER_FILTER]);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->volumetric_fog->uniform_set2, 0);
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(VolumetricFogShader::PushConstant));
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth, 8, 8, 1);
+ 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);
+ 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.pipelines[VOLUMETRIC_FOG_SHADER_FOG]);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->volumetric_fog->uniform_set, 0);
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(VolumetricFogShader::PushConstant));
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->volumetric_fog->width, rb->volumetric_fog->height, 1, 8, 8, 1);
+ 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::get_singleton()->compute_list_end(RD::BARRIER_MASK_RASTER);
+
+ RENDER_TIMESTAMP("<Volumetric Fog");
+ RD::get_singleton()->draw_command_end_label();
+
+ rb->volumetric_fog->prev_cam_transform = p_cam_transform;
}
-void RendererSceneRenderRD::render_scene(RID p_render_buffers, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_gi_probes, const PagedArray<RID> &p_decals, const PagedArray<RID> &p_lightmaps, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_lod_threshold) {
- Color clear_color;
- if (p_render_buffers.is_valid()) {
- RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
- ERR_FAIL_COND(!rb);
- clear_color = storage->render_target_get_clear_request_color(rb->render_target);
- } else {
- clear_color = storage->get_default_clear_color();
+uint32_t RendererSceneRenderRD::_get_render_state_directional_light_count() const {
+ return render_state.directional_light_count;
+}
+
+bool RendererSceneRenderRD::_needs_post_prepass_render(bool p_use_gi) {
+ if (render_state.render_buffers.is_valid()) {
+ RenderBuffers *rb = render_buffers_owner.getornull(render_state.render_buffers);
+ if (rb->sdfgi != nullptr) {
+ return true;
+ }
}
+ return false;
+}
- //assign render indices to giprobes
- for (uint32_t i = 0; i < (uint32_t)p_gi_probes.size(); i++) {
- GIProbeInstance *giprobe_inst = gi_probe_instance_owner.getornull(p_gi_probes[i]);
- if (giprobe_inst) {
- giprobe_inst->render_index = i;
+void RendererSceneRenderRD::_post_prepass_render(bool p_use_gi) {
+ if (render_state.render_buffers.is_valid()) {
+ if (p_use_gi) {
+ RenderBuffers *rb = render_buffers_owner.getornull(render_state.render_buffers);
+ ERR_FAIL_COND(rb == nullptr);
+ if (rb->sdfgi == nullptr) {
+ return;
+ }
+
+ RendererSceneEnvironmentRD *env = environment_owner.getornull(render_state.environment);
+ rb->sdfgi->update_probes(env, sky.sky_owner.getornull(env->sky));
}
}
+}
- const PagedArray<RID> *lights = &p_lights;
- const PagedArray<RID> *reflections = &p_reflection_probes;
- const PagedArray<RID> *gi_probes = &p_gi_probes;
+void RendererSceneRenderRD::_pre_resolve_render(bool p_use_gi) {
+ if (render_state.render_buffers.is_valid()) {
+ if (p_use_gi) {
+ RD::get_singleton()->compute_list_end();
+ }
+ }
+}
- PagedArray<RID> empty;
+void RendererSceneRenderRD::_pre_opaque_render(bool p_use_ssao, bool p_use_gi, RID p_normal_roughness_buffer, RID p_gi_probe_buffer) {
+ // Render shadows while GI is rendering, due to how barriers are handled, this should happen at the same time
- if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_UNSHADED) {
- lights = &empty;
- reflections = &empty;
- gi_probes = &empty;
+ if (render_state.render_buffers.is_valid() && p_use_gi) {
+ RenderBuffers *rb = render_buffers_owner.getornull(render_state.render_buffers);
+ ERR_FAIL_COND(rb == nullptr);
+ if (rb->sdfgi == nullptr) {
+ return;
+ }
+
+ rb->sdfgi->store_probes();
}
- cluster.builder.begin(p_cam_transform.affine_inverse(), p_cam_projection); //prepare cluster
+ render_state.cube_shadows.clear();
+ render_state.shadows.clear();
+ render_state.directional_shadows.clear();
+
+ Plane camera_plane(render_state.cam_transform.origin, -render_state.cam_transform.basis.get_axis(Vector3::AXIS_Z));
+ float lod_distance_multiplier = render_state.cam_projection.get_lod_multiplier();
+
+ {
+ for (int i = 0; i < render_state.render_shadow_count; i++) {
+ LightInstance *li = light_instance_owner.getornull(render_state.render_shadows[i].light);
+
+ if (storage->light_get_type(li->light) == RS::LIGHT_DIRECTIONAL) {
+ render_state.directional_shadows.push_back(i);
+ } else if (storage->light_get_type(li->light) == RS::LIGHT_OMNI && 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, render_state.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, render_state.screen_lod_threshold, true, true, true);
+ }
+
+ 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 = render_state.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, render_state.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, render_state.screen_lod_threshold, false, i == render_state.directional_shadows.size() - 1, false);
+ }
+ //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, render_state.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, render_state.screen_lod_threshold, i == 0, i == render_state.shadows.size() - 1, true);
+ }
+
+ _render_shadow_process();
+ }
+
+ //start GI
+ if (render_gi) {
+ gi.process_gi(render_state.render_buffers, p_normal_roughness_buffer, p_gi_probe_buffer, render_state.environment, render_state.cam_projection, render_state.cam_transform, *render_state.gi_probes, 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 (render_state.render_buffers.is_valid()) {
+ if (p_use_ssao) {
+ _process_ssao(render_state.render_buffers, render_state.environment, p_normal_roughness_buffer, render_state.cam_projection);
+ }
+ }
+
+ //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(render_state.cam_transform, render_state.cam_projection, !render_state.reflection_probe.is_valid());
+ }
bool using_shadows = true;
- if (p_reflection_probe.is_valid()) {
- if (!storage->reflection_probe_renders_shadows(reflection_probe_instance_get_probe(p_reflection_probe))) {
+ if (render_state.reflection_probe.is_valid()) {
+ if (!storage->reflection_probe_renders_shadows(reflection_probe_instance_get_probe(render_state.reflection_probe))) {
using_shadows = false;
}
} else {
//do not render reflections when rendering a reflection probe
- _setup_reflections(*reflections, p_cam_transform.affine_inverse(), p_environment);
+ _setup_reflections(*render_state.reflection_probes, render_state.cam_transform.affine_inverse(), render_state.environment);
}
uint32_t directional_light_count = 0;
uint32_t positional_light_count = 0;
- _setup_lights(*lights, p_cam_transform.affine_inverse(), p_shadow_atlas, using_shadows, directional_light_count, positional_light_count);
- _setup_decals(p_decals, p_cam_transform.affine_inverse());
- cluster.builder.bake_cluster(); //bake to cluster
+ _setup_lights(*render_state.lights, render_state.cam_transform, render_state.shadow_atlas, using_shadows, directional_light_count, positional_light_count);
+ _setup_decals(*render_state.decals, render_state.cam_transform.affine_inverse());
- uint32_t gi_probe_count = 0;
- _setup_giprobes(p_render_buffers, p_cam_transform, *gi_probes, gi_probe_count);
+ render_state.directional_light_count = directional_light_count;
- if (p_render_buffers.is_valid()) {
+ if (current_cluster_builder) {
+ current_cluster_builder->bake_cluster();
+ }
+
+ if (render_state.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) {
@@ -7171,43 +3505,164 @@ void RendererSceneRenderRD::render_scene(RID p_render_buffers, const Transform &
break;
}
}
- _update_volumetric_fog(p_render_buffers, p_environment, p_cam_projection, p_cam_transform, p_shadow_atlas, directional_light_count, directional_shadows, positional_light_count, gi_probe_count);
+ _update_volumetric_fog(render_state.render_buffers, render_state.environment, render_state.cam_projection, render_state.cam_transform, render_state.shadow_atlas, directional_light_count, directional_shadows, positional_light_count, render_state.gi_probe_count);
+ }
+}
+
+void RendererSceneRenderRD::render_scene(RID p_render_buffers, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_gi_probes, const PagedArray<RID> &p_decals, const PagedArray<RID> &p_lightmaps, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_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) {
+ // 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.getornull(p_render_buffers);
+ ERR_FAIL_COND(!rb); // !BAS! Do we fail here or skip the parts that won't work. can't really see a case why we would be rendering without buffers....
+ }
+
+ //assign render data
+ {
+ render_state.render_buffers = p_render_buffers;
+ render_state.cam_transform = p_cam_transform;
+ render_state.cam_projection = p_cam_projection;
+ render_state.cam_ortogonal = p_cam_projection.is_orthogonal();
+ render_state.instances = &p_instances;
+ render_state.lights = &p_lights;
+ render_state.reflection_probes = &p_reflection_probes;
+ render_state.gi_probes = &p_gi_probes;
+ render_state.decals = &p_decals;
+ render_state.lightmaps = &p_lightmaps;
+ render_state.environment = p_environment;
+ render_state.camera_effects = p_camera_effects;
+ render_state.shadow_atlas = p_shadow_atlas;
+ render_state.reflection_atlas = p_reflection_atlas;
+ render_state.reflection_probe = p_reflection_probe;
+ render_state.reflection_probe_pass = p_reflection_probe_pass;
+ render_state.screen_lod_threshold = p_screen_lod_threshold;
+
+ 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;
+ }
+
+ PagedArray<RID> empty;
+
+ if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_UNSHADED) {
+ render_state.lights = &empty;
+ render_state.reflection_probes = &empty;
+ render_state.gi_probes = &empty;
+ }
+
+ //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 = storage->render_target_get_clear_request_color(rb->render_target);
+ } else {
+ clear_color = storage->get_default_clear_color();
+ }
+
+ //assign render indices to giprobes
+ for (uint32_t i = 0; i < (uint32_t)p_gi_probes.size(); i++) {
+ RendererSceneGIRD::GIProbeInstance *giprobe_inst = gi.gi_probe_instance_owner.getornull(p_gi_probes[i]);
+ if (giprobe_inst) {
+ giprobe_inst->render_index = i;
+ }
+ }
+
+ if (render_buffers_owner.owns(render_state.render_buffers)) {
+ RenderBuffers *rs_rb = render_buffers_owner.getornull(render_state.render_buffers);
+ current_cluster_builder = rs_rb->cluster_builder;
+ } else if (reflection_probe_instance_owner.owns(render_state.reflection_probe)) {
+ ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(render_state.reflection_probe);
+ ReflectionAtlas *ra = reflection_atlas_owner.getornull(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 cluster builder, bug"); //should never happen, will crash
+ current_cluster_builder = nullptr;
}
- _render_scene(p_render_buffers, p_cam_transform, p_cam_projection, p_cam_ortogonal, p_instances, directional_light_count, *gi_probes, p_lightmaps, p_environment, p_camera_effects, p_shadow_atlas, p_reflection_atlas, p_reflection_probe, p_reflection_probe_pass, clear_color, p_screen_lod_threshold);
+ if (rb != nullptr && rb->sdfgi != nullptr) {
+ rb->sdfgi->update_cascades();
+
+ rb->sdfgi->pre_process_gi(p_cam_transform, this);
+ }
+
+ render_state.gi_probe_count = 0;
+ if (rb != nullptr && rb->sdfgi != nullptr) {
+ gi.setup_giprobes(render_state.render_buffers, render_state.cam_transform, *render_state.gi_probes, render_state.gi_probe_count, this);
+
+ rb->sdfgi->update_light();
+ }
+
+ render_state.depth_prepass_used = false;
+ //calls _pre_opaque_render between depth pre-pass and opaque pass
+ _render_scene(p_render_buffers, p_cam_transform, p_cam_projection, p_cam_ortogonal, p_instances, *render_state.gi_probes, p_lightmaps, p_environment, current_cluster_builder->get_cluster_buffer(), current_cluster_builder->get_cluster_size(), current_cluster_builder->get_max_cluster_elements(), p_camera_effects, p_shadow_atlas, p_reflection_atlas, p_reflection_probe, p_reflection_probe_pass, clear_color, p_screen_lod_threshold);
if (p_render_buffers.is_valid()) {
+ if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_CLUSTER_OMNI_LIGHTS || debug_draw == RS::VIEWPORT_DEBUG_DRAW_CLUSTER_SPOT_LIGHTS || debug_draw == RS::VIEWPORT_DEBUG_DRAW_CLUSTER_DECALS || debug_draw == RS::VIEWPORT_DEBUG_DRAW_CLUSTER_REFLECTION_PROBES) {
+ ClusterBuilderRD::ElementType elem_type = ClusterBuilderRD::ELEMENT_TYPE_MAX;
+ switch (debug_draw) {
+ 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);
+ }
+
RENDER_TIMESTAMP("Tonemap");
_render_buffers_post_process_and_tonemap(p_render_buffers, p_environment, p_camera_effects, p_cam_projection);
_render_buffers_debug_draw(p_render_buffers, p_shadow_atlas);
- if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SDFGI) {
- _sdfgi_debug_draw(p_render_buffers, p_cam_projection, p_cam_transform);
+ if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SDFGI && rb != nullptr && rb->sdfgi != nullptr) {
+ rb->sdfgi->debug_draw(p_cam_projection, p_cam_transform, rb->width, rb->height, rb->render_target, rb->texture);
}
}
}
-void RendererSceneRenderRD::render_shadow(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_lod_threshold) {
+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_lod_threshold, bool p_open_pass, bool p_close_pass, bool p_clear_region) {
LightInstance *light_instance = light_instance_owner.getornull(p_light);
ERR_FAIL_COND(!light_instance);
Rect2i atlas_rect;
- RID atlas_texture;
+ uint32_t atlas_size;
+ RID atlas_fb;
bool using_dual_paraboloid = false;
bool using_dual_paraboloid_flip = false;
- float znear = 0;
- float zfar = 0;
RID render_fb;
RID render_texture;
- float bias = 0;
- float normal_bias = 0;
+ float zfar;
bool use_pancake = false;
- bool use_linear_depth = false;
bool render_cubemap = false;
bool finalize_cubemap = false;
+ bool flip_y = false;
+
CameraMatrix light_projection;
Transform light_transform;
@@ -7240,7 +3695,6 @@ void RendererSceneRenderRD::render_shadow(RID p_light, RID p_shadow_atlas, int p
atlas_rect.position.x += atlas_rect.size.width;
atlas_rect.position.y += atlas_rect.size.height;
}
-
} else if (storage->light_directional_get_shadow_mode(light_instance->light) == RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS) {
atlas_rect.size.height /= 2;
@@ -7255,15 +3709,11 @@ void RendererSceneRenderRD::render_shadow(RID p_light, RID p_shadow_atlas, int p
light_instance->shadow_transform[p_pass].atlas_rect.position /= directional_shadow.size;
light_instance->shadow_transform[p_pass].atlas_rect.size /= directional_shadow.size;
- float bias_mult = light_instance->shadow_transform[p_pass].bias_scale;
zfar = storage->light_get_param(light_instance->light, RS::LIGHT_PARAM_RANGE);
- bias = storage->light_get_param(light_instance->light, RS::LIGHT_PARAM_SHADOW_BIAS) * bias_mult;
- normal_bias = storage->light_get_param(light_instance->light, RS::LIGHT_PARAM_SHADOW_NORMAL_BIAS) * bias_mult;
- ShadowMap *shadow_map = _get_shadow_map(atlas_rect.size);
- render_fb = shadow_map->fb;
- render_texture = shadow_map->depth;
- atlas_texture = directional_shadow.depth;
+ render_fb = directional_shadow.fb;
+ render_texture = RID();
+ flip_y = true;
} else {
//set from shadow atlas
@@ -7272,6 +3722,8 @@ void RendererSceneRenderRD::render_shadow(RID p_light, RID p_shadow_atlas, int p
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;
@@ -7290,11 +3742,8 @@ void RendererSceneRenderRD::render_shadow(RID p_light, RID p_shadow_atlas, int p
atlas_rect.size.width = shadow_size;
atlas_rect.size.height = shadow_size;
- atlas_texture = shadow_atlas->depth;
zfar = storage->light_get_param(light_instance->light, RS::LIGHT_PARAM_RANGE);
- bias = storage->light_get_param(light_instance->light, RS::LIGHT_PARAM_SHADOW_BIAS);
- normal_bias = storage->light_get_param(light_instance->light, RS::LIGHT_PARAM_SHADOW_NORMAL_BIAS);
if (storage->light_get_type(light_instance->light) == RS::LIGHT_OMNI) {
if (storage->light_omni_get_shadow_mode(light_instance->light) == RS::LIGHT_OMNI_SHADOW_CUBE) {
@@ -7303,10 +3752,17 @@ void RendererSceneRenderRD::render_shadow(RID p_light, RID p_shadow_atlas, int p
render_fb = cubemap->side_fb[p_pass];
render_texture = cubemap->cubemap;
- light_projection = light_instance->shadow_transform[0].camera;
- light_transform = light_instance->shadow_transform[0].transform;
+ 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 {
light_projection = light_instance->shadow_transform[0].camera;
@@ -7317,49 +3773,44 @@ void RendererSceneRenderRD::render_shadow(RID p_light, RID p_shadow_atlas, int p
using_dual_paraboloid = true;
using_dual_paraboloid_flip = p_pass == 1;
-
- ShadowMap *shadow_map = _get_shadow_map(atlas_rect.size);
- render_fb = shadow_map->fb;
- render_texture = shadow_map->depth;
+ render_fb = shadow_atlas->fb;
+ flip_y = true;
}
} else if (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;
- ShadowMap *shadow_map = _get_shadow_map(atlas_rect.size);
- render_fb = shadow_map->fb;
- render_texture = shadow_map->depth;
+ render_fb = shadow_atlas->fb;
- znear = light_instance->shadow_transform[0].camera.get_z_near();
- use_linear_depth = true;
+ flip_y = true;
}
}
if (render_cubemap) {
//rendering to cubemap
- _render_shadow(render_fb, p_instances, light_projection, light_transform, zfar, 0, 0, false, false, use_pancake, p_camera_plane, p_lod_distance_multiplier, p_screen_lod_threshold);
+ _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_lod_threshold, Rect2(), false, true, true, true);
if (finalize_cubemap) {
+ _render_shadow_process();
+ _render_shadow_end();
//reblit
- atlas_rect.size.height /= 2;
- storage->get_effects()->copy_cubemap_to_dp(render_texture, atlas_texture, atlas_rect, light_projection.get_z_near(), light_projection.get_z_far(), 0.0, false);
- atlas_rect.position.y += atlas_rect.size.height;
- storage->get_effects()->copy_cubemap_to_dp(render_texture, atlas_texture, atlas_rect, light_projection.get_z_near(), light_projection.get_z_far(), 0.0, true);
- }
- } else {
- //render shadow
-
- _render_shadow(render_fb, p_instances, light_projection, light_transform, zfar, bias, normal_bias, using_dual_paraboloid, using_dual_paraboloid_flip, use_pancake, p_camera_plane, p_lod_distance_multiplier, p_screen_lod_threshold);
+ Rect2 atlas_rect_norm = atlas_rect;
+ atlas_rect_norm.position.x /= float(atlas_size);
+ atlas_rect_norm.position.y /= float(atlas_size);
+ atlas_rect_norm.size.x /= float(atlas_size);
+ atlas_rect_norm.size.y /= float(atlas_size);
+ atlas_rect_norm.size.height /= 2;
+ storage->get_effects()->copy_cubemap_to_dp(render_texture, atlas_fb, atlas_rect_norm, light_projection.get_z_near(), light_projection.get_z_far(), false);
+ atlas_rect_norm.position.y += atlas_rect_norm.size.height;
+ storage->get_effects()->copy_cubemap_to_dp(render_texture, atlas_fb, atlas_rect_norm, light_projection.get_z_near(), light_projection.get_z_far(), true);
- //copy to atlas
- if (use_linear_depth) {
- storage->get_effects()->copy_depth_to_rect_and_linearize(render_texture, atlas_texture, atlas_rect, true, znear, zfar);
- } else {
- storage->get_effects()->copy_depth_to_rect(render_texture, atlas_texture, atlas_rect, true);
+ //restore transform so it can be properly used
+ light_instance_set_shadow_transform(p_light, CameraMatrix(), light_instance->transform, zfar, 0, 0, 0);
}
- //does not work from depth to color
- //RD::get_singleton()->texture_copy(render_texture, atlas_texture, Vector3(0, 0, 0), Vector3(atlas_rect.position.x, atlas_rect.position.y, 0), Vector3(atlas_rect.size.x, atlas_rect.size.y, 1), 0, 0, 0, 0, true);
+ } 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_lod_threshold, atlas_rect, flip_y, p_clear_region, p_open_pass, p_close_pass);
}
}
@@ -7367,343 +3818,6 @@ void RendererSceneRenderRD::render_material(const Transform &p_cam_transform, co
_render_material(p_cam_transform, p_cam_projection, p_cam_ortogonal, p_instances, p_framebuffer, p_region);
}
-void RendererSceneRenderRD::render_sdfgi(RID p_render_buffers, int p_region, const PagedArray<GeometryInstance *> &p_instances) {
- //print_line("rendering region " + itos(p_region));
- RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
- ERR_FAIL_COND(!rb);
- ERR_FAIL_COND(!rb->sdfgi);
- AABB bounds;
- Vector3i from;
- Vector3i size;
-
- int cascade_prev = _sdfgi_get_pending_region_data(p_render_buffers, p_region - 1, from, size, bounds);
- int cascade_next = _sdfgi_get_pending_region_data(p_render_buffers, p_region + 1, from, size, bounds);
- int cascade = _sdfgi_get_pending_region_data(p_render_buffers, p_region, from, size, bounds);
- ERR_FAIL_COND(cascade < 0);
-
- if (cascade_prev != cascade) {
- //initialize render
- RD::get_singleton()->texture_clear(rb->sdfgi->render_albedo, Color(0, 0, 0, 0), 0, 1, 0, 1, true);
- RD::get_singleton()->texture_clear(rb->sdfgi->render_emission, Color(0, 0, 0, 0), 0, 1, 0, 1, true);
- RD::get_singleton()->texture_clear(rb->sdfgi->render_emission_aniso, Color(0, 0, 0, 0), 0, 1, 0, 1, true);
- RD::get_singleton()->texture_clear(rb->sdfgi->render_geom_facing, Color(0, 0, 0, 0), 0, 1, 0, 1, true);
- }
-
- //print_line("rendering cascade " + itos(p_region) + " objects: " + itos(p_cull_count) + " bounds: " + bounds + " from: " + from + " size: " + size + " cell size: " + rtos(rb->sdfgi->cascades[cascade].cell_size));
- _render_sdfgi(p_render_buffers, from, size, bounds, p_instances, rb->sdfgi->render_albedo, rb->sdfgi->render_emission, rb->sdfgi->render_emission_aniso, rb->sdfgi->render_geom_facing);
-
- if (cascade_next != cascade) {
- RENDER_TIMESTAMP(">SDFGI Update SDF");
- //done rendering! must update SDF
- //clear dispatch indirect data
-
- SDGIShader::PreprocessPushConstant push_constant;
- zeromem(&push_constant, sizeof(SDGIShader::PreprocessPushConstant));
-
- RENDER_TIMESTAMP("Scroll SDF");
-
- //scroll
- if (rb->sdfgi->cascades[cascade].dirty_regions != SDFGI::Cascade::DIRTY_ALL) {
- //for scroll
- Vector3i dirty = rb->sdfgi->cascades[cascade].dirty_regions;
- push_constant.scroll[0] = dirty.x;
- push_constant.scroll[1] = dirty.y;
- push_constant.scroll[2] = dirty.z;
- } else {
- //for no scroll
- push_constant.scroll[0] = 0;
- push_constant.scroll[1] = 0;
- push_constant.scroll[2] = 0;
- }
- push_constant.grid_size = rb->sdfgi->cascade_size;
- push_constant.cascade = cascade;
-
- if (rb->sdfgi->cascades[cascade].dirty_regions != SDFGI::Cascade::DIRTY_ALL) {
- RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
-
- //must pre scroll existing data because not all is dirty
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, sdfgi_shader.preprocess_pipeline[SDGIShader::PRE_PROCESS_SCROLL]);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->sdfgi->cascades[cascade].scroll_uniform_set, 0);
-
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDGIShader::PreprocessPushConstant));
- RD::get_singleton()->compute_list_dispatch_indirect(compute_list, rb->sdfgi->cascades[cascade].solid_cell_dispatch_buffer, 0);
- // no barrier do all together
-
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, sdfgi_shader.preprocess_pipeline[SDGIShader::PRE_PROCESS_SCROLL_OCCLUSION]);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->sdfgi->cascades[cascade].scroll_occlusion_uniform_set, 0);
-
- Vector3i dirty = rb->sdfgi->cascades[cascade].dirty_regions;
- Vector3i groups;
- groups.x = rb->sdfgi->cascade_size - ABS(dirty.x);
- groups.y = rb->sdfgi->cascade_size - ABS(dirty.y);
- groups.z = rb->sdfgi->cascade_size - ABS(dirty.z);
-
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDGIShader::PreprocessPushConstant));
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, groups.x, groups.y, groups.z, 4, 4, 4);
-
- //no barrier, continue together
-
- {
- //scroll probes and their history also
-
- SDGIShader::IntegratePushConstant ipush_constant;
- ipush_constant.grid_size[1] = rb->sdfgi->cascade_size;
- ipush_constant.grid_size[2] = rb->sdfgi->cascade_size;
- ipush_constant.grid_size[0] = rb->sdfgi->cascade_size;
- ipush_constant.max_cascades = rb->sdfgi->cascades.size();
- ipush_constant.probe_axis_size = rb->sdfgi->probe_axis_count;
- ipush_constant.history_index = 0;
- ipush_constant.history_size = rb->sdfgi->history_size;
- ipush_constant.ray_count = 0;
- ipush_constant.ray_bias = 0;
- ipush_constant.sky_mode = 0;
- ipush_constant.sky_energy = 0;
- ipush_constant.sky_color[0] = 0;
- ipush_constant.sky_color[1] = 0;
- ipush_constant.sky_color[2] = 0;
- ipush_constant.y_mult = rb->sdfgi->y_mult;
- ipush_constant.store_ambient_texture = false;
-
- ipush_constant.image_size[0] = rb->sdfgi->probe_axis_count * rb->sdfgi->probe_axis_count;
- ipush_constant.image_size[1] = rb->sdfgi->probe_axis_count;
-
- int32_t probe_divisor = rb->sdfgi->cascade_size / SDFGI::PROBE_DIVISOR;
- ipush_constant.cascade = cascade;
- ipush_constant.world_offset[0] = rb->sdfgi->cascades[cascade].position.x / probe_divisor;
- ipush_constant.world_offset[1] = rb->sdfgi->cascades[cascade].position.y / probe_divisor;
- ipush_constant.world_offset[2] = rb->sdfgi->cascades[cascade].position.z / probe_divisor;
-
- ipush_constant.scroll[0] = dirty.x / probe_divisor;
- ipush_constant.scroll[1] = dirty.y / probe_divisor;
- ipush_constant.scroll[2] = dirty.z / probe_divisor;
-
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, sdfgi_shader.integrate_pipeline[SDGIShader::INTEGRATE_MODE_SCROLL]);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->sdfgi->cascades[cascade].integrate_uniform_set, 0);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, sdfgi_shader.integrate_default_sky_uniform_set, 1);
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &ipush_constant, sizeof(SDGIShader::IntegratePushConstant));
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->sdfgi->probe_axis_count * rb->sdfgi->probe_axis_count, rb->sdfgi->probe_axis_count, 1, 8, 8, 1);
-
- RD::get_singleton()->compute_list_add_barrier(compute_list);
-
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, sdfgi_shader.integrate_pipeline[SDGIShader::INTEGRATE_MODE_SCROLL_STORE]);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->sdfgi->cascades[cascade].integrate_uniform_set, 0);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, sdfgi_shader.integrate_default_sky_uniform_set, 1);
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &ipush_constant, sizeof(SDGIShader::IntegratePushConstant));
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->sdfgi->probe_axis_count * rb->sdfgi->probe_axis_count, rb->sdfgi->probe_axis_count, 1, 8, 8, 1);
- }
-
- //ok finally barrier
- RD::get_singleton()->compute_list_end();
- }
-
- //clear dispatch indirect data
- uint32_t dispatch_indirct_data[4] = { 0, 0, 0, 0 };
- RD::get_singleton()->buffer_update(rb->sdfgi->cascades[cascade].solid_cell_dispatch_buffer, 0, sizeof(uint32_t) * 4, dispatch_indirct_data, true);
-
- RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
-
- bool half_size = true; //much faster, very little difference
- static const int optimized_jf_group_size = 8;
-
- if (half_size) {
- push_constant.grid_size >>= 1;
-
- uint32_t cascade_half_size = rb->sdfgi->cascade_size >> 1;
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, sdfgi_shader.preprocess_pipeline[SDGIShader::PRE_PROCESS_JUMP_FLOOD_INITIALIZE_HALF]);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->sdfgi->sdf_initialize_half_uniform_set, 0);
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDGIShader::PreprocessPushConstant));
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, cascade_half_size, cascade_half_size, cascade_half_size, 4, 4, 4);
- RD::get_singleton()->compute_list_add_barrier(compute_list);
-
- //must start with regular jumpflood
-
- push_constant.half_size = true;
- {
- RENDER_TIMESTAMP("SDFGI Jump Flood (Half Size)");
-
- uint32_t s = cascade_half_size;
-
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, sdfgi_shader.preprocess_pipeline[SDGIShader::PRE_PROCESS_JUMP_FLOOD]);
-
- int jf_us = 0;
- //start with regular jump flood for very coarse reads, as this is impossible to optimize
- while (s > 1) {
- s /= 2;
- push_constant.step_size = s;
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->sdfgi->jump_flood_half_uniform_set[jf_us], 0);
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDGIShader::PreprocessPushConstant));
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, cascade_half_size, cascade_half_size, cascade_half_size, 4, 4, 4);
- RD::get_singleton()->compute_list_add_barrier(compute_list);
- jf_us = jf_us == 0 ? 1 : 0;
-
- if (cascade_half_size / (s / 2) >= optimized_jf_group_size) {
- break;
- }
- }
-
- RENDER_TIMESTAMP("SDFGI Jump Flood Optimized (Half Size)");
-
- //continue with optimized jump flood for smaller reads
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, sdfgi_shader.preprocess_pipeline[SDGIShader::PRE_PROCESS_JUMP_FLOOD_OPTIMIZED]);
- while (s > 1) {
- s /= 2;
- push_constant.step_size = s;
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->sdfgi->jump_flood_half_uniform_set[jf_us], 0);
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDGIShader::PreprocessPushConstant));
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, cascade_half_size, cascade_half_size, cascade_half_size, optimized_jf_group_size, optimized_jf_group_size, optimized_jf_group_size);
- RD::get_singleton()->compute_list_add_barrier(compute_list);
- jf_us = jf_us == 0 ? 1 : 0;
- }
- }
-
- // restore grid size for last passes
- push_constant.grid_size = rb->sdfgi->cascade_size;
-
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, sdfgi_shader.preprocess_pipeline[SDGIShader::PRE_PROCESS_JUMP_FLOOD_UPSCALE]);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->sdfgi->sdf_upscale_uniform_set, 0);
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDGIShader::PreprocessPushConstant));
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->sdfgi->cascade_size, rb->sdfgi->cascade_size, rb->sdfgi->cascade_size, 4, 4, 4);
- RD::get_singleton()->compute_list_add_barrier(compute_list);
-
- //run one pass of fullsize jumpflood to fix up half size arctifacts
-
- push_constant.half_size = false;
- push_constant.step_size = 1;
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, sdfgi_shader.preprocess_pipeline[SDGIShader::PRE_PROCESS_JUMP_FLOOD_OPTIMIZED]);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->sdfgi->jump_flood_uniform_set[rb->sdfgi->upscale_jfa_uniform_set_index], 0);
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDGIShader::PreprocessPushConstant));
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->sdfgi->cascade_size, rb->sdfgi->cascade_size, rb->sdfgi->cascade_size, optimized_jf_group_size, optimized_jf_group_size, optimized_jf_group_size);
- RD::get_singleton()->compute_list_add_barrier(compute_list);
-
- } else {
- //full size jumpflood
- RENDER_TIMESTAMP("SDFGI Jump Flood");
-
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, sdfgi_shader.preprocess_pipeline[SDGIShader::PRE_PROCESS_JUMP_FLOOD_INITIALIZE]);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->sdfgi->sdf_initialize_uniform_set, 0);
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDGIShader::PreprocessPushConstant));
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->sdfgi->cascade_size, rb->sdfgi->cascade_size, rb->sdfgi->cascade_size, 4, 4, 4);
-
- RD::get_singleton()->compute_list_add_barrier(compute_list);
-
- push_constant.half_size = false;
- {
- uint32_t s = rb->sdfgi->cascade_size;
-
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, sdfgi_shader.preprocess_pipeline[SDGIShader::PRE_PROCESS_JUMP_FLOOD]);
-
- int jf_us = 0;
- //start with regular jump flood for very coarse reads, as this is impossible to optimize
- while (s > 1) {
- s /= 2;
- push_constant.step_size = s;
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->sdfgi->jump_flood_uniform_set[jf_us], 0);
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDGIShader::PreprocessPushConstant));
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->sdfgi->cascade_size, rb->sdfgi->cascade_size, rb->sdfgi->cascade_size, 4, 4, 4);
- RD::get_singleton()->compute_list_add_barrier(compute_list);
- jf_us = jf_us == 0 ? 1 : 0;
-
- if (rb->sdfgi->cascade_size / (s / 2) >= optimized_jf_group_size) {
- break;
- }
- }
-
- RENDER_TIMESTAMP("SDFGI Jump Flood Optimized");
-
- //continue with optimized jump flood for smaller reads
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, sdfgi_shader.preprocess_pipeline[SDGIShader::PRE_PROCESS_JUMP_FLOOD_OPTIMIZED]);
- while (s > 1) {
- s /= 2;
- push_constant.step_size = s;
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->sdfgi->jump_flood_uniform_set[jf_us], 0);
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDGIShader::PreprocessPushConstant));
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->sdfgi->cascade_size, rb->sdfgi->cascade_size, rb->sdfgi->cascade_size, optimized_jf_group_size, optimized_jf_group_size, optimized_jf_group_size);
- RD::get_singleton()->compute_list_add_barrier(compute_list);
- jf_us = jf_us == 0 ? 1 : 0;
- }
- }
- }
-
- RENDER_TIMESTAMP("SDFGI Occlusion");
-
- // occlusion
- {
- uint32_t probe_size = rb->sdfgi->cascade_size / SDFGI::PROBE_DIVISOR;
- Vector3i probe_global_pos = rb->sdfgi->cascades[cascade].position / probe_size;
-
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, sdfgi_shader.preprocess_pipeline[SDGIShader::PRE_PROCESS_OCCLUSION]);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->sdfgi->occlusion_uniform_set, 0);
- for (int i = 0; i < 8; i++) {
- //dispatch all at once for performance
- Vector3i offset(i & 1, (i >> 1) & 1, (i >> 2) & 1);
-
- if ((probe_global_pos.x & 1) != 0) {
- offset.x = (offset.x + 1) & 1;
- }
- if ((probe_global_pos.y & 1) != 0) {
- offset.y = (offset.y + 1) & 1;
- }
- if ((probe_global_pos.z & 1) != 0) {
- offset.z = (offset.z + 1) & 1;
- }
- push_constant.probe_offset[0] = offset.x;
- push_constant.probe_offset[1] = offset.y;
- push_constant.probe_offset[2] = offset.z;
- push_constant.occlusion_index = i;
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDGIShader::PreprocessPushConstant));
-
- Vector3i groups = Vector3i(probe_size + 1, probe_size + 1, probe_size + 1) - offset; //if offset, it's one less probe per axis to compute
- RD::get_singleton()->compute_list_dispatch(compute_list, groups.x, groups.y, groups.z);
- }
- RD::get_singleton()->compute_list_add_barrier(compute_list);
- }
-
- RENDER_TIMESTAMP("SDFGI Store");
-
- // store
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, sdfgi_shader.preprocess_pipeline[SDGIShader::PRE_PROCESS_STORE]);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->sdfgi->cascades[cascade].sdf_store_uniform_set, 0);
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDGIShader::PreprocessPushConstant));
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->sdfgi->cascade_size, rb->sdfgi->cascade_size, rb->sdfgi->cascade_size, 4, 4, 4);
-
- RD::get_singleton()->compute_list_end();
-
- //clear these textures, as they will have previous garbage on next draw
- RD::get_singleton()->texture_clear(rb->sdfgi->cascades[cascade].light_tex, Color(0, 0, 0, 0), 0, 1, 0, 1, true);
- RD::get_singleton()->texture_clear(rb->sdfgi->cascades[cascade].light_aniso_0_tex, Color(0, 0, 0, 0), 0, 1, 0, 1, true);
- RD::get_singleton()->texture_clear(rb->sdfgi->cascades[cascade].light_aniso_1_tex, Color(0, 0, 0, 0), 0, 1, 0, 1, true);
-
-#if 0
- Vector<uint8_t> data = RD::get_singleton()->texture_get_data(rb->sdfgi->cascades[cascade].sdf, 0);
- Ref<Image> img;
- img.instance();
- for (uint32_t i = 0; i < rb->sdfgi->cascade_size; i++) {
- Vector<uint8_t> subarr = data.subarray(128 * 128 * i, 128 * 128 * (i + 1) - 1);
- img->create(rb->sdfgi->cascade_size, rb->sdfgi->cascade_size, false, Image::FORMAT_L8, subarr);
- img->save_png("res://cascade_sdf_" + itos(cascade) + "_" + itos(i) + ".png");
- }
-
- //finalize render and update sdf
-#endif
-
-#if 0
- Vector<uint8_t> data = RD::get_singleton()->texture_get_data(rb->sdfgi->render_albedo, 0);
- Ref<Image> img;
- img.instance();
- for (uint32_t i = 0; i < rb->sdfgi->cascade_size; i++) {
- Vector<uint8_t> subarr = data.subarray(128 * 128 * i * 2, 128 * 128 * (i + 1) * 2 - 1);
- img->create(rb->sdfgi->cascade_size, rb->sdfgi->cascade_size, false, Image::FORMAT_RGB565, subarr);
- img->convert(Image::FORMAT_RGBA8);
- img->save_png("res://cascade_" + itos(cascade) + "_" + itos(i) + ".png");
- }
-
- //finalize render and update sdf
-#endif
-
- RENDER_TIMESTAMP("<SDFGI Update SDF");
- }
-}
-
void RendererSceneRenderRD::render_particle_collider_heightfield(RID p_collider, const Transform &p_transform, const PagedArray<GeometryInstance *> &p_instances) {
ERR_FAIL_COND(!storage->particles_collision_is_heightfield(p_collider));
Vector3 extents = storage->particles_collision_get_extents(p_collider) * p_transform.basis.get_scale();
@@ -7721,122 +3835,22 @@ void RendererSceneRenderRD::render_particle_collider_heightfield(RID p_collider,
_render_particle_collider_heightfield(fb, cam_xform, cm, p_instances);
}
-void RendererSceneRenderRD::render_sdfgi_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) {
- RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
- ERR_FAIL_COND(!rb);
- ERR_FAIL_COND(!rb->sdfgi);
-
- _sdfgi_update_cascades(p_render_buffers); //need cascades updated for this
-
- RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
-
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, sdfgi_shader.direct_light_pipeline[SDGIShader::DIRECT_LIGHT_MODE_STATIC]);
-
- SDGIShader::DirectLightPushConstant dl_push_constant;
-
- dl_push_constant.grid_size[0] = rb->sdfgi->cascade_size;
- dl_push_constant.grid_size[1] = rb->sdfgi->cascade_size;
- dl_push_constant.grid_size[2] = rb->sdfgi->cascade_size;
- dl_push_constant.max_cascades = rb->sdfgi->cascades.size();
- dl_push_constant.probe_axis_size = rb->sdfgi->probe_axis_count;
- dl_push_constant.multibounce = false; // this is static light, do not multibounce yet
- dl_push_constant.y_mult = rb->sdfgi->y_mult;
-
- //all must be processed
- dl_push_constant.process_offset = 0;
- dl_push_constant.process_increment = 1;
-
- SDGIShader::Light lights[SDFGI::MAX_STATIC_LIGHTS];
-
- for (uint32_t i = 0; i < p_cascade_count; i++) {
- ERR_CONTINUE(p_cascade_indices[i] >= rb->sdfgi->cascades.size());
-
- SDFGI::Cascade &cc = rb->sdfgi->cascades[p_cascade_indices[i]];
-
- { //fill light buffer
-
- AABB cascade_aabb;
- cascade_aabb.position = Vector3((Vector3i(1, 1, 1) * -int32_t(rb->sdfgi->cascade_size >> 1) + cc.position)) * cc.cell_size;
- cascade_aabb.size = Vector3(1, 1, 1) * rb->sdfgi->cascade_size * cc.cell_size;
-
- int idx = 0;
-
- for (uint32_t j = 0; j < (uint32_t)p_positional_light_cull_result[i].size(); j++) {
- if (idx == SDFGI::MAX_STATIC_LIGHTS) {
- break;
- }
-
- LightInstance *li = light_instance_owner.getornull(p_positional_light_cull_result[i][j]);
- ERR_CONTINUE(!li);
-
- uint32_t max_sdfgi_cascade = storage->light_get_max_sdfgi_cascade(li->light);
- if (p_cascade_indices[i] > max_sdfgi_cascade) {
- continue;
- }
-
- if (!cascade_aabb.intersects(li->aabb)) {
- continue;
- }
-
- lights[idx].type = storage->light_get_type(li->light);
-
- Vector3 dir = -li->transform.basis.get_axis(Vector3::AXIS_Z);
- if (lights[idx].type == RS::LIGHT_DIRECTIONAL) {
- dir.y *= rb->sdfgi->y_mult; //only makes sense for directional
- dir.normalize();
- }
- lights[idx].direction[0] = dir.x;
- lights[idx].direction[1] = dir.y;
- lights[idx].direction[2] = dir.z;
- Vector3 pos = li->transform.origin;
- pos.y *= rb->sdfgi->y_mult;
- lights[idx].position[0] = pos.x;
- lights[idx].position[1] = pos.y;
- lights[idx].position[2] = pos.z;
- Color color = storage->light_get_color(li->light);
- color = color.to_linear();
- lights[idx].color[0] = color.r;
- lights[idx].color[1] = color.g;
- lights[idx].color[2] = color.b;
- lights[idx].energy = storage->light_get_param(li->light, RS::LIGHT_PARAM_ENERGY);
- lights[idx].has_shadow = storage->light_has_shadow(li->light);
- lights[idx].attenuation = storage->light_get_param(li->light, RS::LIGHT_PARAM_ATTENUATION);
- lights[idx].radius = storage->light_get_param(li->light, RS::LIGHT_PARAM_RANGE);
- lights[idx].spot_angle = Math::deg2rad(storage->light_get_param(li->light, RS::LIGHT_PARAM_SPOT_ANGLE));
- lights[idx].spot_attenuation = storage->light_get_param(li->light, RS::LIGHT_PARAM_SPOT_ATTENUATION);
-
- idx++;
- }
-
- if (idx > 0) {
- RD::get_singleton()->buffer_update(cc.lights_buffer, 0, idx * sizeof(SDGIShader::Light), lights, true);
- }
- dl_push_constant.light_count = idx;
- }
-
- dl_push_constant.cascade = p_cascade_indices[i];
-
- if (dl_push_constant.light_count > 0) {
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, cc.sdf_direct_light_uniform_set, 0);
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &dl_push_constant, sizeof(SDGIShader::DirectLightPushConstant));
- RD::get_singleton()->compute_list_dispatch_indirect(compute_list, cc.solid_cell_dispatch_buffer, 0);
- }
- }
-
- RD::get_singleton()->compute_list_end();
-}
-
bool RendererSceneRenderRD::free(RID p_rid) {
if (render_buffers_owner.owns(p_rid)) {
RenderBuffers *rb = render_buffers_owner.getornull(p_rid);
_free_render_buffer_data(rb);
memdelete(rb->data);
if (rb->sdfgi) {
- _sdfgi_erase(rb);
+ 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
@@ -7846,6 +3860,10 @@ bool RendererSceneRenderRD::free(RID p_rid) {
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.getornull(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)) {
//not much to delete, just free it
@@ -7856,8 +3874,8 @@ bool RendererSceneRenderRD::free(RID p_rid) {
decal_instance_owner.free(p_rid);
} else if (lightmap_instance_owner.owns(p_rid)) {
lightmap_instance_owner.free(p_rid);
- } else if (gi_probe_instance_owner.owns(p_rid)) {
- GIProbeInstance *gi_probe = gi_probe_instance_owner.getornull(p_rid);
+ } else if (gi.gi_probe_instance_owner.owns(p_rid)) {
+ RendererSceneGIRD::GIProbeInstance *gi_probe = gi.gi_probe_instance_owner.getornull(p_rid);
if (gi_probe->texture.is_valid()) {
RD::get_singleton()->free(gi_probe->texture);
RD::get_singleton()->free(gi_probe->write_buffer);
@@ -7868,37 +3886,10 @@ bool RendererSceneRenderRD::free(RID p_rid) {
RD::get_singleton()->free(gi_probe->dynamic_maps[i].depth);
}
- gi_probe_instance_owner.free(p_rid);
- } else if (sky_owner.owns(p_rid)) {
- _update_dirty_skys();
- Sky *sky = sky_owner.getornull(p_rid);
-
- if (sky->radiance.is_valid()) {
- RD::get_singleton()->free(sky->radiance);
- sky->radiance = RID();
- }
- _clear_reflection_data(sky->reflection);
-
- if (sky->uniform_buffer.is_valid()) {
- RD::get_singleton()->free(sky->uniform_buffer);
- sky->uniform_buffer = RID();
- }
-
- if (sky->half_res_pass.is_valid()) {
- RD::get_singleton()->free(sky->half_res_pass);
- sky->half_res_pass = RID();
- }
-
- if (sky->quarter_res_pass.is_valid()) {
- RD::get_singleton()->free(sky->quarter_res_pass);
- sky->quarter_res_pass = RID();
- }
-
- if (sky->material.is_valid()) {
- storage->free(sky->material);
- }
-
- sky_owner.free(p_rid);
+ gi.gi_probe_instance_owner.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.getornull(p_rid);
@@ -7932,7 +3923,7 @@ void RendererSceneRenderRD::set_debug_draw_mode(RS::ViewportDebugDraw p_debug_dr
}
void RendererSceneRenderRD::update() {
- _update_dirty_skys();
+ sky.update_dirty_skys();
}
void RendererSceneRenderRD::set_time(double p_time, double p_step) {
@@ -8058,26 +4049,23 @@ TypedArray<Image> RendererSceneRenderRD::bake_render_uv2(RID p_base, const Vecto
}
void RendererSceneRenderRD::sdfgi_set_debug_probe_select(const Vector3 &p_position, const Vector3 &p_dir) {
- sdfgi_debug_probe_pos = p_position;
- sdfgi_debug_probe_dir = p_dir;
+ gi.sdfgi_debug_probe_pos = p_position;
+ gi.sdfgi_debug_probe_dir = p_dir;
}
RendererSceneRenderRD *RendererSceneRenderRD::singleton = nullptr;
-RID RendererSceneRenderRD::get_cluster_builder_texture() {
- return cluster.builder.get_cluster_texture();
-}
-
-RID RendererSceneRenderRD::get_cluster_builder_indices_buffer() {
- return cluster.builder.get_cluster_indices_buffer();
-}
-
RID RendererSceneRenderRD::get_reflection_probe_buffer() {
return cluster.reflection_buffer;
}
-RID RendererSceneRenderRD::get_positional_light_buffer() {
- return cluster.light_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;
}
@@ -8093,413 +4081,59 @@ bool RendererSceneRenderRD::is_low_end() const {
}
RendererSceneRenderRD::RendererSceneRenderRD(RendererStorageRD *p_storage) {
+ max_cluster_elements = GLOBAL_GET("rendering/limits/cluster_builder/max_clustered_elements");
+
storage = p_storage;
singleton = this;
- roughness_layers = GLOBAL_GET("rendering/quality/reflections/roughness_layers");
- sky_ggx_samples_quality = GLOBAL_GET("rendering/quality/reflections/ggx_samples");
- sky_use_cubemap_array = GLOBAL_GET("rendering/quality/reflections/texture_array_reflections");
- // sky_use_cubemap_array = false;
+ directional_shadow.size = GLOBAL_GET("rendering/shadows/directional_shadow/size");
+ directional_shadow.use_16_bits = GLOBAL_GET("rendering/shadows/directional_shadow/16_bits");
uint32_t textures_per_stage = RD::get_singleton()->limit_get(RD::LIMIT_MAX_TEXTURES_PER_SHADER_STAGE);
- low_end = GLOBAL_GET("rendering/quality/rd_renderer/use_low_end_renderer");
+ low_end = GLOBAL_GET("rendering/driver/rd_renderer/use_low_end_renderer");
if (textures_per_stage < 48) {
low_end = true;
}
- if (!low_end) {
- //kinda complicated to compute the amount of slots, we try to use as many as we can
-
- gi_probe_max_lights = 32;
-
- gi_probe_lights = memnew_arr(GIProbeLight, gi_probe_max_lights);
- gi_probe_lights_uniform = RD::get_singleton()->uniform_buffer_create(gi_probe_max_lights * sizeof(GIProbeLight));
- gi_probe_quality = RS::GIProbeQuality(CLAMP(int(GLOBAL_GET("rendering/quality/gi_probes/quality")), 0, 1));
-
- String defines = "\n#define MAX_LIGHTS " + itos(gi_probe_max_lights) + "\n";
-
- Vector<String> versions;
- versions.push_back("\n#define MODE_COMPUTE_LIGHT\n");
- versions.push_back("\n#define MODE_SECOND_BOUNCE\n");
- versions.push_back("\n#define MODE_UPDATE_MIPMAPS\n");
- versions.push_back("\n#define MODE_WRITE_TEXTURE\n");
- versions.push_back("\n#define MODE_DYNAMIC\n#define MODE_DYNAMIC_LIGHTING\n");
- versions.push_back("\n#define MODE_DYNAMIC\n#define MODE_DYNAMIC_SHRINK\n#define MODE_DYNAMIC_SHRINK_WRITE\n");
- versions.push_back("\n#define MODE_DYNAMIC\n#define MODE_DYNAMIC_SHRINK\n#define MODE_DYNAMIC_SHRINK_PLOT\n");
- versions.push_back("\n#define MODE_DYNAMIC\n#define MODE_DYNAMIC_SHRINK\n#define MODE_DYNAMIC_SHRINK_PLOT\n#define MODE_DYNAMIC_SHRINK_WRITE\n");
-
- giprobe_shader.initialize(versions, defines);
- giprobe_lighting_shader_version = giprobe_shader.version_create();
- for (int i = 0; i < GI_PROBE_SHADER_VERSION_MAX; i++) {
- giprobe_lighting_shader_version_shaders[i] = giprobe_shader.version_get_shader(giprobe_lighting_shader_version, i);
- giprobe_lighting_shader_version_pipelines[i] = RD::get_singleton()->compute_pipeline_create(giprobe_lighting_shader_version_shaders[i]);
- }
- }
-
- if (!low_end) {
- String defines;
- Vector<String> versions;
- versions.push_back("\n#define MODE_DEBUG_COLOR\n");
- versions.push_back("\n#define MODE_DEBUG_LIGHT\n");
- versions.push_back("\n#define MODE_DEBUG_EMISSION\n");
- versions.push_back("\n#define MODE_DEBUG_LIGHT\n#define MODE_DEBUG_LIGHT_FULL\n");
-
- giprobe_debug_shader.initialize(versions, defines);
- giprobe_debug_shader_version = giprobe_debug_shader.version_create();
- for (int i = 0; i < GI_PROBE_DEBUG_MAX; i++) {
- giprobe_debug_shader_version_shaders[i] = giprobe_debug_shader.version_get_shader(giprobe_debug_shader_version, i);
-
- RD::PipelineRasterizationState rs;
- rs.cull_mode = RD::POLYGON_CULL_FRONT;
- RD::PipelineDepthStencilState ds;
- ds.enable_depth_test = true;
- ds.enable_depth_write = true;
- ds.depth_compare_operator = RD::COMPARE_OP_LESS_OR_EQUAL;
-
- giprobe_debug_shader_version_pipelines[i].setup(giprobe_debug_shader_version_shaders[i], RD::RENDER_PRIMITIVE_TRIANGLES, rs, RD::PipelineMultisampleState(), ds, RD::PipelineColorBlendState::create_disabled(), 0);
- }
- }
-
/* SKY SHADER */
- {
- // Start with the directional lights for the sky
- sky_scene_state.max_directional_lights = 4;
- uint32_t directional_light_buffer_size = sky_scene_state.max_directional_lights * sizeof(SkyDirectionalLightData);
- sky_scene_state.directional_lights = memnew_arr(SkyDirectionalLightData, sky_scene_state.max_directional_lights);
- sky_scene_state.last_frame_directional_lights = memnew_arr(SkyDirectionalLightData, sky_scene_state.max_directional_lights);
- sky_scene_state.last_frame_directional_light_count = sky_scene_state.max_directional_lights + 1;
- sky_scene_state.directional_light_buffer = RD::get_singleton()->uniform_buffer_create(directional_light_buffer_size);
-
- String defines = "\n#define MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS " + itos(sky_scene_state.max_directional_lights) + "\n";
-
- // Initialize sky
- Vector<String> sky_modes;
- sky_modes.push_back(""); // Full size
- sky_modes.push_back("\n#define USE_HALF_RES_PASS\n"); // Half Res
- sky_modes.push_back("\n#define USE_QUARTER_RES_PASS\n"); // Quarter res
- sky_modes.push_back("\n#define USE_CUBEMAP_PASS\n"); // Cubemap
- sky_modes.push_back("\n#define USE_CUBEMAP_PASS\n#define USE_HALF_RES_PASS\n"); // Half Res Cubemap
- sky_modes.push_back("\n#define USE_CUBEMAP_PASS\n#define USE_QUARTER_RES_PASS\n"); // Quarter res Cubemap
- sky_shader.shader.initialize(sky_modes, defines);
- }
-
- // register our shader funds
- storage->shader_set_data_request_function(RendererStorageRD::SHADER_TYPE_SKY, _create_sky_shader_funcs);
- storage->material_set_data_request_function(RendererStorageRD::SHADER_TYPE_SKY, _create_sky_material_funcs);
+ sky.init(storage);
- {
- ShaderCompilerRD::DefaultIdentifierActions actions;
-
- actions.renames["COLOR"] = "color";
- actions.renames["ALPHA"] = "alpha";
- actions.renames["EYEDIR"] = "cube_normal";
- actions.renames["POSITION"] = "params.position_multiplier.xyz";
- actions.renames["SKY_COORDS"] = "panorama_coords";
- actions.renames["SCREEN_UV"] = "uv";
- actions.renames["TIME"] = "params.time";
- actions.renames["HALF_RES_COLOR"] = "half_res_color";
- actions.renames["QUARTER_RES_COLOR"] = "quarter_res_color";
- actions.renames["RADIANCE"] = "radiance";
- actions.renames["FOG"] = "custom_fog";
- actions.renames["LIGHT0_ENABLED"] = "directional_lights.data[0].enabled";
- actions.renames["LIGHT0_DIRECTION"] = "directional_lights.data[0].direction_energy.xyz";
- actions.renames["LIGHT0_ENERGY"] = "directional_lights.data[0].direction_energy.w";
- actions.renames["LIGHT0_COLOR"] = "directional_lights.data[0].color_size.xyz";
- actions.renames["LIGHT0_SIZE"] = "directional_lights.data[0].color_size.w";
- actions.renames["LIGHT1_ENABLED"] = "directional_lights.data[1].enabled";
- actions.renames["LIGHT1_DIRECTION"] = "directional_lights.data[1].direction_energy.xyz";
- actions.renames["LIGHT1_ENERGY"] = "directional_lights.data[1].direction_energy.w";
- actions.renames["LIGHT1_COLOR"] = "directional_lights.data[1].color_size.xyz";
- actions.renames["LIGHT1_SIZE"] = "directional_lights.data[1].color_size.w";
- actions.renames["LIGHT2_ENABLED"] = "directional_lights.data[2].enabled";
- actions.renames["LIGHT2_DIRECTION"] = "directional_lights.data[2].direction_energy.xyz";
- actions.renames["LIGHT2_ENERGY"] = "directional_lights.data[2].direction_energy.w";
- actions.renames["LIGHT2_COLOR"] = "directional_lights.data[2].color_size.xyz";
- actions.renames["LIGHT2_SIZE"] = "directional_lights.data[2].color_size.w";
- actions.renames["LIGHT3_ENABLED"] = "directional_lights.data[3].enabled";
- actions.renames["LIGHT3_DIRECTION"] = "directional_lights.data[3].direction_energy.xyz";
- actions.renames["LIGHT3_ENERGY"] = "directional_lights.data[3].direction_energy.w";
- actions.renames["LIGHT3_COLOR"] = "directional_lights.data[3].color_size.xyz";
- actions.renames["LIGHT3_SIZE"] = "directional_lights.data[3].color_size.w";
- actions.renames["AT_CUBEMAP_PASS"] = "AT_CUBEMAP_PASS";
- actions.renames["AT_HALF_RES_PASS"] = "AT_HALF_RES_PASS";
- actions.renames["AT_QUARTER_RES_PASS"] = "AT_QUARTER_RES_PASS";
- actions.custom_samplers["RADIANCE"] = "material_samplers[3]";
- 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.sampler_array_name = "material_samplers";
- actions.base_texture_binding_index = 1;
- actions.texture_layout_set = 1;
- actions.base_uniform_string = "material.";
- actions.base_varying_index = 10;
-
- actions.default_filter = ShaderLanguage::FILTER_LINEAR_MIPMAP;
- actions.default_repeat = ShaderLanguage::REPEAT_ENABLE;
- actions.global_buffer_array_variable = "global_variables.data";
-
- sky_shader.compiler.initialize(actions);
- }
-
- {
- // default material and shader for sky shader
- sky_shader.default_shader = storage->shader_create();
- storage->shader_set_code(sky_shader.default_shader, "shader_type sky; void fragment() { COLOR = vec3(0.0); } \n");
- sky_shader.default_material = storage->material_create();
- storage->material_set_shader(sky_shader.default_material, sky_shader.default_shader);
-
- SkyMaterialData *md = (SkyMaterialData *)storage->material_get_data(sky_shader.default_material, RendererStorageRD::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));
-
- Vector<RD::Uniform> uniforms;
-
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
- u.binding = 0;
- u.ids.resize(12);
- RID *ids_ptr = u.ids.ptrw();
- ids_ptr[0] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
- ids_ptr[1] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
- ids_ptr[2] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
- ids_ptr[3] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
- ids_ptr[4] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
- ids_ptr[5] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
- ids_ptr[6] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
- ids_ptr[7] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
- ids_ptr[8] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
- ids_ptr[9] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
- ids_ptr[10] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
- ids_ptr[11] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
- uniforms.push_back(u);
- }
-
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
- u.binding = 1;
- u.ids.push_back(storage->global_variables_get_storage_buffer());
- uniforms.push_back(u);
- }
-
- {
- RD::Uniform u;
- u.binding = 2;
- u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
- u.ids.push_back(sky_scene_state.uniform_buffer);
- uniforms.push_back(u);
- }
-
- {
- RD::Uniform u;
- u.binding = 3;
- u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
- u.ids.push_back(sky_scene_state.directional_light_buffer);
- uniforms.push_back(u);
- }
-
- sky_scene_state.uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sky_shader.default_shader_rd, SKY_SET_UNIFORMS);
- }
-
- {
- Vector<RD::Uniform> uniforms;
- {
- RD::Uniform u;
- u.binding = 0;
- u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- RID vfog = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE);
- u.ids.push_back(vfog);
- uniforms.push_back(u);
- }
-
- sky_scene_state.default_fog_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sky_shader.default_shader_rd, SKY_SET_FOG);
- }
-
- {
- // Need defaults for using fog with clear color
- sky_scene_state.fog_shader = storage->shader_create();
- storage->shader_set_code(sky_scene_state.fog_shader, "shader_type sky; uniform vec4 clear_color; void fragment() { COLOR = clear_color.rgb; } \n");
- sky_scene_state.fog_material = storage->material_create();
- storage->material_set_shader(sky_scene_state.fog_material, sky_scene_state.fog_shader);
-
- Vector<RD::Uniform> uniforms;
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- u.binding = 0;
- u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK));
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- u.binding = 1;
- u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE));
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- u.binding = 2;
- u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE));
- uniforms.push_back(u);
- }
-
- sky_scene_state.fog_only_texture_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sky_shader.default_shader_rd, SKY_SET_TEXTURES);
- }
+ /* GI */
if (!low_end) {
- //SDFGI
- {
- Vector<String> preprocess_modes;
- preprocess_modes.push_back("\n#define MODE_SCROLL\n");
- preprocess_modes.push_back("\n#define MODE_SCROLL_OCCLUSION\n");
- preprocess_modes.push_back("\n#define MODE_INITIALIZE_JUMP_FLOOD\n");
- preprocess_modes.push_back("\n#define MODE_INITIALIZE_JUMP_FLOOD_HALF\n");
- preprocess_modes.push_back("\n#define MODE_JUMPFLOOD\n");
- preprocess_modes.push_back("\n#define MODE_JUMPFLOOD_OPTIMIZED\n");
- preprocess_modes.push_back("\n#define MODE_UPSCALE_JUMP_FLOOD\n");
- preprocess_modes.push_back("\n#define MODE_OCCLUSION\n");
- preprocess_modes.push_back("\n#define MODE_STORE\n");
- String defines = "\n#define OCCLUSION_SIZE " + itos(SDFGI::CASCADE_SIZE / SDFGI::PROBE_DIVISOR) + "\n";
- sdfgi_shader.preprocess.initialize(preprocess_modes, defines);
- sdfgi_shader.preprocess_shader = sdfgi_shader.preprocess.version_create();
- for (int i = 0; i < SDGIShader::PRE_PROCESS_MAX; i++) {
- sdfgi_shader.preprocess_pipeline[i] = RD::get_singleton()->compute_pipeline_create(sdfgi_shader.preprocess.version_get_shader(sdfgi_shader.preprocess_shader, i));
- }
- }
-
- {
- //calculate tables
- String defines = "\n#define OCT_SIZE " + itos(SDFGI::LIGHTPROBE_OCT_SIZE) + "\n";
-
- Vector<String> direct_light_modes;
- direct_light_modes.push_back("\n#define MODE_PROCESS_STATIC\n");
- direct_light_modes.push_back("\n#define MODE_PROCESS_DYNAMIC\n");
- sdfgi_shader.direct_light.initialize(direct_light_modes, defines);
- sdfgi_shader.direct_light_shader = sdfgi_shader.direct_light.version_create();
- for (int i = 0; i < SDGIShader::DIRECT_LIGHT_MODE_MAX; i++) {
- sdfgi_shader.direct_light_pipeline[i] = RD::get_singleton()->compute_pipeline_create(sdfgi_shader.direct_light.version_get_shader(sdfgi_shader.direct_light_shader, i));
- }
- }
-
- {
- //calculate tables
- String defines = "\n#define OCT_SIZE " + itos(SDFGI::LIGHTPROBE_OCT_SIZE) + "\n";
- defines += "\n#define SH_SIZE " + itos(SDFGI::SH_SIZE) + "\n";
-
- Vector<String> integrate_modes;
- integrate_modes.push_back("\n#define MODE_PROCESS\n");
- integrate_modes.push_back("\n#define MODE_STORE\n");
- integrate_modes.push_back("\n#define MODE_SCROLL\n");
- integrate_modes.push_back("\n#define MODE_SCROLL_STORE\n");
- sdfgi_shader.integrate.initialize(integrate_modes, defines);
- sdfgi_shader.integrate_shader = sdfgi_shader.integrate.version_create();
-
- for (int i = 0; i < SDGIShader::INTEGRATE_MODE_MAX; i++) {
- sdfgi_shader.integrate_pipeline[i] = RD::get_singleton()->compute_pipeline_create(sdfgi_shader.integrate.version_get_shader(sdfgi_shader.integrate_shader, i));
- }
-
- {
- Vector<RD::Uniform> uniforms;
-
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- u.binding = 0;
- u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_WHITE));
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
- u.binding = 1;
- u.ids.push_back(storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
- uniforms.push_back(u);
- }
-
- sdfgi_shader.integrate_default_sky_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sdfgi_shader.integrate.version_get_shader(sdfgi_shader.integrate_shader, 0), 1);
- }
- }
- {
- //calculate tables
- String defines = "\n#define SDFGI_OCT_SIZE " + itos(SDFGI::LIGHTPROBE_OCT_SIZE) + "\n";
- Vector<String> gi_modes;
- gi_modes.push_back("");
- gi.shader.initialize(gi_modes, defines);
- gi.shader_version = gi.shader.version_create();
- for (int i = 0; i < GI::MODE_MAX; i++) {
- gi.pipelines[i] = RD::get_singleton()->compute_pipeline_create(gi.shader.version_get_shader(gi.shader_version, i));
- }
-
- gi.sdfgi_ubo = RD::get_singleton()->uniform_buffer_create(sizeof(GI::SDFGIData));
- }
- {
- String defines = "\n#define OCT_SIZE " + itos(SDFGI::LIGHTPROBE_OCT_SIZE) + "\n";
- Vector<String> debug_modes;
- debug_modes.push_back("");
- sdfgi_shader.debug.initialize(debug_modes, defines);
- sdfgi_shader.debug_shader = sdfgi_shader.debug.version_create();
- sdfgi_shader.debug_shader_version = sdfgi_shader.debug.version_get_shader(sdfgi_shader.debug_shader, 0);
- sdfgi_shader.debug_pipeline = RD::get_singleton()->compute_pipeline_create(sdfgi_shader.debug_shader_version);
- }
- {
- String defines = "\n#define OCT_SIZE " + itos(SDFGI::LIGHTPROBE_OCT_SIZE) + "\n";
-
- Vector<String> versions;
- versions.push_back("\n#define MODE_PROBES\n");
- versions.push_back("\n#define MODE_VISIBILITY\n");
-
- sdfgi_shader.debug_probes.initialize(versions, defines);
- sdfgi_shader.debug_probes_shader = sdfgi_shader.debug_probes.version_create();
-
- {
- RD::PipelineRasterizationState rs;
- rs.cull_mode = RD::POLYGON_CULL_DISABLED;
- RD::PipelineDepthStencilState ds;
- ds.enable_depth_test = true;
- ds.enable_depth_write = true;
- ds.depth_compare_operator = RD::COMPARE_OP_LESS_OR_EQUAL;
- for (int i = 0; i < SDGIShader::PROBE_DEBUG_MAX; i++) {
- RID debug_probes_shader_version = sdfgi_shader.debug_probes.version_get_shader(sdfgi_shader.debug_probes_shader, i);
- sdfgi_shader.debug_probes_pipeline[i].setup(debug_probes_shader_version, RD::RENDER_PRIMITIVE_TRIANGLE_STRIPS, rs, RD::PipelineMultisampleState(), ds, RD::PipelineColorBlendState::create_disabled(), 0);
- }
- }
- }
- default_giprobe_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(GI::GIProbeData) * RenderBuffers::MAX_GIPROBES);
+ gi.init(storage, &sky);
}
- //cluster setup
- uint32_t uniform_max_size = RD::get_singleton()->limit_get(RD::LIMIT_MAX_UNIFORM_BUFFER_SIZE);
+ { //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
- uint32_t reflection_buffer_size;
- if (uniform_max_size < 65536) {
- //Yes, you guessed right, ARM again
- reflection_buffer_size = uniform_max_size;
- } else {
- reflection_buffer_size = 65536;
- }
- cluster.max_reflections = reflection_buffer_size / sizeof(Cluster::ReflectionData);
+ cluster.max_reflections = max_cluster_elements;
cluster.reflections = memnew_arr(Cluster::ReflectionData, cluster.max_reflections);
- cluster.reflection_buffer = RD::get_singleton()->storage_buffer_create(reflection_buffer_size);
+ 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);
}
{ //lights
- cluster.max_lights = MIN(1024 * 1024, uniform_max_size) / sizeof(Cluster::LightData); //1mb of lights
+ cluster.max_lights = max_cluster_elements;
+
uint32_t light_buffer_size = cluster.max_lights * sizeof(Cluster::LightData);
- cluster.lights = memnew_arr(Cluster::LightData, cluster.max_lights);
- cluster.light_buffer = RD::get_singleton()->storage_buffer_create(light_buffer_size);
+ 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.lights_instances = memnew_arr(RID, cluster.max_lights);
- cluster.lights_shadow_rect_cache = memnew_arr(Rect2i, cluster.max_lights);
cluster.max_directional_lights = MAX_DIRECTIONAL_LIGHTS;
uint32_t directional_light_buffer_size = cluster.max_directional_lights * sizeof(Cluster::DirectionalLightData);
@@ -8507,15 +4141,6 @@ RendererSceneRenderRD::RendererSceneRenderRD(RendererStorageRD *p_storage) {
cluster.directional_light_buffer = RD::get_singleton()->uniform_buffer_create(directional_light_buffer_size);
}
- { //decals
- cluster.max_decals = MIN(1024 * 1024, uniform_max_size) / sizeof(Cluster::DecalData); //1mb of decals
- uint32_t decal_buffer_size = cluster.max_decals * sizeof(Cluster::DecalData);
- cluster.decals = memnew_arr(Cluster::DecalData, cluster.max_decals);
- cluster.decal_buffer = RD::get_singleton()->storage_buffer_create(decal_buffer_size);
- }
-
- cluster.builder.setup(16, 8, 24);
-
if (!low_end) {
String defines = "\n#define MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS " + itos(cluster.max_directional_lights) + "\n";
Vector<String> volumetric_fog_modes;
@@ -8528,6 +4153,7 @@ RendererSceneRenderRD::RendererSceneRenderRD(RendererStorageRD *p_storage) {
for (int i = 0; i < VOLUMETRIC_FOG_SHADER_MAX; i++) {
volumetric_fog.pipelines[i] = RD::get_singleton()->compute_pipeline_create(volumetric_fog.shader.version_get_shader(volumetric_fog.shader_version, i));
}
+ volumetric_fog.params_ubo = RD::get_singleton()->uniform_buffer_create(sizeof(VolumetricFogShader::ParamsUBO));
}
{
@@ -8539,74 +4165,59 @@ RendererSceneRenderRD::RendererSceneRenderRD(RendererStorageRD *p_storage) {
shadow_sampler = RD::get_singleton()->sampler_create(sampler);
}
- camera_effects_set_dof_blur_bokeh_shape(RS::DOFBokehShape(int(GLOBAL_GET("rendering/quality/depth_of_field/depth_of_field_bokeh_shape"))));
- camera_effects_set_dof_blur_quality(RS::DOFBlurQuality(int(GLOBAL_GET("rendering/quality/depth_of_field/depth_of_field_bokeh_quality"))), GLOBAL_GET("rendering/quality/depth_of_field/depth_of_field_use_jitter"));
- environment_set_ssao_quality(RS::EnvironmentSSAOQuality(int(GLOBAL_GET("rendering/quality/ssao/quality"))), GLOBAL_GET("rendering/quality/ssao/half_size"), GLOBAL_GET("rendering/quality/ssao/adaptive_target"), GLOBAL_GET("rendering/quality/ssao/blur_passes"), GLOBAL_GET("rendering/quality/ssao/fadeout_from"), GLOBAL_GET("rendering/quality/ssao/fadeout_to"));
- screen_space_roughness_limiter = GLOBAL_GET("rendering/quality/screen_filters/screen_space_roughness_limiter_enabled");
- screen_space_roughness_limiter_amount = GLOBAL_GET("rendering/quality/screen_filters/screen_space_roughness_limiter_amount");
- screen_space_roughness_limiter_limit = GLOBAL_GET("rendering/quality/screen_filters/screen_space_roughness_limiter_limit");
- glow_bicubic_upscale = int(GLOBAL_GET("rendering/quality/glow/upscale_mode")) > 0;
- glow_high_quality = GLOBAL_GET("rendering/quality/glow/use_high_quality");
- ssr_roughness_quality = RS::EnvironmentSSRRoughnessQuality(int(GLOBAL_GET("rendering/quality/screen_space_reflection/roughness_quality")));
- sss_quality = RS::SubSurfaceScatteringQuality(int(GLOBAL_GET("rendering/quality/subsurface_scattering/subsurface_scattering_quality")));
- sss_scale = GLOBAL_GET("rendering/quality/subsurface_scattering/subsurface_scattering_scale");
- sss_depth_scale = GLOBAL_GET("rendering/quality/subsurface_scattering/subsurface_scattering_depth_scale");
+ 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");
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);
- shadows_quality_set(RS::ShadowQuality(int(GLOBAL_GET("rendering/quality/shadows/soft_shadow_quality"))));
- directional_shadow_quality_set(RS::ShadowQuality(int(GLOBAL_GET("rendering/quality/directional_shadow/soft_shadow_quality"))));
+ shadows_quality_set(RS::ShadowQuality(int(GLOBAL_GET("rendering/shadows/shadows/soft_shadow_quality"))));
+ directional_shadow_quality_set(RS::ShadowQuality(int(GLOBAL_GET("rendering/shadows/directional_shadow/soft_shadow_quality"))));
- environment_set_volumetric_fog_volume_size(GLOBAL_GET("rendering/volumetric_fog/volume_size"), GLOBAL_GET("rendering/volumetric_fog/volume_depth"));
- environment_set_volumetric_fog_filter_active(GLOBAL_GET("rendering/volumetric_fog/use_filter"));
- environment_set_volumetric_fog_directional_shadow_shrink_size(GLOBAL_GET("rendering/volumetric_fog/directional_shadow_shrink"));
- environment_set_volumetric_fog_positional_shadow_shrink_size(GLOBAL_GET("rendering/volumetric_fog/positional_shadow_shrink"));
+ 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"));
cull_argument.set_page_pool(&cull_argument_pool);
+
+ gi.half_resolution = GLOBAL_GET("rendering/global_illumination/gi/use_half_resolution");
}
RendererSceneRenderRD::~RendererSceneRenderRD() {
- for (Map<Vector2i, ShadowMap>::Element *E = shadow_maps.front(); E; E = E->next()) {
- RD::get_singleton()->free(E->get().depth);
- }
for (Map<int, ShadowCubemap>::Element *E = shadow_cubemaps.front(); E; E = E->next()) {
RD::get_singleton()->free(E->get().cubemap);
}
- if (sky_scene_state.uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(sky_scene_state.uniform_set)) {
- RD::get_singleton()->free(sky_scene_state.uniform_set);
+ if (sky.sky_scene_state.uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(sky.sky_scene_state.uniform_set)) {
+ RD::get_singleton()->free(sky.sky_scene_state.uniform_set);
}
if (!low_end) {
- RD::get_singleton()->free(default_giprobe_buffer);
- RD::get_singleton()->free(gi_probe_lights_uniform);
- RD::get_singleton()->free(gi.sdfgi_ubo);
-
- giprobe_debug_shader.version_free(giprobe_debug_shader_version);
- giprobe_shader.version_free(giprobe_lighting_shader_version);
- gi.shader.version_free(gi.shader_version);
- sdfgi_shader.debug_probes.version_free(sdfgi_shader.debug_probes_shader);
- sdfgi_shader.debug.version_free(sdfgi_shader.debug_shader);
- sdfgi_shader.direct_light.version_free(sdfgi_shader.direct_light_shader);
- sdfgi_shader.integrate.version_free(sdfgi_shader.integrate_shader);
- sdfgi_shader.preprocess.version_free(sdfgi_shader.preprocess_shader);
+ gi.free();
volumetric_fog.shader.version_free(volumetric_fog.shader_version);
-
- memdelete_arr(gi_probe_lights);
- }
-
- SkyMaterialData *md = (SkyMaterialData *)storage->material_get_data(sky_shader.default_material, RendererStorageRD::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);
- memdelete_arr(sky_scene_state.directional_lights);
- memdelete_arr(sky_scene_state.last_frame_directional_lights);
- storage->free(sky_shader.default_shader);
- storage->free(sky_shader.default_material);
- storage->free(sky_scene_state.fog_shader);
- storage->free(sky_scene_state.fog_material);
+ RD::get_singleton()->free(volumetric_fog.params_ubo);
+ }
+
+ RendererSceneSkyRD::SkyMaterialData *md = (RendererSceneSkyRD::SkyMaterialData *)storage->material_get_data(sky.sky_shader.default_material, RendererStorageRD::SHADER_TYPE_SKY);
+ sky.sky_shader.shader.version_free(md->shader_data->version);
+ RD::get_singleton()->free(sky.sky_scene_state.directional_light_buffer);
+ RD::get_singleton()->free(sky.sky_scene_state.uniform_buffer);
+ memdelete_arr(sky.sky_scene_state.directional_lights);
+ memdelete_arr(sky.sky_scene_state.last_frame_directional_lights);
+ storage->free(sky.sky_shader.default_shader);
+ storage->free(sky.sky_shader.default_material);
+ storage->free(sky.sky_scene_state.fog_shader);
+ storage->free(sky.sky_scene_state.fog_material);
memdelete_arr(directional_penumbra_shadow_kernel);
memdelete_arr(directional_soft_shadow_kernel);
memdelete_arr(penumbra_shadow_kernel);
@@ -8614,15 +4225,19 @@ RendererSceneRenderRD::~RendererSceneRenderRD() {
{
RD::get_singleton()->free(cluster.directional_light_buffer);
- RD::get_singleton()->free(cluster.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.lights);
- memdelete_arr(cluster.lights_shadow_rect_cache);
- memdelete_arr(cluster.lights_instances);
+ 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);
diff --git a/servers/rendering/renderer_rd/renderer_scene_render_rd.h b/servers/rendering/renderer_rd/renderer_scene_render_rd.h
index f81a35f025..001cfeb74d 100644
--- a/servers/rendering/renderer_rd/renderer_scene_render_rd.h
+++ b/servers/rendering/renderer_rd/renderer_scene_render_rd.h
@@ -34,69 +34,23 @@
#include "core/templates/local_vector.h"
#include "core/templates/rid_owner.h"
#include "servers/rendering/renderer_compositor.h"
-#include "servers/rendering/renderer_rd/light_cluster_builder.h"
+#include "servers/rendering/renderer_rd/cluster_builder_rd.h"
+#include "servers/rendering/renderer_rd/renderer_scene_environment_rd.h"
+#include "servers/rendering/renderer_rd/renderer_scene_gi_rd.h"
+#include "servers/rendering/renderer_rd/renderer_scene_sky_rd.h"
#include "servers/rendering/renderer_rd/renderer_storage_rd.h"
-#include "servers/rendering/renderer_rd/shaders/gi.glsl.gen.h"
-#include "servers/rendering/renderer_rd/shaders/giprobe.glsl.gen.h"
-#include "servers/rendering/renderer_rd/shaders/giprobe_debug.glsl.gen.h"
-#include "servers/rendering/renderer_rd/shaders/sdfgi_debug.glsl.gen.h"
-#include "servers/rendering/renderer_rd/shaders/sdfgi_debug_probes.glsl.gen.h"
-#include "servers/rendering/renderer_rd/shaders/sdfgi_direct_light.glsl.gen.h"
-#include "servers/rendering/renderer_rd/shaders/sdfgi_integrate.glsl.gen.h"
-#include "servers/rendering/renderer_rd/shaders/sdfgi_preprocess.glsl.gen.h"
-#include "servers/rendering/renderer_rd/shaders/sky.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/volumetric_fog.glsl.gen.h"
#include "servers/rendering/renderer_scene_render.h"
#include "servers/rendering/rendering_device.h"
class RendererSceneRenderRD : public RendererSceneRender {
+ friend RendererSceneSkyRD;
+ friend RendererSceneGIRD;
+
protected:
+ RendererStorageRD *storage;
double time;
-
- // Skys need less info from Directional Lights than the normal shaders
- struct SkyDirectionalLightData {
- float direction[3];
- float energy;
- float color[3];
- float size;
- uint32_t enabled;
- uint32_t pad[3];
- };
-
- 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;
- };
-
- UBO ubo;
-
- SkyDirectionalLightData *directional_lights;
- SkyDirectionalLightData *last_frame_directional_lights;
- uint32_t max_directional_lights;
- uint32_t last_frame_directional_light_count;
- RID directional_light_buffer;
- RID uniform_set;
- RID uniform_buffer;
- RID fog_uniform_set;
- RID default_fog_uniform_set;
-
- RID fog_shader;
- RID fog_material;
- RID fog_only_texture_uniform_set;
- } sky_scene_state;
+ double time_step = 0;
struct RenderBufferData {
virtual void configure(RID p_color_buffer, RID p_depth_buffer, int p_width, int p_height, RS::ViewportMSAA p_msaa) = 0;
@@ -104,19 +58,22 @@ protected:
};
virtual RenderBufferData *_create_render_buffer_data() = 0;
- void _setup_lights(const PagedArray<RID> &p_lights, const Transform &p_camera_inverse_transform, RID p_shadow_atlas, bool p_using_shadows, uint32_t &r_directional_light_count, uint32_t &r_positional_light_count);
+ void _setup_lights(const PagedArray<RID> &p_lights, const Transform &p_camera_transform, RID p_shadow_atlas, bool p_using_shadows, uint32_t &r_directional_light_count, uint32_t &r_positional_light_count);
void _setup_decals(const PagedArray<RID> &p_decals, const Transform &p_camera_inverse_xform);
void _setup_reflections(const PagedArray<RID> &p_reflections, const Transform &p_camera_inverse_transform, RID p_environment);
- void _setup_giprobes(RID p_render_buffers, const Transform &p_transform, const PagedArray<RID> &p_gi_probes, uint32_t &r_gi_probes_used);
- virtual void _render_scene(RID p_render_buffer, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, int p_directional_light_count, const PagedArray<RID> &p_gi_probes, const PagedArray<RID> &p_lightmaps, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, const Color &p_default_color, float p_screen_lod_threshold) = 0;
- virtual void _render_shadow(RID p_framebuffer, const PagedArray<GeometryInstance *> &p_instances, const CameraMatrix &p_projection, const Transform &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool use_dp_flip, bool p_use_pancake, const Plane &p_camera_plane = Plane(), float p_lod_distance_multiplier = 0.0, float p_screen_lod_threshold = 0.0) = 0;
+ virtual void _render_scene(RID p_render_buffer, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, const PagedArray<RID> &p_gi_probes, const PagedArray<RID> &p_lightmaps, RID p_environment, RID p_cluster_buffer, uint32_t p_cluster_size, uint32_t p_cluster_max_elements, RID p_camera_effects, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, const Color &p_default_color, float p_screen_lod_threshold) = 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 Transform &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_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) = 0;
+ virtual void _render_shadow_process() = 0;
+ virtual void _render_shadow_end(uint32_t p_barrier = RD::BARRIER_MASK_ALL) = 0;
+
virtual void _render_material(const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, 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 Transform &p_cam_transform, const CameraMatrix &p_cam_projection, const PagedArray<GeometryInstance *> &p_instances) = 0;
- virtual void _debug_giprobe(RID p_gi_probe, RenderingDevice::DrawListID p_draw_list, RID p_framebuffer, const CameraMatrix &p_camera_with_transform, bool p_lighting, bool p_emission, float p_alpha);
void _debug_sdfgi_probes(RID p_render_buffers, RD::DrawListID p_draw_list, RID p_framebuffer, const CameraMatrix &p_camera_with_transform);
RenderBufferData *render_buffers_get_data(RID p_render_buffers);
@@ -124,204 +81,36 @@ protected:
virtual void _base_uniforms_changed() = 0;
virtual void _render_buffers_uniform_set_changed(RID p_render_buffers) = 0;
virtual RID _render_buffers_get_normal_texture(RID p_render_buffers) = 0;
- virtual RID _render_buffers_get_ambient_texture(RID p_render_buffers) = 0;
- virtual RID _render_buffers_get_reflection_texture(RID p_render_buffers) = 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 _setup_sky(RID p_environment, RID p_render_buffers, const CameraMatrix &p_projection, const Transform &p_transform, const Size2i p_screen_size);
- void _update_sky(RID p_environment, const CameraMatrix &p_projection, const Transform &p_transform);
- void _draw_sky(bool p_can_continue_color, bool p_can_continue_depth, RID p_fb, RID p_environment, const CameraMatrix &p_projection, const Transform &p_transform);
- void _process_gi(RID p_render_buffers, RID p_normal_roughness_buffer, RID p_ambient_buffer, RID p_reflection_buffer, RID p_gi_probe_buffer, RID p_environment, const CameraMatrix &p_projection, const Transform &p_transform, const PagedArray<RID> &p_gi_probes);
+ bool _needs_post_prepass_render(bool p_use_gi);
+ void _post_prepass_render(bool p_use_gi);
+ void _pre_resolve_render(bool p_use_gi);
+
+ void _pre_opaque_render(bool p_use_ssao, bool p_use_gi, RID p_normal_roughness_buffer, RID p_gi_probe_buffer);
+ uint32_t _get_render_state_directional_light_count() const;
// needed for a single argument calls (material and uv2)
PagedArrayPool<GeometryInstance *> cull_argument_pool;
PagedArray<GeometryInstance *> cull_argument; //need this to exist
-private:
- RS::ViewportDebugDraw debug_draw = RS::VIEWPORT_DEBUG_DRAW_DISABLED;
- double time_step = 0;
- static RendererSceneRenderRD *singleton;
-
- int roughness_layers;
- RendererStorageRD *storage;
-
- struct ReflectionData {
- struct Layer {
- struct Mipmap {
- RID framebuffers[6];
- RID views[6];
- Size2i size;
- };
- Vector<Mipmap> mipmaps; //per-face view
- Vector<RID> views; // per-cubemap view
- };
+ RendererSceneGIRD gi;
+ RendererSceneSkyRD sky;
- struct DownsampleLayer {
- struct Mipmap {
- RID view;
- Size2i size;
- };
- Vector<Mipmap> mipmaps;
- };
-
- RID radiance_base_cubemap; //cubemap for first layer, first cubemap
- RID downsampled_radiance_cubemap;
- DownsampleLayer downsampled_layer;
- RID coefficient_buffer;
-
- bool dirty = true;
-
- Vector<Layer> layers;
- };
-
- void _clear_reflection_data(ReflectionData &rd);
- void _update_reflection_data(ReflectionData &rd, int p_size, int p_mipmaps, bool p_use_array, RID p_base_cube, int p_base_layer, bool p_low_quality);
- void _create_reflection_fast_filter(ReflectionData &rd, bool p_use_arrays);
- void _create_reflection_importance_sample(ReflectionData &rd, bool p_use_arrays, int p_cube_side, int p_base_layer);
- void _update_reflection_mipmaps(ReflectionData &rd, int p_start, int p_end);
-
- /* Sky shader */
-
- enum SkyVersion {
- SKY_VERSION_BACKGROUND,
- SKY_VERSION_HALF_RES,
- SKY_VERSION_QUARTER_RES,
- SKY_VERSION_CUBEMAP,
- SKY_VERSION_CUBEMAP_HALF_RES,
- SKY_VERSION_CUBEMAP_QUARTER_RES,
- SKY_VERSION_MAX
- };
-
- struct SkyShader {
- SkyShaderRD shader;
- ShaderCompilerRD compiler;
-
- RID default_shader;
- RID default_material;
- RID default_shader_rd;
- } sky_shader;
-
- struct SkyShaderData : public RendererStorageRD::ShaderData {
- bool valid;
- RID version;
-
- PipelineCacheRD pipelines[SKY_VERSION_MAX];
- Map<StringName, ShaderLanguage::ShaderNode::Uniform> uniforms;
- Vector<ShaderCompilerRD::GeneratedCode::Texture> texture_uniforms;
-
- Vector<uint32_t> ubo_offsets;
- uint32_t ubo_size;
-
- String path;
- String code;
- Map<StringName, RID> default_texture_params;
-
- bool uses_time;
- bool uses_position;
- bool uses_half_res;
- bool uses_quarter_res;
- bool uses_light;
-
- virtual void set_code(const String &p_Code);
- virtual void set_default_texture_param(const StringName &p_name, RID p_texture);
- virtual void get_param_list(List<PropertyInfo> *p_param_list) const;
- virtual void get_instance_param_list(List<RendererStorage::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;
- SkyShaderData();
- virtual ~SkyShaderData();
- };
-
- RendererStorageRD::ShaderData *_create_sky_shader_func();
- static RendererStorageRD::ShaderData *_create_sky_shader_funcs() {
- return static_cast<RendererSceneRenderRD *>(singleton)->_create_sky_shader_func();
- };
-
- struct SkyMaterialData : public RendererStorageRD::MaterialData {
- uint64_t last_frame;
- SkyShaderData *shader_data;
- RID uniform_buffer;
- RID uniform_set;
- Vector<RID> texture_cache;
- Vector<uint8_t> ubo_data;
- bool uniform_set_updated;
-
- virtual void set_render_priority(int p_priority) {}
- virtual void set_next_pass(RID p_pass) {}
- virtual void update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty);
- virtual ~SkyMaterialData();
- };
-
- RendererStorageRD::MaterialData *_create_sky_material_func(SkyShaderData *p_shader);
- static RendererStorageRD::MaterialData *_create_sky_material_funcs(RendererStorageRD::ShaderData *p_shader) {
- return static_cast<RendererSceneRenderRD *>(singleton)->_create_sky_material_func(static_cast<SkyShaderData *>(p_shader));
- };
-
- enum SkyTextureSetVersion {
- SKY_TEXTURE_SET_BACKGROUND,
- SKY_TEXTURE_SET_HALF_RES,
- SKY_TEXTURE_SET_QUARTER_RES,
- SKY_TEXTURE_SET_CUBEMAP,
- SKY_TEXTURE_SET_CUBEMAP_HALF_RES,
- SKY_TEXTURE_SET_CUBEMAP_QUARTER_RES,
- SKY_TEXTURE_SET_MAX
- };
-
- enum SkySet {
- SKY_SET_UNIFORMS,
- SKY_SET_MATERIAL,
- SKY_SET_TEXTURES,
- SKY_SET_FOG,
- SKY_SET_MAX
- };
-
- /* SKY */
- struct Sky {
- RID radiance;
- RID half_res_pass;
- RID half_res_framebuffer;
- RID quarter_res_pass;
- RID quarter_res_framebuffer;
- Size2i screen_size;
-
- RID texture_uniform_sets[SKY_TEXTURE_SET_MAX];
- RID uniform_set;
-
- RID material;
- RID uniform_buffer;
-
- int radiance_size = 256;
-
- RS::SkyMode mode = RS::SKY_MODE_AUTOMATIC;
-
- ReflectionData reflection;
- bool dirty = false;
- int processing_layer = 0;
- Sky *dirty_list = nullptr;
-
- //State to track when radiance cubemap needs updating
- SkyMaterialData *prev_material;
- Vector3 prev_position;
- float prev_time;
-
- RID sdfgi_integrate_sky_uniform_set;
- };
-
- Sky *dirty_sky_list = nullptr;
-
- void _sky_invalidate(Sky *p_sky);
- void _update_dirty_skys();
- RID _get_sky_textures(Sky *p_sky, SkyTextureSetVersion p_version);
-
- uint32_t sky_ggx_samples_quality;
- bool sky_use_cubemap_array;
+ RendererSceneEnvironmentRD *get_environment(RID p_environment) {
+ if (p_environment.is_valid()) {
+ return environment_owner.getornull(p_environment);
+ } else {
+ return nullptr;
+ }
+ }
- mutable RID_Owner<Sky> sky_owner;
+private:
+ RS::ViewportDebugDraw debug_draw = RS::VIEWPORT_DEBUG_DRAW_DISABLED;
+ static RendererSceneRenderRD *singleton;
/* REFLECTION ATLAS */
@@ -335,11 +124,13 @@ private:
struct Reflection {
RID owner;
- ReflectionData data;
+ RendererSceneSkyRD::ReflectionData data;
RID fbs[6];
};
Vector<Reflection> reflections;
+
+ ClusterBuilderRD *cluster_builder = nullptr;
};
mutable RID_Owner<ReflectionAtlas> reflection_atlas_owner;
@@ -383,151 +174,6 @@ private:
mutable RID_Owner<LightmapInstance> lightmap_instance_owner;
- /* GIPROBE INSTANCE */
-
- struct GIProbeLight {
- uint32_t type;
- float energy;
- float radius;
- float attenuation;
-
- float color[3];
- float spot_angle_radians;
-
- float position[3];
- float spot_attenuation;
-
- float direction[3];
- uint32_t has_shadow;
- };
-
- struct GIProbePushConstant {
- int32_t limits[3];
- uint32_t stack_size;
-
- float emission_scale;
- float propagation;
- float dynamic_range;
- uint32_t light_count;
-
- uint32_t cell_offset;
- uint32_t cell_count;
- float aniso_strength;
- uint32_t pad;
- };
-
- struct GIProbeDynamicPushConstant {
- int32_t limits[3];
- uint32_t light_count;
- int32_t x_dir[3];
- float z_base;
- int32_t y_dir[3];
- float z_sign;
- int32_t z_dir[3];
- float pos_multiplier;
- uint32_t rect_pos[2];
- uint32_t rect_size[2];
- uint32_t prev_rect_ofs[2];
- uint32_t prev_rect_size[2];
- uint32_t flip_x;
- uint32_t flip_y;
- float dynamic_range;
- uint32_t on_mipmap;
- float propagation;
- float pad[3];
- };
-
- struct GIProbeInstance {
- 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;
-
- Transform transform;
- };
-
- GIProbeLight *gi_probe_lights;
- uint32_t gi_probe_max_lights;
- RID gi_probe_lights_uniform;
-
- enum {
- GI_PROBE_SHADER_VERSION_COMPUTE_LIGHT,
- GI_PROBE_SHADER_VERSION_COMPUTE_SECOND_BOUNCE,
- GI_PROBE_SHADER_VERSION_COMPUTE_MIPMAP,
- GI_PROBE_SHADER_VERSION_WRITE_TEXTURE,
- GI_PROBE_SHADER_VERSION_DYNAMIC_OBJECT_LIGHTING,
- GI_PROBE_SHADER_VERSION_DYNAMIC_SHRINK_WRITE,
- GI_PROBE_SHADER_VERSION_DYNAMIC_SHRINK_PLOT,
- GI_PROBE_SHADER_VERSION_DYNAMIC_SHRINK_WRITE_PLOT,
- GI_PROBE_SHADER_VERSION_MAX
- };
- GiprobeShaderRD giprobe_shader;
- RID giprobe_lighting_shader_version;
- RID giprobe_lighting_shader_version_shaders[GI_PROBE_SHADER_VERSION_MAX];
- RID giprobe_lighting_shader_version_pipelines[GI_PROBE_SHADER_VERSION_MAX];
-
- mutable RID_Owner<GIProbeInstance> gi_probe_instance_owner;
-
- RS::GIProbeQuality gi_probe_quality = RS::GI_PROBE_QUALITY_HIGH;
-
- enum {
- GI_PROBE_DEBUG_COLOR,
- GI_PROBE_DEBUG_LIGHT,
- GI_PROBE_DEBUG_EMISSION,
- GI_PROBE_DEBUG_LIGHT_FULL,
- GI_PROBE_DEBUG_MAX
- };
-
- struct GIProbeDebugPushConstant {
- float projection[16];
- uint32_t cell_offset;
- float dynamic_range;
- float alpha;
- uint32_t level;
- int32_t bounds[3];
- uint32_t pad;
- };
-
- GiprobeDebugShaderRD giprobe_debug_shader;
- RID giprobe_debug_shader_version;
- RID giprobe_debug_shader_version_shaders[GI_PROBE_DEBUG_MAX];
- PipelineCacheRD giprobe_debug_shader_version_pipelines[GI_PROBE_DEBUG_MAX];
- RID giprobe_debug_uniform_set;
-
/* SHADOW ATLAS */
struct ShadowShrinkStage {
@@ -571,17 +217,18 @@ private:
uint32_t smallest_subdiv = 0;
int size = 0;
+ bool use_16_bits = false;
RID depth;
RID fb; //for copying
Map<RID, uint32_t> shadow_owners;
-
- Vector<ShadowShrinkStage> shrink_stages;
};
RID_Owner<ShadowAtlas> shadow_atlas_owner;
+ void _update_shadow_atlas(ShadowAtlas *shadow_atlas);
+
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);
RS::ShadowQuality shadows_quality = RS::SHADOW_QUALITY_MAX; //So it always updates when first set
@@ -602,17 +249,16 @@ private:
struct DirectionalShadow {
RID depth;
+ RID fb; //when renderign direct
int light_count = 0;
int size = 0;
+ bool use_16_bits = false;
int current_light = 0;
- Vector<ShadowShrinkStage> shrink_stages;
-
} directional_shadow;
- void _allocate_shadow_shrink_stages(RID p_base, int p_base_size, Vector<ShadowShrinkStage> &shrink_stages, uint32_t p_target_size);
- void _clear_shadow_shrink_stages(Vector<ShadowShrinkStage> &shrink_stages);
+ void _update_directional_shadow_atlas();
/* SHADOW CUBEMAPS */
@@ -624,14 +270,6 @@ private:
Map<int, ShadowCubemap> shadow_cubemaps;
ShadowCubemap *_get_shadow_cubemap(int p_size);
- struct ShadowMap {
- RID depth;
- RID fb;
- };
-
- Map<Vector2i, ShadowMap> shadow_maps;
- ShadowMap *_get_shadow_map(const Size2i &p_size);
-
void _create_shadow_cubemaps();
/* LIGHT INSTANCE */
@@ -651,7 +289,7 @@ private:
RS::LightType light_type = RS::LIGHT_DIRECTIONAL;
- ShadowTransform shadow_transform[4];
+ ShadowTransform shadow_transform[6];
AABB aabb;
RID self;
@@ -684,110 +322,6 @@ private:
/* ENVIRONMENT */
- struct Environment {
- // 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;
- Color ao_color;
-
- /// 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_light = Color(0, 0, 0);
- float volumetric_fog_light_energy = 0.0;
- float volumetric_fog_length = 64.0;
- float volumetric_fog_detail_spread = 2.0;
- RS::EnvVolumetricFogShadowFilter volumetric_fog_shadow_filter = RS::ENV_VOLUMETRIC_FOG_SHADOW_FILTER_LOW;
- float volumetric_fog_gi_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;
-
- /// 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;
-
- /// SDFGI
- bool sdfgi_enabled = false;
- RS::EnvironmentSDFGICascades sdfgi_cascades;
- float sdfgi_min_cell_size = 0.2;
- bool sdfgi_use_occlusion = false;
- bool sdfgi_use_multibounce = false;
- bool sdfgi_read_sky_light = false;
- 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_DISABLED;
-
- /// 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();
- };
-
RS::EnvironmentSSAOQuality ssao_quality = RS::ENV_SSAO_QUALITY_MEDIUM;
bool ssao_half_size = false;
bool ssao_using_half_size = false;
@@ -800,9 +334,7 @@ private:
bool glow_high_quality = false;
RS::EnvironmentSSRRoughnessQuality ssr_roughness_quality = RS::ENV_SSR_ROUGNESS_QUALITY_LOW;
- static uint64_t auto_exposure_counter;
-
- mutable RID_Owner<Environment> environment_owner;
+ mutable RID_Owner<RendererSceneEnvironmentRD, true> environment_owner;
/* CAMERA EFFECTS */
@@ -828,18 +360,16 @@ private:
float sss_scale = 0.05;
float sss_depth_scale = 0.01;
- mutable RID_Owner<CameraEffects> camera_effects_owner;
+ mutable RID_Owner<CameraEffects, true> camera_effects_owner;
/* RENDER BUFFERS */
- struct SDFGI;
+ ClusterBuilderSharedDataRD cluster_builder_shared;
+ ClusterBuilderRD *current_cluster_builder = nullptr;
+
struct VolumetricFog;
struct RenderBuffers {
- enum {
- MAX_GIPROBES = 8
- };
-
RenderBufferData *data = nullptr;
int width = 0, height = 0;
RS::ViewportMSAA msaa = RS::VIEWPORT_MSAA_DISABLED;
@@ -854,9 +384,11 @@ private:
RID depth_texture; //main depth texture
RID gi_uniform_set;
- SDFGI *sdfgi = nullptr;
+ RendererSceneGIRD::SDFGI *sdfgi = nullptr;
VolumetricFog *volumetric_fog = nullptr;
+ ClusterBuilderRD *cluster_builder = nullptr;
+
//built-in textures used for ping pong image processing and blurring
struct Blur {
RID texture;
@@ -894,389 +426,14 @@ private:
RID blur_radius[2];
} ssr;
- RID giprobe_textures[MAX_GIPROBES];
- RID giprobe_buffer;
- };
-
- RID default_giprobe_buffer;
-
- /* SDFGI */
-
- struct SDFGI {
- enum {
- MAX_CASCADES = 8,
- CASCADE_SIZE = 128,
- PROBE_DIVISOR = 16,
- ANISOTROPY_SIZE = 6,
- MAX_DYNAMIC_LIGHTS = 128,
- MAX_STATIC_LIGHTS = 1024,
- LIGHTPROBE_OCT_SIZE = 6,
- SH_SIZE = 16
- };
-
- struct Cascade {
- struct UBO {
- float offset[3];
- float to_cell;
- int32_t probe_offset[3];
- uint32_t pad;
- };
-
- //cascade blocks are full-size for volume (128^3), half size for albedo/emission
- RID sdf_tex;
- RID light_tex;
- RID light_aniso_0_tex;
- RID light_aniso_1_tex;
-
- RID light_data;
- RID light_aniso_0_data;
- RID light_aniso_1_data;
-
- struct SolidCell { // this struct is unused, but remains as reference for size
- uint32_t position;
- uint32_t albedo;
- uint32_t static_light;
- uint32_t static_light_aniso;
- };
-
- RID solid_cell_dispatch_buffer; //buffer for indirect compute dispatch
- RID solid_cell_buffer;
-
- RID lightprobe_history_tex;
- RID lightprobe_average_tex;
-
- float cell_size;
- Vector3i position;
-
- static const Vector3i DIRTY_ALL;
- Vector3i dirty_regions; //(0,0,0 is not dirty, negative is refresh from the end, DIRTY_ALL is refresh all.
-
- RID sdf_store_uniform_set;
- RID sdf_direct_light_uniform_set;
- RID scroll_uniform_set;
- RID scroll_occlusion_uniform_set;
- RID integrate_uniform_set;
- RID lights_buffer;
- };
+ RID ambient_buffer;
+ RID reflection_buffer;
+ bool using_half_size_gi = false;
- //used for rendering (voxelization)
- RID render_albedo;
- RID render_emission;
- RID render_emission_aniso;
- RID render_occlusion[8];
- RID render_geom_facing;
-
- RID render_sdf[2];
- RID render_sdf_half[2];
-
- //used for ping pong processing in cascades
- RID sdf_initialize_uniform_set;
- RID sdf_initialize_half_uniform_set;
- RID jump_flood_uniform_set[2];
- RID jump_flood_half_uniform_set[2];
- RID sdf_upscale_uniform_set;
- int upscale_jfa_uniform_set_index;
- RID occlusion_uniform_set;
-
- uint32_t cascade_size = 128;
-
- LocalVector<Cascade> cascades;
-
- RID lightprobe_texture;
- RID lightprobe_data;
- RID occlusion_texture;
- RID occlusion_data;
- RID ambient_texture; //integrates with volumetric fog
-
- RID lightprobe_history_scroll; //used for scrolling lightprobes
- RID lightprobe_average_scroll; //used for scrolling lightprobes
-
- uint32_t history_size = 0;
- float solid_cell_ratio = 0;
- uint32_t solid_cell_count = 0;
-
- RS::EnvironmentSDFGICascades cascade_mode;
- float min_cell_size = 0;
- uint32_t probe_axis_count = 0; //amount of probes per axis, this is an odd number because it encloses endpoints
-
- RID debug_uniform_set;
- RID debug_probes_uniform_set;
- RID cascades_ubo;
-
- bool uses_occlusion = false;
- bool uses_multibounce = false;
- bool reads_sky = false;
- float energy = 1.0;
- float normal_bias = 1.1;
- float probe_bias = 1.1;
- RS::EnvironmentSDFGIYScale y_scale_mode = RS::ENV_SDFGI_Y_SCALE_DISABLED;
-
- float y_mult = 1.0;
-
- uint32_t render_pass = 0;
+ RendererSceneGIRD::RenderBuffersGI gi;
};
- RS::EnvironmentSDFGIRayCount sdfgi_ray_count = RS::ENV_SDFGI_RAY_COUNT_16;
- RS::EnvironmentSDFGIFramesToConverge sdfgi_frames_to_converge = RS::ENV_SDFGI_CONVERGE_IN_10_FRAMES;
- float sdfgi_solid_cell_ratio = 0.25;
- Vector3 sdfgi_debug_probe_pos;
- Vector3 sdfgi_debug_probe_dir;
- bool sdfgi_debug_probe_enabled = false;
- Vector3i sdfgi_debug_probe_index;
-
- struct SDGIShader {
- enum SDFGIPreprocessShaderVersion {
- PRE_PROCESS_SCROLL,
- PRE_PROCESS_SCROLL_OCCLUSION,
- PRE_PROCESS_JUMP_FLOOD_INITIALIZE,
- PRE_PROCESS_JUMP_FLOOD_INITIALIZE_HALF,
- PRE_PROCESS_JUMP_FLOOD,
- PRE_PROCESS_JUMP_FLOOD_OPTIMIZED,
- PRE_PROCESS_JUMP_FLOOD_UPSCALE,
- PRE_PROCESS_OCCLUSION,
- PRE_PROCESS_STORE,
- PRE_PROCESS_MAX
- };
-
- struct PreprocessPushConstant {
- int32_t scroll[3];
- int32_t grid_size;
-
- int32_t probe_offset[3];
- int32_t step_size;
-
- int32_t half_size;
- uint32_t occlusion_index;
- int32_t cascade;
- uint32_t pad;
- };
-
- SdfgiPreprocessShaderRD preprocess;
- RID preprocess_shader;
- RID preprocess_pipeline[PRE_PROCESS_MAX];
-
- struct DebugPushConstant {
- float grid_size[3];
- uint32_t max_cascades;
-
- int32_t screen_size[2];
- uint32_t use_occlusion;
- float y_mult;
-
- float cam_extent[3];
- uint32_t probe_axis_size;
-
- float cam_transform[16];
- };
-
- SdfgiDebugShaderRD debug;
- RID debug_shader;
- RID debug_shader_version;
- RID debug_pipeline;
-
- enum ProbeDebugMode {
- PROBE_DEBUG_PROBES,
- PROBE_DEBUG_VISIBILITY,
- PROBE_DEBUG_MAX
- };
-
- struct DebugProbesPushConstant {
- float projection[16];
-
- uint32_t band_power;
- uint32_t sections_in_band;
- uint32_t band_mask;
- float section_arc;
-
- float grid_size[3];
- uint32_t cascade;
-
- uint32_t pad;
- float y_mult;
- int32_t probe_debug_index;
- int32_t probe_axis_size;
- };
-
- SdfgiDebugProbesShaderRD debug_probes;
- RID debug_probes_shader;
- RID debug_probes_shader_version;
-
- PipelineCacheRD debug_probes_pipeline[PROBE_DEBUG_MAX];
-
- struct Light {
- float color[3];
- float energy;
-
- float direction[3];
- uint32_t has_shadow;
-
- float position[3];
- float attenuation;
-
- uint32_t type;
- float spot_angle;
- float spot_attenuation;
- float radius;
-
- float shadow_color[4];
- };
-
- struct DirectLightPushConstant {
- float grid_size[3];
- uint32_t max_cascades;
-
- uint32_t cascade;
- uint32_t light_count;
- uint32_t process_offset;
- uint32_t process_increment;
-
- int32_t probe_axis_size;
- uint32_t multibounce;
- float y_mult;
- uint32_t pad;
- };
-
- enum {
- DIRECT_LIGHT_MODE_STATIC,
- DIRECT_LIGHT_MODE_DYNAMIC,
- DIRECT_LIGHT_MODE_MAX
- };
- SdfgiDirectLightShaderRD direct_light;
- RID direct_light_shader;
- RID direct_light_pipeline[DIRECT_LIGHT_MODE_MAX];
-
- enum {
- INTEGRATE_MODE_PROCESS,
- INTEGRATE_MODE_STORE,
- INTEGRATE_MODE_SCROLL,
- INTEGRATE_MODE_SCROLL_STORE,
- INTEGRATE_MODE_MAX
- };
- struct IntegratePushConstant {
- enum {
- SKY_MODE_DISABLED,
- SKY_MODE_COLOR,
- SKY_MODE_SKY,
- };
-
- float grid_size[3];
- uint32_t max_cascades;
-
- uint32_t probe_axis_size;
- uint32_t cascade;
- uint32_t history_index;
- uint32_t history_size;
-
- uint32_t ray_count;
- float ray_bias;
- int32_t image_size[2];
-
- int32_t world_offset[3];
- uint32_t sky_mode;
-
- int32_t scroll[3];
- float sky_energy;
-
- float sky_color[3];
- float y_mult;
-
- uint32_t store_ambient_texture;
- uint32_t pad[3];
- };
-
- SdfgiIntegrateShaderRD integrate;
- RID integrate_shader;
- RID integrate_pipeline[INTEGRATE_MODE_MAX];
-
- RID integrate_default_sky_uniform_set;
-
- } sdfgi_shader;
-
- void _sdfgi_erase(RenderBuffers *rb);
- int _sdfgi_get_pending_region_data(RID p_render_buffers, int p_region, Vector3i &r_local_offset, Vector3i &r_local_size, AABB &r_bounds) const;
- void _sdfgi_update_cascades(RID p_render_buffers);
-
/* GI */
-
- struct GI {
- struct SDFGIData {
- float grid_size[3];
- uint32_t max_cascades;
-
- uint32_t use_occlusion;
- int32_t probe_axis_size;
- float probe_to_uvw;
- float normal_bias;
-
- float lightprobe_tex_pixel_size[3];
- float energy;
-
- float lightprobe_uv_offset[3];
- float y_mult;
-
- float occlusion_clamp[3];
- uint32_t pad3;
-
- float occlusion_renormalize[3];
- uint32_t pad4;
-
- float cascade_probe_size[3];
- uint32_t pad5;
-
- struct ProbeCascadeData {
- float position[3]; //offset of (0,0,0) in world coordinates
- float to_probe; // 1/bounds * grid_size
- int32_t probe_world_offset[3];
- float to_cell; // 1/bounds * grid_size
- };
-
- ProbeCascadeData cascades[SDFGI::MAX_CASCADES];
- };
-
- struct GIProbeData {
- float xform[16];
- float bounds[3];
- float dynamic_range;
-
- float bias;
- float normal_bias;
- uint32_t blend_ambient;
- uint32_t texture_slot;
-
- float anisotropy_strength;
- float ao;
- float ao_size;
- uint32_t mipmaps;
- };
-
- struct PushConstant {
- int32_t screen_size[2];
- float z_near;
- float z_far;
-
- float proj_info[4];
-
- uint32_t max_giprobes;
- uint32_t high_quality_vct;
- uint32_t use_sdfgi;
- uint32_t orthogonal;
-
- float ao_color[3];
- uint32_t pad;
-
- float cam_rotation[12];
- };
-
- RID sdfgi_ubo;
- enum {
- MODE_MAX = 1
- };
-
- GiShaderRD shader;
- RID shader_version;
- RID pipelines[MODE_MAX];
- } gi;
-
bool screen_space_roughness_limiter = false;
float screen_space_roughness_limiter_amount = 0.25;
float screen_space_roughness_limiter_limit = 0.18;
@@ -1289,21 +446,29 @@ private:
void _render_buffers_debug_draw(RID p_render_buffers, RID p_shadow_atlas);
void _render_buffers_post_process_and_tonemap(RID p_render_buffers, RID p_environment, RID p_camera_effects, const CameraMatrix &p_projection);
- void _sdfgi_debug_draw(RID p_render_buffers, const CameraMatrix &p_projection, const Transform &p_transform);
/* Cluster */
struct Cluster {
/* Scene State UBO */
- struct ReflectionData { //should always be 128 bytes
+ 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 params[4]; // intensity, 0, interior , boxproject
float ambient[3]; // ambient color,
+ float intensity;
+ bool exterior;
+ bool box_project;
uint32_t ambient_mode;
+ uint32_t pad;
float local_matrix[16]; // up to here for spot and omni, rest is for directional
};
@@ -1312,10 +477,15 @@ private:
float inv_radius;
float direction[3];
float size;
- uint16_t attenuation_energy[2]; //16 bits attenuation, then energy
- uint8_t color_specular[4]; //rgb color, a specular (8 bit unorm)
- uint16_t cone_attenuation_angle[2]; // attenuation and angle, (16bit float)
- uint8_t shadow_color_enabled[4]; //shadow rgb color, a>0.5 enabled (8bit unorm)
+
+ 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;
@@ -1379,31 +549,85 @@ private:
float normal_fade;
};
+ template <class T>
+ struct InstanceSort {
+ float depth;
+ T *instance;
+ bool operator<(const InstanceSort &p_sort) const {
+ return depth < p_sort.depth;
+ }
+ };
+
ReflectionData *reflections;
+ 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;
+ InstanceSort<DecalInstance> *decal_sort;
uint32_t max_decals;
RID decal_buffer;
+ uint32_t decal_count;
- LightData *lights;
+ LightData *omni_lights;
+ LightData *spot_lights;
+
+ InstanceSort<LightInstance> *omni_light_sort;
+ InstanceSort<LightInstance> *spot_light_sort;
uint32_t max_lights;
- RID light_buffer;
- RID *lights_instances;
- Rect2i *lights_shadow_rect_cache;
- uint32_t lights_shadow_rect_cache_count = 0;
+ RID omni_light_buffer;
+ RID spot_light_buffer;
+ uint32_t omni_light_count = 0;
+ uint32_t spot_light_count = 0;
DirectionalLightData *directional_lights;
uint32_t max_directional_lights;
RID directional_light_buffer;
- LightClusterBuilder builder;
-
} cluster;
+ struct RenderState {
+ RID render_buffers;
+ Transform cam_transform;
+ CameraMatrix cam_projection;
+ bool cam_ortogonal = false;
+ const PagedArray<GeometryInstance *> *instances = nullptr;
+ const PagedArray<RID> *lights = nullptr;
+ const PagedArray<RID> *reflection_probes = nullptr;
+ const PagedArray<RID> *gi_probes = nullptr;
+ const PagedArray<RID> *decals = nullptr;
+ const PagedArray<RID> *lightmaps = nullptr;
+ RID environment;
+ RID camera_effects;
+ RID shadow_atlas;
+ RID reflection_atlas;
+ RID reflection_probe;
+ int reflection_probe_pass = 0;
+ float screen_lod_threshold = 0.0;
+
+ const RenderShadowData *render_shadows = nullptr;
+ int render_shadow_count = 0;
+ const RenderSDFGIData *render_sdfgi_regions = nullptr;
+ int render_sdfgi_region_count = 0;
+ const RenderSDFGIUpdateData *sdfgi_update_data = nullptr;
+
+ uint32_t directional_light_count = 0;
+ uint32_t gi_probe_count = 0;
+
+ LocalVector<int> cube_shadows;
+ LocalVector<int> shadows;
+ LocalVector<int> directional_shadows;
+
+ bool depth_prepass_used;
+ } render_state;
+
struct VolumetricFog {
+ enum {
+ MAX_TEMPORAL_FRAMES = 16
+ };
+
uint32_t width = 0;
uint32_t height = 0;
uint32_t depth = 0;
@@ -1412,6 +636,8 @@ private:
float spread;
RID light_density_map;
+ RID prev_light_density_map;
+
RID fog_map;
RID uniform_set;
RID uniform_set2;
@@ -1419,6 +645,8 @@ private:
RID sky_uniform_set;
int last_shadow_filter = -1;
+
+ Transform prev_cam_transform;
};
enum {
@@ -1430,7 +658,7 @@ private:
};
struct VolumetricFogShader {
- struct PushConstant {
+ struct ParamsUBO {
float fog_frustum_size_begin[2];
float fog_frustum_size_end[2];
@@ -1448,13 +676,24 @@ private:
float detail_spread;
float gi_inject;
uint32_t max_gi_probes;
- uint32_t pad;
+ 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];
};
VolumetricFogShaderRD shader;
+ RID params_ubo;
RID shader_version;
RID pipelines[VOLUMETRIC_FOG_SHADER_MAX];
@@ -1462,9 +701,7 @@ private:
uint32_t volumetric_fog_depth = 128;
uint32_t volumetric_fog_size = 128;
- bool volumetric_fog_filter_active = false;
- uint32_t volumetric_fog_directional_shadow_shrink = 512;
- uint32_t volumetric_fog_positional_shadow_shrink = 512;
+ bool volumetric_fog_filter_active = true;
void _volumetric_fog_erase(RenderBuffers *rb);
void _update_volumetric_fog(RID p_render_buffers, RID p_environment, const CameraMatrix &p_cam_projection, const Transform &p_cam_transform, RID p_shadow_atlas, int p_directional_light_count, bool p_use_directional_shadows, int p_positional_light_count, int p_gi_probe_count);
@@ -1474,13 +711,18 @@ private:
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;
bool low_end = false;
+ 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_lod_threshold = 0.0, bool p_open_pass = true, bool p_close_pass = true, bool p_clear_region = true);
+
public:
virtual Transform geometry_instance_get_transform(GeometryInstance *p_instance) = 0;
virtual AABB geometry_instance_get_aabb(GeometryInstance *p_instance) = 0;
@@ -1488,7 +730,7 @@ public:
/* SHADOW ATLAS API */
RID shadow_atlas_create();
- void shadow_atlas_set_size(RID p_atlas, int p_size);
+ void shadow_atlas_set_size(RID p_atlas, int p_size, bool p_16_bits = false);
void shadow_atlas_set_quadrant_subdivision(RID p_atlas, int p_quadrant, int p_subdivision);
bool shadow_atlas_update_light(RID p_atlas, RID p_light_intance, float p_coverage, uint64_t p_light_version);
_FORCE_INLINE_ bool shadow_atlas_owns_light_instance(RID p_atlas, RID p_light_intance) {
@@ -1509,7 +751,7 @@ public:
return Size2(atlas->size, atlas->size);
}
- void directional_shadow_atlas_set_size(int p_size);
+ void directional_shadow_atlas_set_size(int p_size, bool p_16_bits = false);
int get_directional_light_shadow_size(RID p_light_intance);
void set_directional_shadow_count(int p_count);
@@ -1523,28 +765,26 @@ public:
/* SDFGI UPDATE */
- int sdfgi_get_lightprobe_octahedron_size() const { return SDFGI::LIGHTPROBE_OCT_SIZE; }
virtual void sdfgi_update(RID p_render_buffers, RID p_environment, const Vector3 &p_world_position);
virtual int sdfgi_get_pending_region_count(RID p_render_buffers) const;
virtual AABB sdfgi_get_pending_region_bounds(RID p_render_buffers, int p_region) const;
virtual uint32_t sdfgi_get_pending_region_cascade(RID p_render_buffers, int p_region) const;
- virtual void sdfgi_update_probes(RID p_render_buffers, RID p_environment, const Vector<RID> &p_directional_lights, const RID *p_positional_light_instances, uint32_t p_positional_light_count);
RID sdfgi_get_ubo() const { return gi.sdfgi_ubo; }
+
/* SKY API */
- RID sky_create();
+ virtual RID sky_allocate();
+ virtual void sky_initialize(RID p_rid);
+
void sky_set_radiance_size(RID p_sky, int p_radiance_size);
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;
- RID sky_get_radiance_uniform_set_rd(RID p_sky, RID p_shader, int p_set) const;
- RID sky_get_material(RID p_sky) const;
-
/* ENVIRONMENT API */
- RID environment_create();
+ virtual RID environment_allocate();
+ virtual void environment_initialize(RID p_rid);
void environment_set_background(RID p_env, RS::EnvironmentBG p_bg);
void environment_set_sky(RID p_env, RID p_sky);
@@ -1585,12 +825,10 @@ public:
float environment_get_fog_height_density(RID p_env) const;
float environment_get_fog_aerial_perspective(RID p_env) const;
- void environment_set_volumetric_fog(RID p_env, bool p_enable, float p_density, const Color &p_light, float p_light_energy, float p_length, float p_detail_spread, float p_gi_inject, RS::EnvVolumetricFogShadowFilter p_shadow_filter);
+ void environment_set_volumetric_fog(RID p_env, bool p_enable, float p_density, const Color &p_light, float p_light_energy, float p_length, float p_detail_spread, float p_gi_inject, bool p_temporal_reprojection, float p_temporal_reprojection_amount);
virtual void environment_set_volumetric_fog_volume_size(int p_size, int p_depth);
virtual void environment_set_volumetric_fog_filter_active(bool p_enable);
- virtual void environment_set_volumetric_fog_directional_shadow_shrink_size(int p_shrink_size);
- virtual void environment_set_volumetric_fog_positional_shadow_shrink_size(int p_shrink_size);
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);
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);
@@ -1601,9 +839,10 @@ public:
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, RS::EnvironmentSDFGICascades p_cascades, float p_min_cell_size, RS::EnvironmentSDFGIYScale p_y_scale, bool p_use_occlusion, bool p_use_multibounce, bool p_read_sky, float p_energy, float p_normal_bias, float p_probe_bias);
+ virtual void environment_set_sdfgi(RID p_env, bool p_enable, RS::EnvironmentSDFGICascades 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);
virtual void environment_set_sdfgi_ray_count(RS::EnvironmentSDFGIRayCount p_ray_count);
virtual void environment_set_sdfgi_frames_to_converge(RS::EnvironmentSDFGIFramesToConverge p_frames);
+ virtual void environment_set_sdfgi_frames_to_update_light(RS::EnvironmentSDFGIFramesToUpdateLight p_update);
void environment_set_ssr_roughness_quality(RS::EnvironmentSSRRoughnessQuality p_quality);
RS::EnvironmentSSRRoughnessQuality environment_get_ssr_roughness_quality() const;
@@ -1613,7 +852,8 @@ public:
virtual Ref<Image> environment_bake_panorama(RID p_env, bool p_bake_irradiance, const Size2i &p_size);
- virtual RID camera_effects_create();
+ virtual RID camera_effects_allocate();
+ virtual void camera_effects_initialize(RID p_rid);
virtual void camera_effects_set_dof_blur_quality(RS::DOFBlurQuality p_quality, bool p_use_jitter);
virtual void camera_effects_set_dof_blur_bokeh_shape(RS::DOFBokehShape p_shape);
@@ -1849,64 +1089,26 @@ public:
return li->transform;
}
+ /* gi light probes */
+
RID gi_probe_instance_create(RID p_base);
void gi_probe_instance_set_transform_to_data(RID p_probe, const Transform &p_xform);
bool gi_probe_needs_update(RID p_probe) const;
void gi_probe_update(RID p_probe, bool p_update_light_instances, const Vector<RID> &p_light_instances, const PagedArray<RendererSceneRender::GeometryInstance *> &p_dynamic_objects);
+ void gi_probe_set_quality(RS::GIProbeQuality p_quality) { gi.gi_probe_quality = p_quality; }
- void gi_probe_set_quality(RS::GIProbeQuality p_quality) { gi_probe_quality = p_quality; }
-
- _FORCE_INLINE_ uint32_t gi_probe_instance_get_slot(RID p_probe) {
- GIProbeInstance *gi_probe = gi_probe_instance_owner.getornull(p_probe);
- return gi_probe->slot;
- }
- _FORCE_INLINE_ RID gi_probe_instance_get_base_probe(RID p_probe) {
- GIProbeInstance *gi_probe = gi_probe_instance_owner.getornull(p_probe);
- return gi_probe->probe;
- }
- _FORCE_INLINE_ Transform gi_probe_instance_get_transform_to_cell(RID p_probe) {
- GIProbeInstance *gi_probe = gi_probe_instance_owner.getornull(p_probe);
- return storage->gi_probe_get_to_cell_xform(gi_probe->probe) * gi_probe->transform.affine_inverse();
- }
-
- _FORCE_INLINE_ RID gi_probe_instance_get_texture(RID p_probe) {
- GIProbeInstance *gi_probe = gi_probe_instance_owner.getornull(p_probe);
- return gi_probe->texture;
- }
-
- _FORCE_INLINE_ void gi_probe_instance_set_render_index(RID p_instance, uint32_t p_render_index) {
- GIProbeInstance *gi_probe = gi_probe_instance_owner.getornull(p_instance);
- ERR_FAIL_COND(!gi_probe);
- gi_probe->render_index = p_render_index;
- }
+ /* render buffers */
- _FORCE_INLINE_ uint32_t gi_probe_instance_get_render_index(RID p_instance) {
- GIProbeInstance *gi_probe = gi_probe_instance_owner.getornull(p_instance);
- ERR_FAIL_COND_V(!gi_probe, 0);
-
- return gi_probe->render_index;
- }
- /*
- _FORCE_INLINE_ void gi_probe_instance_set_render_pass(RID p_instance, uint32_t p_render_pass) {
- GIProbeInstance *g_probe = gi_probe_instance_owner.getornull(p_instance);
- ERR_FAIL_COND(!g_probe);
- g_probe->last_pass = p_render_pass;
- }
-
- _FORCE_INLINE_ uint32_t gi_probe_instance_get_render_pass(RID p_instance) {
- GIProbeInstance *g_probe = gi_probe_instance_owner.getornull(p_instance);
- ERR_FAIL_COND_V(!g_probe, 0);
-
- return g_probe->last_pass;
- }
-*/
RID render_buffers_create();
void render_buffers_configure(RID p_render_buffers, RID p_render_target, int p_width, int p_height, RS::ViewportMSAA p_msaa, RS::ViewportScreenSpaceAA p_screen_space_aa, bool p_use_debanding);
+ void gi_set_use_half_resolution(bool p_enable);
RID render_buffers_get_ao_texture(RID p_render_buffers);
RID render_buffers_get_back_buffer_texture(RID p_render_buffers);
RID render_buffers_get_gi_probe_buffer(RID p_render_buffers);
RID render_buffers_get_default_gi_probe_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;
@@ -1927,15 +1129,10 @@ public:
float render_buffers_get_volumetric_fog_end(RID p_render_buffers);
float render_buffers_get_volumetric_fog_detail_spread(RID p_render_buffers);
- void render_scene(RID p_render_buffers, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_gi_probes, const PagedArray<RID> &p_decals, const PagedArray<RID> &p_lightmaps, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_lod_threshold);
-
- void render_shadow(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_lod_threshold = 0.0);
+ void render_scene(RID p_render_buffers, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_gi_probes, const PagedArray<RID> &p_decals, const PagedArray<RID> &p_lightmaps, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_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);
void render_material(const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region);
- void render_sdfgi(RID p_render_buffers, int p_region, const PagedArray<GeometryInstance *> &p_instances);
- void render_sdfgi_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);
-
void render_particle_collider_heightfield(RID p_collider, const Transform &p_transform, const PagedArray<GeometryInstance *> &p_instances);
virtual void set_scene_pass(uint64_t p_pass) {
@@ -1985,12 +1182,11 @@ public:
return debug_draw;
}
- virtual void set_time(double p_time, double p_step);
+ void set_time(double p_time, double p_step);
- RID get_cluster_builder_texture();
- RID get_cluster_builder_indices_buffer();
RID get_reflection_probe_buffer();
- RID get_positional_light_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;
diff --git a/servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp b/servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp
new file mode 100644
index 0000000000..769335ac16
--- /dev/null
+++ b/servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp
@@ -0,0 +1,1491 @@
+/*************************************************************************/
+/* renderer_scene_sky_rd.cpp */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 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 "renderer_scene_sky_rd.h"
+#include "core/config/project_settings.h"
+#include "renderer_scene_render_rd.h"
+#include "servers/rendering/rendering_server_default.h"
+
+////////////////////////////////////////////////////////////////////////////////
+// SKY SHADER
+
+void RendererSceneSkyRD::SkyShaderData::set_code(const String &p_code) {
+ //compile
+
+ code = p_code;
+ valid = false;
+ ubo_size = 0;
+ uniforms.clear();
+
+ if (code == String()) {
+ return; //just invalid, but no error
+ }
+
+ ShaderCompilerRD::GeneratedCode gen_code;
+ ShaderCompilerRD::IdentifierActions actions;
+
+ uses_time = false;
+ uses_half_res = false;
+ uses_quarter_res = false;
+ uses_position = false;
+ uses_light = false;
+
+ actions.render_mode_flags["use_half_res_pass"] = &uses_half_res;
+ actions.render_mode_flags["use_quarter_res_pass"] = &uses_quarter_res;
+
+ actions.usage_flag_pointers["TIME"] = &uses_time;
+ actions.usage_flag_pointers["POSITION"] = &uses_position;
+ actions.usage_flag_pointers["LIGHT0_ENABLED"] = &uses_light;
+ actions.usage_flag_pointers["LIGHT0_ENERGY"] = &uses_light;
+ actions.usage_flag_pointers["LIGHT0_DIRECTION"] = &uses_light;
+ actions.usage_flag_pointers["LIGHT0_COLOR"] = &uses_light;
+ actions.usage_flag_pointers["LIGHT0_SIZE"] = &uses_light;
+ actions.usage_flag_pointers["LIGHT1_ENABLED"] = &uses_light;
+ actions.usage_flag_pointers["LIGHT1_ENERGY"] = &uses_light;
+ actions.usage_flag_pointers["LIGHT1_DIRECTION"] = &uses_light;
+ actions.usage_flag_pointers["LIGHT1_COLOR"] = &uses_light;
+ actions.usage_flag_pointers["LIGHT1_SIZE"] = &uses_light;
+ actions.usage_flag_pointers["LIGHT2_ENABLED"] = &uses_light;
+ actions.usage_flag_pointers["LIGHT2_ENERGY"] = &uses_light;
+ actions.usage_flag_pointers["LIGHT2_DIRECTION"] = &uses_light;
+ actions.usage_flag_pointers["LIGHT2_COLOR"] = &uses_light;
+ actions.usage_flag_pointers["LIGHT2_SIZE"] = &uses_light;
+ actions.usage_flag_pointers["LIGHT3_ENABLED"] = &uses_light;
+ actions.usage_flag_pointers["LIGHT3_ENERGY"] = &uses_light;
+ actions.usage_flag_pointers["LIGHT3_DIRECTION"] = &uses_light;
+ actions.usage_flag_pointers["LIGHT3_COLOR"] = &uses_light;
+ actions.usage_flag_pointers["LIGHT3_SIZE"] = &uses_light;
+
+ actions.uniforms = &uniforms;
+
+ // !BAS! Contemplate making `SkyShader sky` accessible from this struct or even part of this struct.
+ RendererSceneRenderRD *scene_singleton = (RendererSceneRenderRD *)RendererSceneRenderRD::singleton;
+
+ Error err = scene_singleton->sky.sky_shader.compiler.compile(RS::SHADER_SKY, code, &actions, path, gen_code);
+
+ ERR_FAIL_COND(err != OK);
+
+ if (version.is_null()) {
+ version = scene_singleton->sky.sky_shader.shader.version_create();
+ }
+
+#if 0
+ print_line("**compiling shader:");
+ print_line("**defines:\n");
+ for (int i = 0; i < gen_code.defines.size(); i++) {
+ print_line(gen_code.defines[i]);
+ }
+ 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);
+#endif
+
+ scene_singleton->sky.sky_shader.shader.version_set_code(version, gen_code.uniforms, gen_code.vertex_global, gen_code.vertex, gen_code.fragment_global, gen_code.light, gen_code.fragment, gen_code.defines);
+ ERR_FAIL_COND(!scene_singleton->sky.sky_shader.shader.version_is_valid(version));
+
+ ubo_size = gen_code.uniform_total_size;
+ ubo_offsets = gen_code.uniform_offsets;
+ texture_uniforms = gen_code.texture_uniforms;
+
+ //update pipelines
+
+ for (int i = 0; i < SKY_VERSION_MAX; i++) {
+ RD::PipelineDepthStencilState depth_stencil_state;
+ depth_stencil_state.enable_depth_test = true;
+ depth_stencil_state.depth_compare_operator = RD::COMPARE_OP_LESS_OR_EQUAL;
+
+ RID shader_variant = scene_singleton->sky.sky_shader.shader.version_get_shader(version, i);
+ pipelines[i].setup(shader_variant, RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), depth_stencil_state, RD::PipelineColorBlendState::create_disabled(), 0);
+ }
+
+ valid = true;
+}
+
+void RendererSceneSkyRD::SkyShaderData::set_default_texture_param(const StringName &p_name, RID p_texture) {
+ if (!p_texture.is_valid()) {
+ default_texture_params.erase(p_name);
+ } else {
+ default_texture_params[p_name] = p_texture;
+ }
+}
+
+void RendererSceneSkyRD::SkyShaderData::get_param_list(List<PropertyInfo> *p_param_list) const {
+ Map<int, StringName> order;
+
+ for (Map<StringName, ShaderLanguage::ShaderNode::Uniform>::Element *E = uniforms.front(); E; E = E->next()) {
+ if (E->get().scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_GLOBAL || E->get().scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
+ continue;
+ }
+
+ if (E->get().texture_order >= 0) {
+ order[E->get().texture_order + 100000] = E->key();
+ } else {
+ order[E->get().order] = E->key();
+ }
+ }
+
+ for (Map<int, StringName>::Element *E = order.front(); E; E = E->next()) {
+ PropertyInfo pi = ShaderLanguage::uniform_to_property_info(uniforms[E->get()]);
+ pi.name = E->get();
+ p_param_list->push_back(pi);
+ }
+}
+
+void RendererSceneSkyRD::SkyShaderData::get_instance_param_list(List<RendererStorage::InstanceShaderParam> *p_param_list) const {
+ for (Map<StringName, ShaderLanguage::ShaderNode::Uniform>::Element *E = uniforms.front(); E; E = E->next()) {
+ if (E->get().scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
+ continue;
+ }
+
+ RendererStorage::InstanceShaderParam p;
+ p.info = ShaderLanguage::uniform_to_property_info(E->get());
+ p.info.name = E->key(); //supply name
+ p.index = E->get().instance_index;
+ p.default_value = ShaderLanguage::constant_value_to_variant(E->get().default_value, E->get().type, E->get().hint);
+ p_param_list->push_back(p);
+ }
+}
+
+bool RendererSceneSkyRD::SkyShaderData::is_param_texture(const StringName &p_param) const {
+ if (!uniforms.has(p_param)) {
+ return false;
+ }
+
+ return uniforms[p_param].texture_order >= 0;
+}
+
+bool RendererSceneSkyRD::SkyShaderData::is_animated() const {
+ return false;
+}
+
+bool RendererSceneSkyRD::SkyShaderData::casts_shadows() const {
+ return false;
+}
+
+Variant RendererSceneSkyRD::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;
+ return ShaderLanguage::constant_value_to_variant(default_value, uniform.type, uniform.hint);
+ }
+ return Variant();
+}
+
+RS::ShaderNativeSourceCode RendererSceneSkyRD::SkyShaderData::get_native_source_code() const {
+ RendererSceneRenderRD *scene_singleton = (RendererSceneRenderRD *)RendererSceneRenderRD::singleton;
+
+ return scene_singleton->sky.sky_shader.shader.version_get_native_source_code(version);
+}
+
+RendererSceneSkyRD::SkyShaderData::SkyShaderData() {
+ valid = false;
+}
+
+RendererSceneSkyRD::SkyShaderData::~SkyShaderData() {
+ RendererSceneRenderRD *scene_singleton = (RendererSceneRenderRD *)RendererSceneRenderRD::singleton;
+ ERR_FAIL_COND(!scene_singleton);
+ //pipeline variants will clear themselves if shader is gone
+ if (version.is_valid()) {
+ scene_singleton->sky.sky_shader.shader.version_free(version);
+ }
+}
+
+////////////////////////////////////////////////////////////////////////////////
+// Sky material
+
+void RendererSceneSkyRD::SkyMaterialData::update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
+ RendererSceneRenderRD *scene_singleton = (RendererSceneRenderRD *)RendererSceneRenderRD::singleton;
+
+ uniform_set_updated = true;
+
+ if ((uint32_t)ubo_data.size() != shader_data->ubo_size) {
+ p_uniform_dirty = true;
+ if (uniform_buffer.is_valid()) {
+ RD::get_singleton()->free(uniform_buffer);
+ uniform_buffer = RID();
+ }
+
+ ubo_data.resize(shader_data->ubo_size);
+ if (ubo_data.size()) {
+ uniform_buffer = RD::get_singleton()->uniform_buffer_create(ubo_data.size());
+ memset(ubo_data.ptrw(), 0, ubo_data.size()); //clear
+ }
+
+ //clear previous uniform set
+ if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
+ RD::get_singleton()->free(uniform_set);
+ uniform_set = RID();
+ }
+ }
+
+ //check whether buffer changed
+ if (p_uniform_dirty && ubo_data.size()) {
+ update_uniform_buffer(shader_data->uniforms, shader_data->ubo_offsets.ptr(), p_parameters, ubo_data.ptrw(), ubo_data.size(), false);
+ RD::get_singleton()->buffer_update(uniform_buffer, 0, ubo_data.size(), ubo_data.ptrw());
+ }
+
+ uint32_t tex_uniform_count = shader_data->texture_uniforms.size();
+
+ if ((uint32_t)texture_cache.size() != tex_uniform_count) {
+ texture_cache.resize(tex_uniform_count);
+ p_textures_dirty = true;
+
+ //clear previous uniform set
+ if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
+ RD::get_singleton()->free(uniform_set);
+ uniform_set = RID();
+ }
+ }
+
+ if (p_textures_dirty && tex_uniform_count) {
+ update_textures(p_parameters, shader_data->default_texture_params, shader_data->texture_uniforms, texture_cache.ptrw(), true);
+ }
+
+ if (shader_data->ubo_size == 0 && shader_data->texture_uniforms.size() == 0) {
+ // This material does not require an uniform set, so don't create it.
+ return;
+ }
+
+ if (!p_textures_dirty && uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
+ //no reason to update uniform set, only UBO (or nothing) was needed to update
+ return;
+ }
+
+ Vector<RD::Uniform> uniforms;
+
+ {
+ if (shader_data->ubo_size) {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
+ u.binding = 0;
+ u.ids.push_back(uniform_buffer);
+ uniforms.push_back(u);
+ }
+
+ const RID *textures = texture_cache.ptrw();
+ for (uint32_t i = 0; i < tex_uniform_count; i++) {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ u.binding = 1 + i;
+ u.ids.push_back(textures[i]);
+ uniforms.push_back(u);
+ }
+ }
+
+ uniform_set = RD::get_singleton()->uniform_set_create(uniforms, scene_singleton->sky.sky_shader.shader.version_get_shader(shader_data->version, 0), SKY_SET_MATERIAL);
+}
+
+RendererSceneSkyRD::SkyMaterialData::~SkyMaterialData() {
+ if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
+ RD::get_singleton()->free(uniform_set);
+ }
+
+ if (uniform_buffer.is_valid()) {
+ RD::get_singleton()->free(uniform_buffer);
+ }
+}
+
+////////////////////////////////////////////////////////////////////////////////
+// ReflectionData
+
+void RendererSceneSkyRD::ReflectionData::clear_reflection_data() {
+ layers.clear();
+ radiance_base_cubemap = RID();
+ if (downsampled_radiance_cubemap.is_valid()) {
+ RD::get_singleton()->free(downsampled_radiance_cubemap);
+ }
+ downsampled_radiance_cubemap = RID();
+ downsampled_layer.mipmaps.clear();
+ 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) {
+ //recreate radiance and all data
+
+ int mipmaps = p_mipmaps;
+ uint32_t w = p_size, h = p_size;
+
+ if (p_use_array) {
+ int num_layers = p_low_quality ? 8 : p_roughness_layers;
+
+ for (int i = 0; i < num_layers; i++) {
+ ReflectionData::Layer layer;
+ uint32_t mmw = w;
+ uint32_t mmh = h;
+ layer.mipmaps.resize(mipmaps);
+ layer.views.resize(mipmaps);
+ for (int j = 0; j < mipmaps; j++) {
+ ReflectionData::Layer::Mipmap &mm = layer.mipmaps.write[j];
+ mm.size.width = mmw;
+ mm.size.height = mmh;
+ for (int k = 0; k < 6; k++) {
+ mm.views[k] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_base_cube, p_base_layer + i * 6 + k, j);
+ Vector<RID> fbtex;
+ fbtex.push_back(mm.views[k]);
+ mm.framebuffers[k] = RD::get_singleton()->framebuffer_create(fbtex);
+ }
+
+ layer.views.write[j] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_base_cube, p_base_layer + i * 6, j, RD::TEXTURE_SLICE_CUBEMAP);
+
+ mmw = MAX(1, mmw >> 1);
+ mmh = MAX(1, mmh >> 1);
+ }
+
+ layers.push_back(layer);
+ }
+
+ } else {
+ mipmaps = p_low_quality ? 8 : mipmaps;
+ //regular cubemap, lower quality (aliasing, less memory)
+ ReflectionData::Layer layer;
+ uint32_t mmw = w;
+ uint32_t mmh = h;
+ layer.mipmaps.resize(mipmaps);
+ layer.views.resize(mipmaps);
+ for (int j = 0; j < mipmaps; j++) {
+ ReflectionData::Layer::Mipmap &mm = layer.mipmaps.write[j];
+ mm.size.width = mmw;
+ mm.size.height = mmh;
+ for (int k = 0; k < 6; k++) {
+ mm.views[k] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_base_cube, p_base_layer + k, j);
+ Vector<RID> fbtex;
+ fbtex.push_back(mm.views[k]);
+ mm.framebuffers[k] = RD::get_singleton()->framebuffer_create(fbtex);
+ }
+
+ layer.views.write[j] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_base_cube, p_base_layer, j, RD::TEXTURE_SLICE_CUBEMAP);
+
+ mmw = MAX(1, mmw >> 1);
+ mmh = MAX(1, mmh >> 1);
+ }
+
+ layers.push_back(layer);
+ }
+
+ radiance_base_cubemap = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_base_cube, p_base_layer, 0, RD::TEXTURE_SLICE_CUBEMAP);
+
+ RD::TextureFormat tf;
+ tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
+ tf.width = 64; // Always 64x64
+ tf.height = 64;
+ tf.texture_type = RD::TEXTURE_TYPE_CUBE;
+ tf.array_layers = 6;
+ tf.mipmaps = 7;
+ 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());
+ {
+ uint32_t mmw = 64;
+ uint32_t mmh = 64;
+ downsampled_layer.mipmaps.resize(7);
+ for (int j = 0; j < downsampled_layer.mipmaps.size(); j++) {
+ ReflectionData::DownsampleLayer::Mipmap &mm = downsampled_layer.mipmaps.write[j];
+ mm.size.width = mmw;
+ mm.size.height = mmh;
+ mm.view = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), downsampled_radiance_cubemap, 0, j, RD::TEXTURE_SLICE_CUBEMAP);
+
+ mmw = MAX(1, mmw >> 1);
+ mmh = MAX(1, mmh >> 1);
+ }
+ }
+}
+
+void RendererSceneSkyRD::ReflectionData::create_reflection_fast_filter(RendererStorageRD *p_storage, bool p_use_arrays) {
+ p_storage->get_effects()->cubemap_downsample(radiance_base_cubemap, downsampled_layer.mipmaps[0].view, downsampled_layer.mipmaps[0].size);
+
+ for (int i = 1; i < downsampled_layer.mipmaps.size(); i++) {
+ p_storage->get_effects()->cubemap_downsample(downsampled_layer.mipmaps[i - 1].view, downsampled_layer.mipmaps[i].view, downsampled_layer.mipmaps[i].size);
+ }
+
+ Vector<RID> views;
+ if (p_use_arrays) {
+ for (int i = 1; i < layers.size(); i++) {
+ views.push_back(layers[i].views[0]);
+ }
+ } else {
+ for (int i = 1; i < layers[0].views.size(); i++) {
+ views.push_back(layers[0].views[i]);
+ }
+ }
+
+ p_storage->get_effects()->cubemap_filter(downsampled_radiance_cubemap, views, p_use_arrays);
+}
+
+void RendererSceneSkyRD::ReflectionData::create_reflection_importance_sample(RendererStorageRD *p_storage, bool p_use_arrays, int p_cube_side, int p_base_layer, uint32_t p_sky_ggx_samples_quality) {
+ if (p_use_arrays) {
+ //render directly to the layers
+ p_storage->get_effects()->cubemap_roughness(radiance_base_cubemap, layers[p_base_layer].views[0], p_cube_side, p_sky_ggx_samples_quality, float(p_base_layer) / (layers.size() - 1.0), layers[p_base_layer].mipmaps[0].size.x);
+ } else {
+ p_storage->get_effects()->cubemap_roughness(
+ layers[0].views[p_base_layer - 1],
+ layers[0].views[p_base_layer],
+ p_cube_side,
+ p_sky_ggx_samples_quality,
+ float(p_base_layer) / (layers[0].mipmaps.size() - 1.0),
+ layers[0].mipmaps[p_base_layer].size.x);
+ }
+}
+
+void RendererSceneSkyRD::ReflectionData::update_reflection_mipmaps(RendererStorageRD *p_storage, int p_start, int p_end) {
+ for (int i = p_start; i < p_end; i++) {
+ for (int j = 0; j < layers[i].views.size() - 1; j++) {
+ RID view = layers[i].views[j];
+ RID texture = layers[i].views[j + 1];
+ Size2i size = layers[i].mipmaps[j + 1].size;
+ p_storage->get_effects()->cubemap_downsample(view, texture, size);
+ }
+ }
+}
+
+////////////////////////////////////////////////////////////////////////////////
+// RendererSceneSkyRD::Sky
+
+void RendererSceneSkyRD::Sky::free(RendererStorageRD *p_storage) {
+ if (radiance.is_valid()) {
+ RD::get_singleton()->free(radiance);
+ radiance = RID();
+ }
+ reflection.clear_reflection_data();
+
+ if (uniform_buffer.is_valid()) {
+ RD::get_singleton()->free(uniform_buffer);
+ uniform_buffer = RID();
+ }
+
+ if (half_res_pass.is_valid()) {
+ RD::get_singleton()->free(half_res_pass);
+ half_res_pass = RID();
+ }
+
+ if (quarter_res_pass.is_valid()) {
+ RD::get_singleton()->free(quarter_res_pass);
+ quarter_res_pass = RID();
+ }
+
+ if (material.is_valid()) {
+ p_storage->free(material);
+ }
+}
+
+RID RendererSceneSkyRD::Sky::get_textures(RendererStorageRD *p_storage, SkyTextureSetVersion p_version, RID p_default_shader_rd) {
+ if (texture_uniform_sets[p_version].is_valid() && RD::get_singleton()->uniform_set_is_valid(texture_uniform_sets[p_version])) {
+ return texture_uniform_sets[p_version];
+ }
+ Vector<RD::Uniform> uniforms;
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ u.binding = 0;
+ if (radiance.is_valid() && p_version <= SKY_TEXTURE_SET_QUARTER_RES) {
+ u.ids.push_back(radiance);
+ } else {
+ u.ids.push_back(p_storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK));
+ }
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ u.binding = 1; // half res
+ if (half_res_pass.is_valid() && p_version != SKY_TEXTURE_SET_HALF_RES && p_version != SKY_TEXTURE_SET_CUBEMAP_HALF_RES) {
+ if (p_version >= SKY_TEXTURE_SET_CUBEMAP) {
+ u.ids.push_back(reflection.layers[0].views[1]);
+ } else {
+ u.ids.push_back(half_res_pass);
+ }
+ } else {
+ if (p_version < SKY_TEXTURE_SET_CUBEMAP) {
+ u.ids.push_back(p_storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE));
+ } else {
+ u.ids.push_back(p_storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK));
+ }
+ }
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ u.binding = 2; // quarter res
+ if (quarter_res_pass.is_valid() && p_version != SKY_TEXTURE_SET_QUARTER_RES && p_version != SKY_TEXTURE_SET_CUBEMAP_QUARTER_RES) {
+ if (p_version >= SKY_TEXTURE_SET_CUBEMAP) {
+ u.ids.push_back(reflection.layers[0].views[2]);
+ } else {
+ u.ids.push_back(quarter_res_pass);
+ }
+ } else {
+ if (p_version < SKY_TEXTURE_SET_CUBEMAP) {
+ u.ids.push_back(p_storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE));
+ } else {
+ u.ids.push_back(p_storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK));
+ }
+ }
+ uniforms.push_back(u);
+ }
+
+ texture_uniform_sets[p_version] = RD::get_singleton()->uniform_set_create(uniforms, p_default_shader_rd, SKY_SET_TEXTURES);
+ return texture_uniform_sets[p_version];
+}
+
+bool RendererSceneSkyRD::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;
+ }
+ radiance_size = p_radiance_size;
+
+ if (mode == RS::SKY_MODE_REALTIME && radiance_size != 256) {
+ WARN_PRINT("Realtime Skies can only use a radiance size of 256. Radiance size will be set to 256 internally.");
+ radiance_size = 256;
+ }
+
+ if (radiance.is_valid()) {
+ RD::get_singleton()->free(radiance);
+ radiance = RID();
+ }
+ reflection.clear_reflection_data();
+
+ return true;
+}
+
+bool RendererSceneSkyRD::Sky::set_mode(RS::SkyMode p_mode) {
+ if (mode == p_mode) {
+ return false;
+ }
+
+ mode = p_mode;
+
+ if (mode == RS::SKY_MODE_REALTIME && radiance_size != 256) {
+ WARN_PRINT("Realtime Skies can only use a radiance size of 256. Radiance size will be set to 256 internally.");
+ set_radiance_size(256);
+ }
+
+ if (radiance.is_valid()) {
+ RD::get_singleton()->free(radiance);
+ radiance = RID();
+ }
+ reflection.clear_reflection_data();
+
+ return true;
+}
+
+bool RendererSceneSkyRD::Sky::set_material(RID p_material) {
+ if (material == p_material) {
+ return false;
+ }
+
+ material = p_material;
+ return true;
+}
+
+Ref<Image> RendererSceneSkyRD::Sky::bake_panorama(RendererStorageRD *p_storage, float p_energy, int p_roughness_layers, const Size2i &p_size) {
+ if (radiance.is_valid()) {
+ RD::TextureFormat tf;
+ tf.format = RD::DATA_FORMAT_R32G32B32A32_SFLOAT;
+ 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;
+
+ RID rad_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ p_storage->get_effects()->copy_cubemap_to_panorama(radiance, rad_tex, p_size, p_roughness_layers, reflection.layers.size() > 1);
+ Vector<uint8_t> data = RD::get_singleton()->texture_get_data(rad_tex, 0);
+ RD::get_singleton()->free(rad_tex);
+
+ Ref<Image> img;
+ img.instance();
+ img->create(p_size.width, p_size.height, false, Image::FORMAT_RGBAF, data);
+ for (int i = 0; i < p_size.width; i++) {
+ for (int j = 0; j < p_size.height; j++) {
+ Color c = img->get_pixel(i, j);
+ c.r *= p_energy;
+ c.g *= p_energy;
+ c.b *= p_energy;
+ img->set_pixel(i, j, c);
+ }
+ }
+ return img;
+ }
+
+ return Ref<Image>();
+}
+
+////////////////////////////////////////////////////////////////////////////////
+// RendererSceneSkyRD
+
+RendererStorageRD::ShaderData *RendererSceneSkyRD::_create_sky_shader_func() {
+ SkyShaderData *shader_data = memnew(SkyShaderData);
+ return shader_data;
+}
+
+RendererStorageRD::ShaderData *RendererSceneSkyRD::_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();
+};
+
+RendererStorageRD::MaterialData *RendererSceneSkyRD::_create_sky_material_func(SkyShaderData *p_shader) {
+ SkyMaterialData *material_data = memnew(SkyMaterialData);
+ material_data->shader_data = p_shader;
+ material_data->last_frame = false;
+ //update will happen later anyway so do nothing.
+ return material_data;
+}
+
+RendererStorageRD::MaterialData *RendererSceneSkyRD::_create_sky_material_funcs(RendererStorageRD::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() {
+ 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(RendererStorageRD *p_storage) {
+ storage = p_storage;
+
+ {
+ // Start with the directional lights for the sky
+ sky_scene_state.max_directional_lights = 4;
+ uint32_t directional_light_buffer_size = sky_scene_state.max_directional_lights * sizeof(SkyDirectionalLightData);
+ sky_scene_state.directional_lights = memnew_arr(SkyDirectionalLightData, sky_scene_state.max_directional_lights);
+ sky_scene_state.last_frame_directional_lights = memnew_arr(SkyDirectionalLightData, sky_scene_state.max_directional_lights);
+ sky_scene_state.last_frame_directional_light_count = sky_scene_state.max_directional_lights + 1;
+ sky_scene_state.directional_light_buffer = RD::get_singleton()->uniform_buffer_create(directional_light_buffer_size);
+
+ String defines = "\n#define MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS " + itos(sky_scene_state.max_directional_lights) + "\n";
+
+ // Initialize sky
+ Vector<String> sky_modes;
+ sky_modes.push_back(""); // Full size
+ sky_modes.push_back("\n#define USE_HALF_RES_PASS\n"); // Half Res
+ sky_modes.push_back("\n#define USE_QUARTER_RES_PASS\n"); // Quarter res
+ sky_modes.push_back("\n#define USE_CUBEMAP_PASS\n"); // Cubemap
+ sky_modes.push_back("\n#define USE_CUBEMAP_PASS\n#define USE_HALF_RES_PASS\n"); // Half Res Cubemap
+ sky_modes.push_back("\n#define USE_CUBEMAP_PASS\n#define USE_QUARTER_RES_PASS\n"); // Quarter res Cubemap
+ sky_shader.shader.initialize(sky_modes, defines);
+ }
+
+ // register our shader funds
+ storage->shader_set_data_request_function(RendererStorageRD::SHADER_TYPE_SKY, _create_sky_shader_funcs);
+ storage->material_set_data_request_function(RendererStorageRD::SHADER_TYPE_SKY, _create_sky_material_funcs);
+
+ {
+ ShaderCompilerRD::DefaultIdentifierActions actions;
+
+ actions.renames["COLOR"] = "color";
+ actions.renames["ALPHA"] = "alpha";
+ actions.renames["EYEDIR"] = "cube_normal";
+ actions.renames["POSITION"] = "params.position_multiplier.xyz";
+ actions.renames["SKY_COORDS"] = "panorama_coords";
+ actions.renames["SCREEN_UV"] = "uv";
+ actions.renames["TIME"] = "params.time";
+ actions.renames["HALF_RES_COLOR"] = "half_res_color";
+ actions.renames["QUARTER_RES_COLOR"] = "quarter_res_color";
+ actions.renames["RADIANCE"] = "radiance";
+ actions.renames["FOG"] = "custom_fog";
+ actions.renames["LIGHT0_ENABLED"] = "directional_lights.data[0].enabled";
+ actions.renames["LIGHT0_DIRECTION"] = "directional_lights.data[0].direction_energy.xyz";
+ actions.renames["LIGHT0_ENERGY"] = "directional_lights.data[0].direction_energy.w";
+ actions.renames["LIGHT0_COLOR"] = "directional_lights.data[0].color_size.xyz";
+ actions.renames["LIGHT0_SIZE"] = "directional_lights.data[0].color_size.w";
+ actions.renames["LIGHT1_ENABLED"] = "directional_lights.data[1].enabled";
+ actions.renames["LIGHT1_DIRECTION"] = "directional_lights.data[1].direction_energy.xyz";
+ actions.renames["LIGHT1_ENERGY"] = "directional_lights.data[1].direction_energy.w";
+ actions.renames["LIGHT1_COLOR"] = "directional_lights.data[1].color_size.xyz";
+ actions.renames["LIGHT1_SIZE"] = "directional_lights.data[1].color_size.w";
+ actions.renames["LIGHT2_ENABLED"] = "directional_lights.data[2].enabled";
+ actions.renames["LIGHT2_DIRECTION"] = "directional_lights.data[2].direction_energy.xyz";
+ actions.renames["LIGHT2_ENERGY"] = "directional_lights.data[2].direction_energy.w";
+ actions.renames["LIGHT2_COLOR"] = "directional_lights.data[2].color_size.xyz";
+ actions.renames["LIGHT2_SIZE"] = "directional_lights.data[2].color_size.w";
+ actions.renames["LIGHT3_ENABLED"] = "directional_lights.data[3].enabled";
+ actions.renames["LIGHT3_DIRECTION"] = "directional_lights.data[3].direction_energy.xyz";
+ actions.renames["LIGHT3_ENERGY"] = "directional_lights.data[3].direction_energy.w";
+ actions.renames["LIGHT3_COLOR"] = "directional_lights.data[3].color_size.xyz";
+ actions.renames["LIGHT3_SIZE"] = "directional_lights.data[3].color_size.w";
+ actions.renames["AT_CUBEMAP_PASS"] = "AT_CUBEMAP_PASS";
+ actions.renames["AT_HALF_RES_PASS"] = "AT_HALF_RES_PASS";
+ actions.renames["AT_QUARTER_RES_PASS"] = "AT_QUARTER_RES_PASS";
+ actions.custom_samplers["RADIANCE"] = "material_samplers[3]";
+ 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.sampler_array_name = "material_samplers";
+ actions.base_texture_binding_index = 1;
+ actions.texture_layout_set = 1;
+ actions.base_uniform_string = "material.";
+ actions.base_varying_index = 10;
+
+ actions.default_filter = ShaderLanguage::FILTER_LINEAR_MIPMAP;
+ actions.default_repeat = ShaderLanguage::REPEAT_ENABLE;
+ actions.global_buffer_array_variable = "global_variables.data";
+
+ sky_shader.compiler.initialize(actions);
+ }
+
+ {
+ // default material and shader for sky shader
+ sky_shader.default_shader = storage->shader_allocate();
+ storage->shader_initialize(sky_shader.default_shader);
+
+ storage->shader_set_code(sky_shader.default_shader, "shader_type sky; void fragment() { COLOR = vec3(0.0); } \n");
+
+ sky_shader.default_material = storage->material_allocate();
+ storage->material_initialize(sky_shader.default_material);
+
+ storage->material_set_shader(sky_shader.default_material, sky_shader.default_shader);
+
+ SkyMaterialData *md = (SkyMaterialData *)storage->material_get_data(sky_shader.default_material, RendererStorageRD::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));
+
+ Vector<RD::Uniform> uniforms;
+
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
+ u.binding = 0;
+ u.ids.resize(12);
+ RID *ids_ptr = u.ids.ptrw();
+ ids_ptr[0] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ ids_ptr[1] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ ids_ptr[2] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ ids_ptr[3] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ ids_ptr[4] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ ids_ptr[5] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ ids_ptr[6] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
+ ids_ptr[7] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
+ ids_ptr[8] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
+ ids_ptr[9] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
+ ids_ptr[10] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
+ ids_ptr[11] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
+ uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u.binding = 1;
+ u.ids.push_back(storage->global_variables_get_storage_buffer());
+ uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+ u.binding = 2;
+ u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
+ u.ids.push_back(sky_scene_state.uniform_buffer);
+ uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+ u.binding = 3;
+ u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
+ u.ids.push_back(sky_scene_state.directional_light_buffer);
+ uniforms.push_back(u);
+ }
+
+ sky_scene_state.uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sky_shader.default_shader_rd, SKY_SET_UNIFORMS);
+ }
+
+ {
+ Vector<RD::Uniform> uniforms;
+ {
+ RD::Uniform u;
+ u.binding = 0;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ RID vfog = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE);
+ u.ids.push_back(vfog);
+ uniforms.push_back(u);
+ }
+
+ sky_scene_state.default_fog_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sky_shader.default_shader_rd, SKY_SET_FOG);
+ }
+
+ {
+ // Need defaults for using fog with clear color
+ sky_scene_state.fog_shader = storage->shader_allocate();
+ storage->shader_initialize(sky_scene_state.fog_shader);
+
+ storage->shader_set_code(sky_scene_state.fog_shader, "shader_type sky; uniform vec4 clear_color; void fragment() { COLOR = clear_color.rgb; } \n");
+ sky_scene_state.fog_material = storage->material_allocate();
+ storage->material_initialize(sky_scene_state.fog_material);
+
+ storage->material_set_shader(sky_scene_state.fog_material, sky_scene_state.fog_shader);
+
+ Vector<RD::Uniform> uniforms;
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ u.binding = 0;
+ u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK));
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ u.binding = 1;
+ u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE));
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ u.binding = 2;
+ u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE));
+ uniforms.push_back(u);
+ }
+
+ sky_scene_state.fog_only_texture_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sky_shader.default_shader_rd, SKY_SET_TEXTURES);
+ }
+}
+
+void RendererSceneSkyRD::setup(RendererSceneEnvironmentRD *p_env, RID p_render_buffers, const CameraMatrix &p_projection, const Transform &p_transform, const Size2i p_screen_size, RendererSceneRenderRD *p_scene_render) {
+ ERR_FAIL_COND(!p_env); // I guess without an environment we also can't have a sky...
+
+ SkyMaterialData *material = nullptr;
+ Sky *sky = get_sky(p_env->sky);
+
+ RID sky_material;
+
+ SkyShaderData *shader_data = nullptr;
+
+ RS::EnvironmentBG background = p_env->background;
+
+ if (!(background == RS::ENV_BG_CLEAR_COLOR || background == RS::ENV_BG_COLOR) || sky) {
+ // !BAS! Possibly silently fail here, we now get error spam when you select sky as the background but haven't setup the sky yet.
+ ERR_FAIL_COND(!sky);
+ sky_material = sky_get_material(p_env->sky);
+
+ if (sky_material.is_valid()) {
+ material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY);
+ if (!material || !material->shader_data->valid) {
+ material = nullptr;
+ }
+ }
+
+ if (!material) {
+ sky_material = sky_shader.default_material;
+ material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY);
+ }
+
+ ERR_FAIL_COND(!material);
+
+ shader_data = material->shader_data;
+
+ ERR_FAIL_COND(!shader_data);
+ }
+
+ if (sky) {
+ // Invalidate supbass buffers if screen size changes
+ if (sky->screen_size != p_screen_size) {
+ sky->screen_size = p_screen_size;
+ sky->screen_size.x = sky->screen_size.x < 4 ? 4 : sky->screen_size.x;
+ sky->screen_size.y = sky->screen_size.y < 4 ? 4 : sky->screen_size.y;
+ if (shader_data->uses_half_res) {
+ if (sky->half_res_pass.is_valid()) {
+ RD::get_singleton()->free(sky->half_res_pass);
+ sky->half_res_pass = RID();
+ }
+ invalidate_sky(sky);
+ }
+ if (shader_data->uses_quarter_res) {
+ if (sky->quarter_res_pass.is_valid()) {
+ RD::get_singleton()->free(sky->quarter_res_pass);
+ sky->quarter_res_pass = RID();
+ }
+ invalidate_sky(sky);
+ }
+ }
+
+ // Create new subpass buffers if necessary
+ if ((shader_data->uses_half_res && sky->half_res_pass.is_null()) ||
+ (shader_data->uses_quarter_res && sky->quarter_res_pass.is_null()) ||
+ sky->radiance.is_null()) {
+ invalidate_sky(sky);
+ update_dirty_skys();
+ }
+
+ if (shader_data->uses_time && p_scene_render->time - sky->prev_time > 0.00001) {
+ sky->prev_time = p_scene_render->time;
+ sky->reflection.dirty = true;
+ RenderingServerDefault::redraw_request();
+ }
+
+ if (material != sky->prev_material) {
+ sky->prev_material = material;
+ sky->reflection.dirty = true;
+ }
+
+ if (material->uniform_set_updated) {
+ material->uniform_set_updated = false;
+ sky->reflection.dirty = true;
+ }
+
+ if (!p_transform.origin.is_equal_approx(sky->prev_position) && shader_data->uses_position) {
+ sky->prev_position = p_transform.origin;
+ sky->reflection.dirty = true;
+ }
+
+ if (shader_data->uses_light) {
+ // Check whether the directional_light_buffer changes
+ bool light_data_dirty = false;
+
+ if (sky_scene_state.ubo.directional_light_count != sky_scene_state.last_frame_directional_light_count) {
+ 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;
+ }
+ }
+ if (!light_data_dirty) {
+ for (uint32_t i = 0; i < sky_scene_state.ubo.directional_light_count; i++) {
+ if (sky_scene_state.directional_lights[i].direction[0] != sky_scene_state.last_frame_directional_lights[i].direction[0] ||
+ sky_scene_state.directional_lights[i].direction[1] != sky_scene_state.last_frame_directional_lights[i].direction[1] ||
+ sky_scene_state.directional_lights[i].direction[2] != sky_scene_state.last_frame_directional_lights[i].direction[2] ||
+ sky_scene_state.directional_lights[i].energy != sky_scene_state.last_frame_directional_lights[i].energy ||
+ sky_scene_state.directional_lights[i].color[0] != sky_scene_state.last_frame_directional_lights[i].color[0] ||
+ sky_scene_state.directional_lights[i].color[1] != sky_scene_state.last_frame_directional_lights[i].color[1] ||
+ sky_scene_state.directional_lights[i].color[2] != sky_scene_state.last_frame_directional_lights[i].color[2] ||
+ sky_scene_state.directional_lights[i].enabled != sky_scene_state.last_frame_directional_lights[i].enabled ||
+ sky_scene_state.directional_lights[i].size != sky_scene_state.last_frame_directional_lights[i].size) {
+ light_data_dirty = true;
+ break;
+ }
+ }
+ }
+
+ if (light_data_dirty) {
+ RD::get_singleton()->buffer_update(sky_scene_state.directional_light_buffer, 0, sizeof(SkyDirectionalLightData) * sky_scene_state.max_directional_lights, sky_scene_state.directional_lights);
+
+ SkyDirectionalLightData *temp = sky_scene_state.last_frame_directional_lights;
+ sky_scene_state.last_frame_directional_lights = sky_scene_state.directional_lights;
+ sky_scene_state.directional_lights = temp;
+ sky_scene_state.last_frame_directional_light_count = sky_scene_state.ubo.directional_light_count;
+ sky->reflection.dirty = true;
+ }
+ }
+ }
+
+ //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)) {
+ sky_scene_state.ubo.volumetric_fog_enabled = true;
+
+ float fog_end = p_scene_render->render_buffers_get_volumetric_fog_end(p_render_buffers);
+ 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
+ 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;
+ }
+ }
+
+ RID fog_uniform_set = p_scene_render->render_buffers_get_volumetric_fog_sky_uniform_set(p_render_buffers);
+
+ if (fog_uniform_set != RID()) {
+ sky_scene_state.fog_uniform_set = fog_uniform_set;
+ } else {
+ sky_scene_state.fog_uniform_set = sky_scene_state.default_fog_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.to_linear();
+ float fog_energy = p_env->fog_light_energy;
+ 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;
+
+ 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 Transform &p_transform, double p_time) {
+ ERR_FAIL_COND(!p_env);
+
+ Sky *sky = get_sky(p_env->sky);
+ ERR_FAIL_COND(!sky);
+
+ RID sky_material = sky_get_material(p_env->sky);
+
+ SkyMaterialData *material = nullptr;
+
+ if (sky_material.is_valid()) {
+ material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY);
+ if (!material || !material->shader_data->valid) {
+ material = nullptr;
+ }
+ }
+
+ if (!material) {
+ sky_material = sky_shader.default_material;
+ material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY);
+ }
+
+ ERR_FAIL_COND(!material);
+
+ SkyShaderData *shader_data = material->shader_data;
+
+ 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;
+
+ if (sky_mode == RS::SKY_MODE_AUTOMATIC) {
+ if (shader_data->uses_time || shader_data->uses_position) {
+ update_single_frame = true;
+ sky_mode = RS::SKY_MODE_REALTIME;
+ } else if (shader_data->uses_light || shader_data->ubo_size > 0) {
+ update_single_frame = false;
+ sky_mode = RS::SKY_MODE_INCREMENTAL;
+ } else {
+ update_single_frame = true;
+ sky_mode = RS::SKY_MODE_QUALITY;
+ }
+ }
+
+ if (sky->processing_layer == 0 && sky_mode == RS::SKY_MODE_INCREMENTAL) {
+ // On the first frame after creating sky, rebuild in single frame
+ update_single_frame = true;
+ sky_mode = RS::SKY_MODE_QUALITY;
+ }
+
+ int max_processing_layer = sky_use_cubemap_array ? sky->reflection.layers.size() : sky->reflection.layers[0].mipmaps.size();
+
+ // Update radiance cubemap
+ if (sky->reflection.dirty && (sky->processing_layer >= max_processing_layer || update_single_frame)) {
+ static const Vector3 view_normals[6] = {
+ Vector3(+1, 0, 0),
+ Vector3(-1, 0, 0),
+ Vector3(0, +1, 0),
+ Vector3(0, -1, 0),
+ Vector3(0, 0, +1),
+ Vector3(0, 0, -1)
+ };
+ static const Vector3 view_up[6] = {
+ Vector3(0, -1, 0),
+ Vector3(0, -1, 0),
+ Vector3(0, 0, +1),
+ Vector3(0, 0, -1),
+ Vector3(0, -1, 0),
+ Vector3(0, -1, 0)
+ };
+
+ CameraMatrix cm;
+ cm.set_perspective(90, 1, 0.01, 10.0);
+ CameraMatrix correction;
+ correction.set_depth_correction(true);
+ cm = correction * cm;
+
+ if (shader_data->uses_quarter_res) {
+ PipelineCacheRD *pipeline = &shader_data->pipelines[SKY_VERSION_CUBEMAP_QUARTER_RES];
+
+ Vector<Color> clear_colors;
+ clear_colors.push_back(Color(0.0, 0.0, 0.0));
+ RD::DrawListID cubemap_draw_list;
+
+ for (int i = 0; i < 6; i++) {
+ Transform local_view;
+ local_view.set_look_at(Vector3(0, 0, 0), view_normals[i], view_up[i]);
+ RID texture_uniform_set = sky->get_textures(storage, 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);
+ storage->get_effects()->render_sky(cubemap_draw_list, p_time, sky->reflection.layers[0].mipmaps[2].framebuffers[i], sky_scene_state.uniform_set, sky_scene_state.fog_uniform_set, pipeline, material->uniform_set, texture_uniform_set, cm, local_view.basis, multiplier, p_transform.origin);
+ RD::get_singleton()->draw_list_end();
+ }
+ }
+
+ if (shader_data->uses_half_res) {
+ PipelineCacheRD *pipeline = &shader_data->pipelines[SKY_VERSION_CUBEMAP_HALF_RES];
+
+ Vector<Color> clear_colors;
+ clear_colors.push_back(Color(0.0, 0.0, 0.0));
+ RD::DrawListID cubemap_draw_list;
+
+ for (int i = 0; i < 6; i++) {
+ Transform local_view;
+ local_view.set_look_at(Vector3(0, 0, 0), view_normals[i], view_up[i]);
+ RID texture_uniform_set = sky->get_textures(storage, 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);
+ storage->get_effects()->render_sky(cubemap_draw_list, p_time, sky->reflection.layers[0].mipmaps[1].framebuffers[i], sky_scene_state.uniform_set, sky_scene_state.fog_uniform_set, pipeline, material->uniform_set, texture_uniform_set, cm, local_view.basis, multiplier, p_transform.origin);
+ RD::get_singleton()->draw_list_end();
+ }
+ }
+
+ RD::DrawListID cubemap_draw_list;
+ PipelineCacheRD *pipeline = &shader_data->pipelines[SKY_VERSION_CUBEMAP];
+
+ for (int i = 0; i < 6; i++) {
+ Transform local_view;
+ local_view.set_look_at(Vector3(0, 0, 0), view_normals[i], view_up[i]);
+ RID texture_uniform_set = sky->get_textures(storage, 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);
+ storage->get_effects()->render_sky(cubemap_draw_list, p_time, sky->reflection.layers[0].mipmaps[0].framebuffers[i], sky_scene_state.uniform_set, sky_scene_state.fog_uniform_set, pipeline, material->uniform_set, texture_uniform_set, cm, local_view.basis, multiplier, p_transform.origin);
+ RD::get_singleton()->draw_list_end();
+ }
+
+ if (sky_mode == RS::SKY_MODE_REALTIME) {
+ sky->reflection.create_reflection_fast_filter(storage, sky_use_cubemap_array);
+ if (sky_use_cubemap_array) {
+ sky->reflection.update_reflection_mipmaps(storage, 0, sky->reflection.layers.size());
+ }
+ } else {
+ if (update_single_frame) {
+ for (int i = 1; i < max_processing_layer; i++) {
+ sky->reflection.create_reflection_importance_sample(storage, sky_use_cubemap_array, 10, i, sky_ggx_samples_quality);
+ }
+ if (sky_use_cubemap_array) {
+ sky->reflection.update_reflection_mipmaps(storage, 0, sky->reflection.layers.size());
+ }
+ } else {
+ if (sky_use_cubemap_array) {
+ // Multi-Frame so just update the first array level
+ sky->reflection.update_reflection_mipmaps(storage, 0, 1);
+ }
+ }
+ sky->processing_layer = 1;
+ }
+
+ sky->reflection.dirty = false;
+
+ } else {
+ if (sky_mode == RS::SKY_MODE_INCREMENTAL && sky->processing_layer < max_processing_layer) {
+ sky->reflection.create_reflection_importance_sample(storage, sky_use_cubemap_array, 10, sky->processing_layer, sky_ggx_samples_quality);
+
+ if (sky_use_cubemap_array) {
+ sky->reflection.update_reflection_mipmaps(storage, sky->processing_layer, sky->processing_layer + 1);
+ }
+
+ sky->processing_layer++;
+ }
+ }
+}
+
+void RendererSceneSkyRD::draw(RendererSceneEnvironmentRD *p_env, bool p_can_continue_color, bool p_can_continue_depth, RID p_fb, const CameraMatrix &p_projection, const Transform &p_transform, double p_time) {
+ ERR_FAIL_COND(!p_env);
+
+ Sky *sky = get_sky(p_env->sky);
+ ERR_FAIL_COND(!sky);
+
+ SkyMaterialData *material = nullptr;
+ RID sky_material;
+
+ RS::EnvironmentBG background = p_env->background;
+
+ 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);
+
+ if (sky_material.is_valid()) {
+ material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY);
+ if (!material || !material->shader_data->valid) {
+ material = nullptr;
+ }
+ }
+
+ if (!material) {
+ sky_material = sky_shader.default_material;
+ material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY);
+ }
+ }
+
+ if (background == RS::ENV_BG_CLEAR_COLOR || background == RS::ENV_BG_COLOR) {
+ sky_material = sky_scene_state.fog_material;
+ material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY);
+ }
+
+ ERR_FAIL_COND(!material);
+
+ SkyShaderData *shader_data = material->shader_data;
+
+ ERR_FAIL_COND(!shader_data);
+
+ Basis sky_transform = p_env->sky_orientation;
+ sky_transform.invert();
+
+ float multiplier = p_env->bg_energy;
+ float custom_fov = p_env->sky_custom_fov;
+ // Camera
+ CameraMatrix camera;
+
+ if (custom_fov) {
+ float near_plane = p_projection.get_z_near();
+ float far_plane = p_projection.get_z_far();
+ float aspect = p_projection.get_aspect();
+
+ camera.set_perspective(custom_fov, aspect, near_plane, far_plane);
+
+ } else {
+ camera = p_projection;
+ }
+
+ sky_transform = p_transform.basis * sky_transform;
+
+ if (shader_data->uses_quarter_res) {
+ PipelineCacheRD *pipeline = &shader_data->pipelines[SKY_VERSION_QUARTER_RES];
+
+ RID texture_uniform_set = sky->get_textures(storage, SKY_TEXTURE_SET_QUARTER_RES, sky_shader.default_shader_rd);
+
+ Vector<Color> clear_colors;
+ 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);
+ storage->get_effects()->render_sky(draw_list, p_time, sky->quarter_res_framebuffer, sky_scene_state.uniform_set, sky_scene_state.fog_uniform_set, pipeline, material->uniform_set, texture_uniform_set, camera, sky_transform, multiplier, p_transform.origin);
+ RD::get_singleton()->draw_list_end();
+ }
+
+ if (shader_data->uses_half_res) {
+ PipelineCacheRD *pipeline = &shader_data->pipelines[SKY_VERSION_HALF_RES];
+
+ RID texture_uniform_set = sky->get_textures(storage, SKY_TEXTURE_SET_HALF_RES, sky_shader.default_shader_rd);
+
+ Vector<Color> clear_colors;
+ 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);
+ storage->get_effects()->render_sky(draw_list, p_time, sky->half_res_framebuffer, sky_scene_state.uniform_set, sky_scene_state.fog_uniform_set, pipeline, material->uniform_set, texture_uniform_set, camera, sky_transform, multiplier, p_transform.origin);
+ RD::get_singleton()->draw_list_end();
+ }
+
+ PipelineCacheRD *pipeline = &shader_data->pipelines[SKY_VERSION_BACKGROUND];
+
+ RID texture_uniform_set;
+ if (sky) {
+ texture_uniform_set = sky->get_textures(storage, SKY_TEXTURE_SET_BACKGROUND, sky_shader.default_shader_rd);
+ } else {
+ texture_uniform_set = sky_scene_state.fog_only_texture_uniform_set;
+ }
+
+ 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);
+ storage->get_effects()->render_sky(draw_list, p_time, p_fb, sky_scene_state.uniform_set, sky_scene_state.fog_uniform_set, pipeline, material->uniform_set, texture_uniform_set, camera, sky_transform, multiplier, p_transform.origin);
+ RD::get_singleton()->draw_list_end();
+}
+
+void RendererSceneSkyRD::invalidate_sky(Sky *p_sky) {
+ if (!p_sky->dirty) {
+ p_sky->dirty = true;
+ p_sky->dirty_list = dirty_sky_list;
+ dirty_sky_list = p_sky;
+ }
+}
+
+void RendererSceneSkyRD::update_dirty_skys() {
+ Sky *sky = dirty_sky_list;
+
+ while (sky) {
+ bool texture_set_dirty = false;
+ //update sky configuration if texture is missing
+
+ if (sky->radiance.is_null()) {
+ int mipmaps = Image::get_image_required_mipmaps(sky->radiance_size, sky->radiance_size, Image::FORMAT_RGBAH) + 1;
+
+ uint32_t w = sky->radiance_size, h = sky->radiance_size;
+ int layers = roughness_layers;
+ if (sky->mode == RS::SKY_MODE_REALTIME) {
+ layers = 8;
+ if (roughness_layers != 8) {
+ WARN_PRINT("When using REALTIME skies, roughness_layers should be set to 8 in the project settings for best quality reflections");
+ }
+ }
+
+ if (sky_use_cubemap_array) {
+ //array (higher quality, 6 times more memory)
+ RD::TextureFormat tf;
+ tf.array_layers = layers * 6;
+ tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
+ tf.texture_type = RD::TEXTURE_TYPE_CUBE_ARRAY;
+ tf.mipmaps = mipmaps;
+ tf.width = w;
+ tf.height = h;
+ tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
+
+ sky->radiance = RD::get_singleton()->texture_create(tf, RD::TextureView());
+
+ sky->reflection.update_reflection_data(sky->radiance_size, mipmaps, true, sky->radiance, 0, sky->mode == RS::SKY_MODE_REALTIME, roughness_layers);
+
+ } else {
+ //regular cubemap, lower quality (aliasing, less memory)
+ RD::TextureFormat tf;
+ tf.array_layers = 6;
+ tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
+ tf.texture_type = RD::TEXTURE_TYPE_CUBE;
+ tf.mipmaps = MIN(mipmaps, layers);
+ tf.width = w;
+ tf.height = h;
+ tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
+
+ sky->radiance = RD::get_singleton()->texture_create(tf, RD::TextureView());
+
+ sky->reflection.update_reflection_data(sky->radiance_size, MIN(mipmaps, layers), false, sky->radiance, 0, sky->mode == RS::SKY_MODE_REALTIME, roughness_layers);
+ }
+ texture_set_dirty = true;
+ }
+
+ // Create subpass buffers if they haven't been created already
+ if (sky->half_res_pass.is_null() && !RD::get_singleton()->texture_is_valid(sky->half_res_pass) && sky->screen_size.x >= 4 && sky->screen_size.y >= 4) {
+ RD::TextureFormat tformat;
+ tformat.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
+ tformat.width = sky->screen_size.x / 2;
+ tformat.height = sky->screen_size.y / 2;
+ tformat.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
+ tformat.texture_type = RD::TEXTURE_TYPE_2D;
+
+ sky->half_res_pass = RD::get_singleton()->texture_create(tformat, RD::TextureView());
+ Vector<RID> texs;
+ texs.push_back(sky->half_res_pass);
+ sky->half_res_framebuffer = RD::get_singleton()->framebuffer_create(texs);
+ texture_set_dirty = true;
+ }
+
+ if (sky->quarter_res_pass.is_null() && !RD::get_singleton()->texture_is_valid(sky->quarter_res_pass) && sky->screen_size.x >= 4 && sky->screen_size.y >= 4) {
+ RD::TextureFormat tformat;
+ tformat.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
+ tformat.width = sky->screen_size.x / 4;
+ tformat.height = sky->screen_size.y / 4;
+ tformat.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
+ tformat.texture_type = RD::TEXTURE_TYPE_2D;
+
+ sky->quarter_res_pass = RD::get_singleton()->texture_create(tformat, RD::TextureView());
+ Vector<RID> texs;
+ texs.push_back(sky->quarter_res_pass);
+ sky->quarter_res_framebuffer = RD::get_singleton()->framebuffer_create(texs);
+ texture_set_dirty = true;
+ }
+
+ if (texture_set_dirty) {
+ for (int i = 0; i < SKY_TEXTURE_SET_MAX; i++) {
+ if (sky->texture_uniform_sets[i].is_valid() && RD::get_singleton()->uniform_set_is_valid(sky->texture_uniform_sets[i])) {
+ RD::get_singleton()->free(sky->texture_uniform_sets[i]);
+ sky->texture_uniform_sets[i] = RID();
+ }
+ }
+ }
+
+ sky->reflection.dirty = true;
+ sky->processing_layer = 0;
+
+ Sky *next = sky->dirty_list;
+ sky->dirty_list = nullptr;
+ sky->dirty = false;
+ sky = next;
+ }
+
+ dirty_sky_list = nullptr;
+}
+
+RID RendererSceneSkyRD::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() {
+ return sky_owner.allocate_rid();
+}
+
+void RendererSceneSkyRD::initialize_sky_rid(RID p_rid) {
+ sky_owner.initialize_rid(p_rid, Sky());
+}
+
+RendererSceneSkyRD::Sky *RendererSceneSkyRD::get_sky(RID p_sky) const {
+ return sky_owner.getornull(p_sky);
+}
+
+void RendererSceneSkyRD::free_sky(RID p_sky) {
+ Sky *sky = get_sky(p_sky);
+ ERR_FAIL_COND(!sky);
+
+ sky->free(storage);
+ sky_owner.free(p_sky);
+}
+
+void RendererSceneSkyRD::sky_set_radiance_size(RID p_sky, int p_radiance_size) {
+ Sky *sky = get_sky(p_sky);
+ ERR_FAIL_COND(!sky);
+
+ if (sky->set_radiance_size(p_radiance_size)) {
+ invalidate_sky(sky);
+ }
+}
+
+void RendererSceneSkyRD::sky_set_mode(RID p_sky, RS::SkyMode p_mode) {
+ Sky *sky = get_sky(p_sky);
+ ERR_FAIL_COND(!sky);
+
+ if (sky->set_mode(p_mode)) {
+ invalidate_sky(sky);
+ }
+}
+
+void RendererSceneSkyRD::sky_set_material(RID p_sky, RID p_material) {
+ Sky *sky = get_sky(p_sky);
+ ERR_FAIL_COND(!sky);
+
+ if (sky->set_material(p_material)) {
+ invalidate_sky(sky);
+ }
+}
+
+Ref<Image> RendererSceneSkyRD::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>());
+
+ update_dirty_skys();
+
+ return sky->bake_panorama(storage, p_energy, p_bake_irradiance ? roughness_layers : 0, p_size);
+}
+
+RID RendererSceneSkyRD::sky_get_radiance_texture_rd(RID p_sky) const {
+ Sky *sky = get_sky(p_sky);
+ ERR_FAIL_COND_V(!sky, RID());
+
+ return sky->radiance;
+}
diff --git a/servers/rendering/renderer_rd/renderer_scene_sky_rd.h b/servers/rendering/renderer_rd/renderer_scene_sky_rd.h
new file mode 100644
index 0000000000..73390a586b
--- /dev/null
+++ b/servers/rendering/renderer_rd/renderer_scene_sky_rd.h
@@ -0,0 +1,292 @@
+/*************************************************************************/
+/* renderer_scene_sky_rd.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 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_SKY_RD_H
+#define RENDERING_SERVER_SCENE_SKY_RD_H
+
+#include "core/templates/rid_owner.h"
+#include "servers/rendering/renderer_compositor.h"
+#include "servers/rendering/renderer_rd/renderer_scene_environment_rd.h"
+#include "servers/rendering/renderer_rd/renderer_storage_rd.h"
+#include "servers/rendering/renderer_rd/shaders/sky.glsl.gen.h"
+#include "servers/rendering/renderer_scene_render.h"
+#include "servers/rendering/rendering_device.h"
+
+// Forward declare RendererSceneRenderRD so we can pass it into some of our methods, these classes are pretty tightly bound
+class RendererSceneRenderRD;
+
+class RendererSceneSkyRD {
+private:
+ RendererStorageRD *storage;
+
+public:
+ enum SkySet {
+ SKY_SET_UNIFORMS,
+ SKY_SET_MATERIAL,
+ SKY_SET_TEXTURES,
+ SKY_SET_FOG,
+ SKY_SET_MAX
+ };
+
+ enum SkyTextureSetVersion {
+ SKY_TEXTURE_SET_BACKGROUND,
+ SKY_TEXTURE_SET_HALF_RES,
+ SKY_TEXTURE_SET_QUARTER_RES,
+ SKY_TEXTURE_SET_CUBEMAP,
+ SKY_TEXTURE_SET_CUBEMAP_HALF_RES,
+ SKY_TEXTURE_SET_CUBEMAP_QUARTER_RES,
+ SKY_TEXTURE_SET_MAX
+ };
+
+ enum SkyVersion {
+ SKY_VERSION_BACKGROUND,
+ SKY_VERSION_HALF_RES,
+ SKY_VERSION_QUARTER_RES,
+ SKY_VERSION_CUBEMAP,
+ SKY_VERSION_CUBEMAP_HALF_RES,
+ SKY_VERSION_CUBEMAP_QUARTER_RES,
+ SKY_VERSION_MAX
+ };
+
+ // Skys need less info from Directional Lights than the normal shaders
+ struct SkyDirectionalLightData {
+ float direction[3];
+ float energy;
+ float color[3];
+ float size;
+ uint32_t enabled;
+ uint32_t pad[3];
+ };
+
+ 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;
+ };
+
+ UBO ubo;
+
+ SkyDirectionalLightData *directional_lights;
+ SkyDirectionalLightData *last_frame_directional_lights;
+ uint32_t max_directional_lights;
+ uint32_t last_frame_directional_light_count;
+ RID directional_light_buffer;
+ RID uniform_set;
+ RID uniform_buffer;
+ RID fog_uniform_set;
+ RID default_fog_uniform_set;
+
+ RID fog_shader;
+ RID fog_material;
+ RID fog_only_texture_uniform_set;
+ } sky_scene_state;
+
+ struct ReflectionData {
+ struct Layer {
+ struct Mipmap {
+ RID framebuffers[6];
+ RID views[6];
+ Size2i size;
+ };
+ Vector<Mipmap> mipmaps; //per-face view
+ Vector<RID> views; // per-cubemap view
+ };
+
+ struct DownsampleLayer {
+ struct Mipmap {
+ RID view;
+ Size2i size;
+ };
+ Vector<Mipmap> mipmaps;
+ };
+
+ RID radiance_base_cubemap; //cubemap for first layer, first cubemap
+ RID downsampled_radiance_cubemap;
+ DownsampleLayer downsampled_layer;
+ RID coefficient_buffer;
+
+ bool dirty = true;
+
+ Vector<Layer> layers;
+
+ void clear_reflection_data();
+ void 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);
+ void create_reflection_fast_filter(RendererStorageRD *p_storage, bool p_use_arrays);
+ void create_reflection_importance_sample(RendererStorageRD *p_storage, bool p_use_arrays, int p_cube_side, int p_base_layer, uint32_t p_sky_ggx_samples_quality);
+ void update_reflection_mipmaps(RendererStorageRD *p_storage, int p_start, int p_end);
+ };
+
+ struct SkyShaderData : public RendererStorageRD::ShaderData {
+ bool valid;
+ RID version;
+
+ PipelineCacheRD pipelines[SKY_VERSION_MAX];
+ Map<StringName, ShaderLanguage::ShaderNode::Uniform> uniforms;
+ Vector<ShaderCompilerRD::GeneratedCode::Texture> texture_uniforms;
+
+ Vector<uint32_t> ubo_offsets;
+ uint32_t ubo_size;
+
+ String path;
+ String code;
+ Map<StringName, RID> default_texture_params;
+
+ bool uses_time;
+ bool uses_position;
+ bool uses_half_res;
+ bool uses_quarter_res;
+ bool uses_light;
+
+ virtual void set_code(const String &p_Code);
+ virtual void set_default_texture_param(const StringName &p_name, RID p_texture);
+ virtual void get_param_list(List<PropertyInfo> *p_param_list) const;
+ virtual void get_instance_param_list(List<RendererStorage::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;
+ SkyShaderData();
+ virtual ~SkyShaderData();
+ };
+
+ /* Sky shader */
+
+ struct SkyShader {
+ SkyShaderRD shader;
+ ShaderCompilerRD compiler;
+
+ RID default_shader;
+ RID default_material;
+ RID default_shader_rd;
+ } sky_shader;
+
+ struct SkyMaterialData : public RendererStorageRD::MaterialData {
+ uint64_t last_frame;
+ SkyShaderData *shader_data;
+ RID uniform_buffer;
+ RID uniform_set;
+ Vector<RID> texture_cache;
+ Vector<uint8_t> ubo_data;
+ bool uniform_set_updated;
+
+ virtual void set_render_priority(int p_priority) {}
+ virtual void set_next_pass(RID p_pass) {}
+ virtual void update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty);
+ virtual ~SkyMaterialData();
+ };
+
+ struct Sky {
+ RID radiance;
+ RID half_res_pass;
+ RID half_res_framebuffer;
+ RID quarter_res_pass;
+ RID quarter_res_framebuffer;
+ Size2i screen_size;
+
+ RID texture_uniform_sets[SKY_TEXTURE_SET_MAX];
+ RID uniform_set;
+
+ RID material;
+ RID uniform_buffer;
+
+ int radiance_size = 256;
+
+ RS::SkyMode mode = RS::SKY_MODE_AUTOMATIC;
+
+ ReflectionData reflection;
+ bool dirty = false;
+ int processing_layer = 0;
+ Sky *dirty_list = nullptr;
+
+ //State to track when radiance cubemap needs updating
+ SkyMaterialData *prev_material;
+ Vector3 prev_position;
+ float prev_time;
+
+ void free(RendererStorageRD *p_storage);
+
+ RID get_textures(RendererStorageRD *p_storage, SkyTextureSetVersion p_version, RID p_default_shader_rd);
+ bool set_radiance_size(int p_radiance_size);
+ bool set_mode(RS::SkyMode p_mode);
+ bool set_material(RID p_material);
+ Ref<Image> bake_panorama(RendererStorageRD *p_storage, float p_energy, int p_roughness_layers, const Size2i &p_size);
+ };
+
+ uint32_t sky_ggx_samples_quality;
+ bool sky_use_cubemap_array;
+ Sky *dirty_sky_list = nullptr;
+ mutable RID_Owner<Sky, true> sky_owner;
+ int roughness_layers;
+
+ RendererStorageRD::ShaderData *_create_sky_shader_func();
+ static RendererStorageRD::ShaderData *_create_sky_shader_funcs();
+
+ RendererStorageRD::MaterialData *_create_sky_material_func(SkyShaderData *p_shader);
+ static RendererStorageRD::MaterialData *_create_sky_material_funcs(RendererStorageRD::ShaderData *p_shader);
+
+ RendererSceneSkyRD();
+
+ void init(RendererStorageRD *p_storage);
+
+ void setup(RendererSceneEnvironmentRD *p_env, RID p_render_buffers, const CameraMatrix &p_projection, const Transform &p_transform, const Size2i p_screen_size, RendererSceneRenderRD *p_scene_render);
+ void update(RendererSceneEnvironmentRD *p_env, const CameraMatrix &p_projection, const Transform &p_transform, double p_time);
+ void draw(RendererSceneEnvironmentRD *p_env, bool p_can_continue_color, bool p_can_continue_depth, RID p_fb, const CameraMatrix &p_projection, const Transform &p_transform, double p_time);
+
+ void invalidate_sky(Sky *p_sky);
+ void update_dirty_skys();
+
+ RID sky_get_material(RID p_sky) const;
+
+ RID allocate_sky_rid();
+ void initialize_sky_rid(RID p_rid);
+ Sky *get_sky(RID p_sky) const;
+ void free_sky(RID p_sky);
+ void sky_set_radiance_size(RID p_sky, int p_radiance_size);
+ 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 */
diff --git a/servers/rendering/renderer_rd/renderer_storage_rd.cpp b/servers/rendering/renderer_rd/renderer_storage_rd.cpp
index bf7237cad0..ba5ace8f31 100644
--- a/servers/rendering/renderer_rd/renderer_storage_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_storage_rd.cpp
@@ -36,6 +36,10 @@
#include "renderer_compositor_rd.h"
#include "servers/rendering/shader_language.h"
+bool RendererStorageRD::can_create_resources_async() const {
+ return true;
+}
+
Ref<Image> RendererStorageRD::_validate_texture_format(const Ref<Image> &p_image, TextureToRDFormat &r_format) {
Ref<Image> image = p_image->duplicate();
@@ -535,9 +539,13 @@ Ref<Image> RendererStorageRD::_validate_texture_format(const Ref<Image> &p_image
return image;
}
-RID RendererStorageRD::texture_2d_create(const Ref<Image> &p_image) {
- ERR_FAIL_COND_V(p_image.is_null(), RID());
- ERR_FAIL_COND_V(p_image->is_empty(), RID());
+RID RendererStorageRD::texture_allocate() {
+ return texture_owner.allocate_rid();
+}
+
+void RendererStorageRD::texture_2d_initialize(RID p_texture, const Ref<Image> &p_image) {
+ ERR_FAIL_COND(p_image.is_null());
+ ERR_FAIL_COND(p_image->is_empty());
TextureToRDFormat ret_format;
Ref<Image> image = _validate_texture_format(p_image, ret_format);
@@ -585,13 +593,13 @@ RID RendererStorageRD::texture_2d_create(const Ref<Image> &p_image) {
Vector<Vector<uint8_t>> data_slices;
data_slices.push_back(data);
texture.rd_texture = RD::get_singleton()->texture_create(rd_format, rd_view, data_slices);
- ERR_FAIL_COND_V(texture.rd_texture.is_null(), RID());
+ ERR_FAIL_COND(texture.rd_texture.is_null());
if (texture.rd_format_srgb != RD::DATA_FORMAT_MAX) {
rd_view.format_override = texture.rd_format_srgb;
texture.rd_texture_srgb = RD::get_singleton()->texture_create_shared(rd_view, texture.rd_texture);
if (texture.rd_texture_srgb.is_null()) {
RD::get_singleton()->free(texture.rd_texture);
- ERR_FAIL_COND_V(texture.rd_texture_srgb.is_null(), RID());
+ ERR_FAIL_COND(texture.rd_texture_srgb.is_null());
}
}
@@ -602,14 +610,14 @@ RID RendererStorageRD::texture_2d_create(const Ref<Image> &p_image) {
texture.rd_view = rd_view;
texture.is_proxy = false;
- return texture_owner.make_rid(texture);
+ texture_owner.initialize_rid(p_texture, texture);
}
-RID RendererStorageRD::texture_2d_layered_create(const Vector<Ref<Image>> &p_layers, RS::TextureLayeredType p_layered_type) {
- ERR_FAIL_COND_V(p_layers.size() == 0, RID());
+void RendererStorageRD::texture_2d_layered_initialize(RID p_texture, const Vector<Ref<Image>> &p_layers, RS::TextureLayeredType p_layered_type) {
+ ERR_FAIL_COND(p_layers.size() == 0);
- ERR_FAIL_COND_V(p_layered_type == RS::TEXTURE_LAYERED_CUBEMAP && p_layers.size() != 6, RID());
- ERR_FAIL_COND_V(p_layered_type == RS::TEXTURE_LAYERED_CUBEMAP_ARRAY && (p_layers.size() < 6 || (p_layers.size() % 6) != 0), RID());
+ ERR_FAIL_COND(p_layered_type == RS::TEXTURE_LAYERED_CUBEMAP && p_layers.size() != 6);
+ ERR_FAIL_COND(p_layered_type == RS::TEXTURE_LAYERED_CUBEMAP_ARRAY && (p_layers.size() < 6 || (p_layers.size() % 6) != 0));
TextureToRDFormat ret_format;
Vector<Ref<Image>> images;
@@ -620,7 +628,7 @@ RID RendererStorageRD::texture_2d_layered_create(const Vector<Ref<Image>> &p_lay
Image::Format valid_format = Image::FORMAT_MAX;
for (int i = 0; i < p_layers.size(); i++) {
- ERR_FAIL_COND_V(p_layers[i]->is_empty(), RID());
+ ERR_FAIL_COND(p_layers[i]->is_empty());
if (i == 0) {
valid_width = p_layers[i]->get_width();
@@ -628,10 +636,10 @@ RID RendererStorageRD::texture_2d_layered_create(const Vector<Ref<Image>> &p_lay
valid_format = p_layers[i]->get_format();
valid_mipmaps = p_layers[i]->has_mipmaps();
} else {
- ERR_FAIL_COND_V(p_layers[i]->get_width() != valid_width, RID());
- ERR_FAIL_COND_V(p_layers[i]->get_height() != valid_height, RID());
- ERR_FAIL_COND_V(p_layers[i]->get_format() != valid_format, RID());
- ERR_FAIL_COND_V(p_layers[i]->has_mipmaps() != valid_mipmaps, RID());
+ ERR_FAIL_COND(p_layers[i]->get_width() != valid_width);
+ ERR_FAIL_COND(p_layers[i]->get_height() != valid_height);
+ ERR_FAIL_COND(p_layers[i]->get_format() != valid_format);
+ ERR_FAIL_COND(p_layers[i]->has_mipmaps() != valid_mipmaps);
}
images.push_back(_validate_texture_format(p_layers[i], ret_format));
@@ -695,13 +703,13 @@ RID RendererStorageRD::texture_2d_layered_create(const Vector<Ref<Image>> &p_lay
data_slices.push_back(data);
}
texture.rd_texture = RD::get_singleton()->texture_create(rd_format, rd_view, data_slices);
- ERR_FAIL_COND_V(texture.rd_texture.is_null(), RID());
+ ERR_FAIL_COND(texture.rd_texture.is_null());
if (texture.rd_format_srgb != RD::DATA_FORMAT_MAX) {
rd_view.format_override = texture.rd_format_srgb;
texture.rd_texture_srgb = RD::get_singleton()->texture_create_shared(rd_view, texture.rd_texture);
if (texture.rd_texture_srgb.is_null()) {
RD::get_singleton()->free(texture.rd_texture);
- ERR_FAIL_COND_V(texture.rd_texture_srgb.is_null(), RID());
+ ERR_FAIL_COND(texture.rd_texture_srgb.is_null());
}
}
@@ -712,14 +720,14 @@ RID RendererStorageRD::texture_2d_layered_create(const Vector<Ref<Image>> &p_lay
texture.rd_view = rd_view;
texture.is_proxy = false;
- return texture_owner.make_rid(texture);
+ texture_owner.initialize_rid(p_texture, texture);
}
-RID RendererStorageRD::texture_3d_create(Image::Format p_format, int p_width, int p_height, int p_depth, bool p_mipmaps, const Vector<Ref<Image>> &p_data) {
- ERR_FAIL_COND_V(p_data.size() == 0, RID());
+void RendererStorageRD::texture_3d_initialize(RID p_texture, Image::Format p_format, int p_width, int p_height, int p_depth, bool p_mipmaps, const Vector<Ref<Image>> &p_data) {
+ ERR_FAIL_COND(p_data.size() == 0);
Image::Image3DValidateError verr = Image::validate_3d_image(p_format, p_width, p_height, p_depth, p_mipmaps, p_data);
if (verr != Image::VALIDATE_3D_OK) {
- ERR_FAIL_V_MSG(RID(), Image::get_3d_image_validation_error_text(verr));
+ ERR_FAIL_MSG(Image::get_3d_image_validation_error_text(verr));
}
TextureToRDFormat ret_format;
@@ -811,13 +819,13 @@ RID RendererStorageRD::texture_3d_create(Image::Format p_format, int p_width, in
data_slices.push_back(all_data); //one slice
texture.rd_texture = RD::get_singleton()->texture_create(rd_format, rd_view, data_slices);
- ERR_FAIL_COND_V(texture.rd_texture.is_null(), RID());
+ ERR_FAIL_COND(texture.rd_texture.is_null());
if (texture.rd_format_srgb != RD::DATA_FORMAT_MAX) {
rd_view.format_override = texture.rd_format_srgb;
texture.rd_texture_srgb = RD::get_singleton()->texture_create_shared(rd_view, texture.rd_texture);
if (texture.rd_texture_srgb.is_null()) {
RD::get_singleton()->free(texture.rd_texture);
- ERR_FAIL_COND_V(texture.rd_texture_srgb.is_null(), RID());
+ ERR_FAIL_COND(texture.rd_texture_srgb.is_null());
}
}
@@ -828,12 +836,12 @@ RID RendererStorageRD::texture_3d_create(Image::Format p_format, int p_width, in
texture.rd_view = rd_view;
texture.is_proxy = false;
- return texture_owner.make_rid(texture);
+ texture_owner.initialize_rid(p_texture, texture);
}
-RID RendererStorageRD::texture_proxy_create(RID p_base) {
+void RendererStorageRD::texture_proxy_initialize(RID p_texture, RID p_base) {
Texture *tex = texture_owner.getornull(p_base);
- ERR_FAIL_COND_V(!tex, RID());
+ ERR_FAIL_COND(!tex);
Texture proxy_tex = *tex;
proxy_tex.rd_view.format_override = tex->rd_format;
@@ -847,11 +855,9 @@ RID RendererStorageRD::texture_proxy_create(RID p_base) {
proxy_tex.is_proxy = true;
proxy_tex.proxies.clear();
- RID rid = texture_owner.make_rid(proxy_tex);
+ texture_owner.initialize_rid(p_texture, proxy_tex);
- tex->proxies.push_back(rid);
-
- return rid;
+ tex->proxies.push_back(p_texture);
}
void RendererStorageRD::_texture_2d_update(RID p_texture, const Ref<Image> &p_image, int p_layer, bool p_immediate) {
@@ -873,7 +879,7 @@ void RendererStorageRD::_texture_2d_update(RID p_texture, const Ref<Image> &p_im
TextureToRDFormat f;
Ref<Image> validated = _validate_texture_format(p_image, f);
- RD::get_singleton()->texture_update(tex->rd_texture, p_layer, validated->get_data(), !p_immediate);
+ RD::get_singleton()->texture_update(tex->rd_texture, p_layer, validated->get_data());
}
void RendererStorageRD::texture_2d_update_immediate(RID p_texture, const Ref<Image> &p_image, int p_layer) {
@@ -918,7 +924,7 @@ void RendererStorageRD::texture_3d_update(RID p_texture, const Vector<Ref<Image>
}
}
- RD::get_singleton()->texture_update(tex->rd_texture, 0, all_data, true);
+ RD::get_singleton()->texture_update(tex->rd_texture, 0, all_data);
}
void RendererStorageRD::texture_proxy_update(RID p_texture, RID p_proxy_to) {
@@ -961,7 +967,7 @@ void RendererStorageRD::texture_proxy_update(RID p_texture, RID p_proxy_to) {
}
//these two APIs can be used together or in combination with the others.
-RID RendererStorageRD::texture_2d_placeholder_create() {
+void RendererStorageRD::texture_2d_placeholder_initialize(RID p_texture) {
//this could be better optimized to reuse an existing image , done this way
//for now to get it working
Ref<Image> image;
@@ -974,10 +980,10 @@ RID RendererStorageRD::texture_2d_placeholder_create() {
}
}
- return texture_2d_create(image);
+ texture_2d_initialize(p_texture, image);
}
-RID RendererStorageRD::texture_2d_layered_placeholder_create(RS::TextureLayeredType p_layered_type) {
+void RendererStorageRD::texture_2d_layered_placeholder_initialize(RID p_texture, RS::TextureLayeredType p_layered_type) {
//this could be better optimized to reuse an existing image , done this way
//for now to get it working
Ref<Image> image;
@@ -1000,10 +1006,10 @@ RID RendererStorageRD::texture_2d_layered_placeholder_create(RS::TextureLayeredT
}
}
- return texture_2d_layered_create(images, p_layered_type);
+ texture_2d_layered_initialize(p_texture, images, p_layered_type);
}
-RID RendererStorageRD::texture_3d_placeholder_create() {
+void RendererStorageRD::texture_3d_placeholder_initialize(RID p_texture) {
//this could be better optimized to reuse an existing image , done this way
//for now to get it working
Ref<Image> image;
@@ -1022,7 +1028,7 @@ RID RendererStorageRD::texture_3d_placeholder_create() {
images.push_back(image);
}
- return texture_3d_create(Image::FORMAT_RGBA8, 4, 4, 4, false, images);
+ texture_3d_initialize(p_texture, Image::FORMAT_RGBA8, 4, 4, 4, false, images);
}
Ref<Image> RendererStorageRD::texture_2d_get(RID p_texture) const {
@@ -1223,8 +1229,11 @@ RendererStorageRD::CanvasTexture::~CanvasTexture() {
clear_sets();
}
-RID RendererStorageRD::canvas_texture_create() {
- return canvas_texture_owner.make_rid(memnew(CanvasTexture));
+RID RendererStorageRD::canvas_texture_allocate() {
+ return canvas_texture_owner.allocate_rid();
+}
+void RendererStorageRD::canvas_texture_initialize(RID p_rid) {
+ canvas_texture_owner.initialize_rid(p_rid, memnew(CanvasTexture));
}
void RendererStorageRD::canvas_texture_set_channel(RID p_canvas_texture, RS::CanvasTextureChannel p_channel, RID p_texture) {
@@ -1365,12 +1374,15 @@ bool RendererStorageRD::canvas_texture_get_uniform_set(RID p_texture, RS::Canvas
/* SHADER API */
-RID RendererStorageRD::shader_create() {
+RID RendererStorageRD::shader_allocate() {
+ return shader_owner.allocate_rid();
+}
+void RendererStorageRD::shader_initialize(RID p_rid) {
Shader shader;
shader.data = nullptr;
shader.type = SHADER_TYPE_MAX;
- return shader_owner.make_rid(shader);
+ shader_owner.initialize_rid(p_rid, shader);
}
void RendererStorageRD::shader_set_code(RID p_shader, const String &p_code) {
@@ -1499,9 +1511,21 @@ void RendererStorageRD::shader_set_data_request_function(ShaderType p_shader_typ
shader_data_request_func[p_shader_type] = p_function;
}
+RS::ShaderNativeSourceCode RendererStorageRD::shader_get_native_source_code(RID p_shader) const {
+ Shader *shader = shader_owner.getornull(p_shader);
+ ERR_FAIL_COND_V(!shader, RS::ShaderNativeSourceCode());
+ if (shader->data) {
+ return shader->data->get_native_source_code();
+ }
+ return RS::ShaderNativeSourceCode();
+}
+
/* COMMON MATERIAL API */
-RID RendererStorageRD::material_create() {
+RID RendererStorageRD::material_allocate() {
+ return material_owner.allocate_rid();
+}
+void RendererStorageRD::material_initialize(RID p_rid) {
Material material;
material.data = nullptr;
material.shader = nullptr;
@@ -1511,12 +1535,8 @@ RID RendererStorageRD::material_create() {
material.uniform_dirty = false;
material.texture_dirty = false;
material.priority = 0;
- RID id = material_owner.make_rid(material);
- {
- Material *material_ptr = material_owner.getornull(id);
- material_ptr->self = id;
- }
- return id;
+ material.self = p_rid;
+ material_owner.initialize_rid(p_rid, material);
}
void RendererStorageRD::_material_queue_update(Material *material, bool p_uniform, bool p_texture) {
@@ -2390,8 +2410,11 @@ void RendererStorageRD::_update_queued_materials() {
/* MESH API */
-RID RendererStorageRD::mesh_create() {
- return mesh_owner.make_rid(Mesh());
+RID RendererStorageRD::mesh_allocate() {
+ return mesh_owner.allocate_rid();
+}
+void RendererStorageRD::mesh_initialize(RID p_rid) {
+ mesh_owner.initialize_rid(p_rid, Mesh());
}
void RendererStorageRD::mesh_set_blend_shape_count(RID p_mesh, int p_blend_shape_count) {
@@ -2600,6 +2623,12 @@ void RendererStorageRD::mesh_add_surface(RID p_mesh, const RS::SurfaceData &p_su
mesh->dependency.changed_notify(DEPENDENCY_CHANGED_MESH);
+ for (Set<Mesh *>::Element *E = mesh->shadow_owners.front(); E; E = E->next()) {
+ Mesh *shadow_owner = E->get();
+ shadow_owner->shadow_mesh = RID();
+ shadow_owner->dependency.changed_notify(DEPENDENCY_CHANGED_MESH);
+ }
+
mesh->material_cache.clear();
}
@@ -2815,6 +2844,25 @@ AABB RendererStorageRD::mesh_get_aabb(RID p_mesh, RID p_skeleton) {
return aabb;
}
+void RendererStorageRD::mesh_set_shadow_mesh(RID p_mesh, RID p_shadow_mesh) {
+ Mesh *mesh = mesh_owner.getornull(p_mesh);
+ ERR_FAIL_COND(!mesh);
+
+ Mesh *shadow_mesh = mesh_owner.getornull(mesh->shadow_mesh);
+ if (shadow_mesh) {
+ shadow_mesh->shadow_owners.erase(mesh);
+ }
+ mesh->shadow_mesh = p_shadow_mesh;
+
+ shadow_mesh = mesh_owner.getornull(mesh->shadow_mesh);
+
+ if (shadow_mesh) {
+ shadow_mesh->shadow_owners.insert(mesh);
+ }
+
+ mesh->dependency.changed_notify(DEPENDENCY_CHANGED_MESH);
+}
+
void RendererStorageRD::mesh_clear(RID p_mesh) {
Mesh *mesh = mesh_owner.getornull(p_mesh);
ERR_FAIL_COND(!mesh);
@@ -2862,6 +2910,12 @@ void RendererStorageRD::mesh_clear(RID p_mesh) {
}
mesh->has_bone_weights = false;
mesh->dependency.changed_notify(DEPENDENCY_CHANGED_MESH);
+
+ for (Set<Mesh *>::Element *E = mesh->shadow_owners.front(); E; E = E->next()) {
+ Mesh *shadow_owner = E->get();
+ shadow_owner->shadow_mesh = RID();
+ shadow_owner->dependency.changed_notify(DEPENDENCY_CHANGED_MESH);
+ }
}
bool RendererStorageRD::mesh_needs_instance(RID p_mesh, bool p_has_skeleton) {
@@ -3004,7 +3058,7 @@ void RendererStorageRD::update_mesh_instances() {
MeshInstance *mi = dirty_mesh_instance_weights.first()->self();
if (mi->blend_weights_buffer.is_valid()) {
- RD::get_singleton()->buffer_update(mi->blend_weights_buffer, 0, mi->blend_weights.size() * sizeof(float), mi->blend_weights.ptr(), true);
+ RD::get_singleton()->buffer_update(mi->blend_weights_buffer, 0, mi->blend_weights.size() * sizeof(float), mi->blend_weights.ptr());
}
dirty_mesh_instance_weights.remove(&mi->weight_update_list);
mi->weights_dirty = false;
@@ -3058,7 +3112,7 @@ void RendererStorageRD::update_mesh_instances() {
RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SkeletonShader::PushConstant));
//dispatch without barrier, so all is done at the same time
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, push_constant.vertex_count, 1, 1, 64, 1, 1);
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, push_constant.vertex_count, 1, 1);
}
mi->dirty = false;
@@ -3258,11 +3312,14 @@ void RendererStorageRD::_mesh_surface_generate_version_for_input_mask(Mesh::Surf
////////////////// MULTIMESH
-RID RendererStorageRD::multimesh_create() {
- return multimesh_owner.make_rid(MultiMesh());
+RID RendererStorageRD::multimesh_allocate() {
+ return multimesh_owner.allocate_rid();
+}
+void RendererStorageRD::multimesh_initialize(RID p_rid) {
+ multimesh_owner.initialize_rid(p_rid, MultiMesh());
}
-void RendererStorageRD::multimesh_allocate(RID p_multimesh, int p_instances, RS::MultimeshTransformFormat p_transform_format, bool p_use_colors, bool p_use_custom_data) {
+void RendererStorageRD::multimesh_allocate_data(RID p_multimesh, int p_instances, RS::MultimeshTransformFormat p_transform_format, bool p_use_colors, bool p_use_custom_data) {
MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh);
ERR_FAIL_COND(!multimesh);
@@ -3672,7 +3729,7 @@ void RendererStorageRD::multimesh_set_buffer(RID p_multimesh, const Vector<float
{
const float *r = p_buffer.ptr();
- RD::get_singleton()->buffer_update(multimesh->buffer, 0, p_buffer.size() * sizeof(float), r, false);
+ RD::get_singleton()->buffer_update(multimesh->buffer, 0, p_buffer.size() * sizeof(float), r);
multimesh->buffer_set = true;
}
@@ -3771,14 +3828,14 @@ void RendererStorageRD::_update_dirty_multimeshes() {
if (multimesh->data_cache_used_dirty_regions > 32 || multimesh->data_cache_used_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 * multimesh->stride_cache * sizeof(float)), data, false);
+ RD::get_singleton()->buffer_update(multimesh->buffer, 0, MIN(visible_region_count * region_size, multimesh->instances * multimesh->stride_cache * 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]) {
uint64_t offset = i * region_size;
uint64_t size = multimesh->stride_cache * multimesh->instances * sizeof(float);
- RD::get_singleton()->buffer_update(multimesh->buffer, offset, MIN(region_size, size - offset), &data[i * region_size], false);
+ RD::get_singleton()->buffer_update(multimesh->buffer, offset, MIN(region_size, size - offset), &data[i * region_size]);
}
}
}
@@ -3809,8 +3866,11 @@ void RendererStorageRD::_update_dirty_multimeshes() {
/* PARTICLES */
-RID RendererStorageRD::particles_create() {
- return particles_owner.make_rid(Particles());
+RID RendererStorageRD::particles_allocate() {
+ return particles_owner.allocate_rid();
+}
+void RendererStorageRD::particles_initialize(RID p_rid) {
+ particles_owner.initialize_rid(p_rid, Particles());
}
void RendererStorageRD::particles_set_emitting(RID p_particles, bool p_emitting) {
@@ -4469,7 +4529,7 @@ void RendererStorageRD::_particles_process(Particles *p_particles, float p_delta
if (sub_emitter && sub_emitter->emission_storage_buffer.is_valid()) {
// print_line("updating subemitter buffer");
int32_t zero[4] = { 0, sub_emitter->amount, 0, 0 };
- RD::get_singleton()->buffer_update(sub_emitter->emission_storage_buffer, 0, sizeof(uint32_t) * 4, zero, true);
+ RD::get_singleton()->buffer_update(sub_emitter->emission_storage_buffer, 0, sizeof(uint32_t) * 4, zero);
push_constant.can_emit = true;
if (sub_emitter->emitting) {
@@ -4487,13 +4547,13 @@ void RendererStorageRD::_particles_process(Particles *p_particles, float p_delta
}
if (p_particles->emission_buffer && p_particles->emission_buffer->particle_count) {
- RD::get_singleton()->buffer_update(p_particles->emission_storage_buffer, 0, sizeof(uint32_t) * 4 + sizeof(ParticleEmissionBuffer::Data) * p_particles->emission_buffer->particle_count, p_particles->emission_buffer, true);
+ RD::get_singleton()->buffer_update(p_particles->emission_storage_buffer, 0, sizeof(uint32_t) * 4 + sizeof(ParticleEmissionBuffer::Data) * p_particles->emission_buffer->particle_count, p_particles->emission_buffer);
p_particles->emission_buffer->particle_count = 0;
}
p_particles->clear = false;
- RD::get_singleton()->buffer_update(p_particles->frame_params_buffer, 0, sizeof(ParticlesFrameParams), &frame_params, true);
+ RD::get_singleton()->buffer_update(p_particles->frame_params_buffer, 0, sizeof(ParticlesFrameParams), &frame_params);
ParticlesMaterialData *m = (ParticlesMaterialData *)material_get_data(p_particles->process_material, SHADER_TYPE_PARTICLES);
if (!m) {
@@ -4515,7 +4575,7 @@ void RendererStorageRD::_particles_process(Particles *p_particles, float p_delta
RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(ParticlesShader::PushConstant));
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_particles->amount, 1, 1, 64, 1, 1);
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_particles->amount, 1, 1);
RD::get_singleton()->compute_list_end();
}
@@ -4569,7 +4629,7 @@ void RendererStorageRD::particles_set_view_axis(RID p_particles, const Vector3 &
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, particles->particles_sort_uniform_set, 1);
RD::get_singleton()->compute_list_set_push_constant(compute_list, &copy_push_constant, sizeof(ParticlesShader::CopyPushConstant));
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, particles->amount, 1, 1, 64, 1, 1);
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, particles->amount, 1, 1);
RD::get_singleton()->compute_list_end();
@@ -4581,7 +4641,7 @@ void RendererStorageRD::particles_set_view_axis(RID p_particles, const Vector3 &
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, particles->particles_sort_uniform_set, 1);
RD::get_singleton()->compute_list_set_push_constant(compute_list, &copy_push_constant, sizeof(ParticlesShader::CopyPushConstant));
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, particles->amount, 1, 1, 64, 1, 1);
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, particles->amount, 1, 1);
RD::get_singleton()->compute_list_end();
}
@@ -4688,7 +4748,7 @@ void RendererStorageRD::update_particles() {
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, particles->particles_copy_uniform_set, 0);
RD::get_singleton()->compute_list_set_push_constant(compute_list, &copy_push_constant, sizeof(ParticlesShader::CopyPushConstant));
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, particles->amount, 1, 1, 64, 1, 1);
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, particles->amount, 1, 1);
RD::get_singleton()->compute_list_end();
}
@@ -4823,6 +4883,10 @@ Variant RendererStorageRD::ParticlesShaderData::get_default_parameter(const Stri
return Variant();
}
+RS::ShaderNativeSourceCode RendererStorageRD::ParticlesShaderData::get_native_source_code() const {
+ return base_singleton->particles_shader.shader.version_get_native_source_code(version);
+}
+
RendererStorageRD::ParticlesShaderData::ParticlesShaderData() {
valid = false;
}
@@ -4940,8 +5004,11 @@ RendererStorageRD::MaterialData *RendererStorageRD::_create_particles_material_f
/* PARTICLES COLLISION API */
-RID RendererStorageRD::particles_collision_create() {
- return particles_collision_owner.make_rid(ParticlesCollision());
+RID RendererStorageRD::particles_collision_allocate() {
+ return particles_collision_owner.allocate_rid();
+}
+void RendererStorageRD::particles_collision_initialize(RID p_rid) {
+ particles_collision_owner.initialize_rid(p_rid, ParticlesCollision());
}
RID RendererStorageRD::particles_collision_get_heightfield_framebuffer(RID p_particles_collision) const {
@@ -5054,6 +5121,7 @@ void RendererStorageRD::particles_collision_height_field_update(RID p_particles_
void RendererStorageRD::particles_collision_set_height_field_resolution(RID p_particles_collision, RS::ParticlesCollisionHeightfieldResolution p_resolution) {
ParticlesCollision *particles_collision = particles_collision_owner.getornull(p_particles_collision);
ERR_FAIL_COND(!particles_collision);
+ ERR_FAIL_INDEX(p_resolution, RS::PARTICLES_COLLISION_HEIGHTFIELD_RESOLUTION_MAX);
if (particles_collision->heightfield_resolution == p_resolution) {
return;
@@ -5120,8 +5188,11 @@ void RendererStorageRD::particles_collision_instance_set_active(RID p_collision_
/* SKELETON API */
-RID RendererStorageRD::skeleton_create() {
- return skeleton_owner.make_rid(Skeleton());
+RID RendererStorageRD::skeleton_allocate() {
+ return skeleton_owner.allocate_rid();
+}
+void RendererStorageRD::skeleton_initialize(RID p_rid) {
+ skeleton_owner.initialize_rid(p_rid, Skeleton());
}
void RendererStorageRD::_skeleton_make_dirty(Skeleton *skeleton) {
@@ -5132,7 +5203,7 @@ void RendererStorageRD::_skeleton_make_dirty(Skeleton *skeleton) {
}
}
-void RendererStorageRD::skeleton_allocate(RID p_skeleton, int p_bones, bool p_2d_skeleton) {
+void RendererStorageRD::skeleton_allocate_data(RID p_skeleton, int p_bones, bool p_2d_skeleton) {
Skeleton *skeleton = skeleton_owner.getornull(p_skeleton);
ERR_FAIL_COND(!skeleton);
ERR_FAIL_COND(p_bones < 0);
@@ -5288,7 +5359,7 @@ void RendererStorageRD::_update_dirty_skeletons() {
Skeleton *skeleton = skeleton_dirty_list;
if (skeleton->size) {
- RD::get_singleton()->buffer_update(skeleton->buffer, 0, skeleton->data.size() * sizeof(float), skeleton->data.ptr(), false);
+ RD::get_singleton()->buffer_update(skeleton->buffer, 0, skeleton->data.size() * sizeof(float), skeleton->data.ptr());
}
skeleton_dirty_list = skeleton->dirty_list;
@@ -5306,7 +5377,7 @@ void RendererStorageRD::_update_dirty_skeletons() {
/* LIGHT */
-RID RendererStorageRD::light_create(RS::LightType p_type) {
+void RendererStorageRD::_light_initialize(RID p_light, RS::LightType p_type) {
Light light;
light.type = p_type;
@@ -5327,10 +5398,31 @@ RID RendererStorageRD::light_create(RS::LightType p_type) {
light.param[RS::LIGHT_PARAM_SHADOW_BIAS] = 0.02;
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] = 1.0;
+ light.param[RS::LIGHT_PARAM_SHADOW_VOLUMETRIC_FOG_FADE] = 0.1;
light.param[RS::LIGHT_PARAM_TRANSMITTANCE_BIAS] = 0.05;
- return light_owner.make_rid(light);
+ light_owner.initialize_rid(p_light, light);
+}
+
+RID RendererStorageRD::directional_light_allocate() {
+ return light_owner.allocate_rid();
+}
+void RendererStorageRD::directional_light_initialize(RID p_light) {
+ _light_initialize(p_light, RS::LIGHT_DIRECTIONAL);
+}
+
+RID RendererStorageRD::omni_light_allocate() {
+ return light_owner.allocate_rid();
+}
+void RendererStorageRD::omni_light_initialize(RID p_light) {
+ _light_initialize(p_light, RS::LIGHT_OMNI);
+}
+
+RID RendererStorageRD::spot_light_allocate() {
+ return light_owner.allocate_rid();
+}
+void RendererStorageRD::spot_light_initialize(RID p_light) {
+ _light_initialize(p_light, RS::LIGHT_SPOT);
}
void RendererStorageRD::light_set_color(RID p_light, const Color &p_color) {
@@ -5568,8 +5660,11 @@ AABB RendererStorageRD::light_get_aabb(RID p_light) const {
/* REFLECTION PROBE */
-RID RendererStorageRD::reflection_probe_create() {
- return reflection_probe_owner.make_rid(ReflectionProbe());
+RID RendererStorageRD::reflection_probe_allocate() {
+ return reflection_probe_owner.allocate_rid();
+}
+void RendererStorageRD::reflection_probe_initialize(RID p_reflection_probe) {
+ reflection_probe_owner.initialize_rid(p_reflection_probe, ReflectionProbe());
}
void RendererStorageRD::reflection_probe_set_update_mode(RID p_probe, RS::ReflectionProbeUpdateMode p_mode) {
@@ -5791,8 +5886,11 @@ float RendererStorageRD::reflection_probe_get_ambient_color_energy(RID p_probe)
return reflection_probe->ambient_color_energy;
}
-RID RendererStorageRD::decal_create() {
- return decal_owner.make_rid(Decal());
+RID RendererStorageRD::decal_allocate() {
+ return decal_owner.allocate_rid();
+}
+void RendererStorageRD::decal_initialize(RID p_decal) {
+ decal_owner.initialize_rid(p_decal, Decal());
}
void RendererStorageRD::decal_set_extents(RID p_decal, const Vector3 &p_extents) {
@@ -5879,11 +5977,14 @@ AABB RendererStorageRD::decal_get_aabb(RID p_decal) const {
return AABB(-decal->extents, decal->extents * 2.0);
}
-RID RendererStorageRD::gi_probe_create() {
- return gi_probe_owner.make_rid(GIProbe());
+RID RendererStorageRD::gi_probe_allocate() {
+ return gi_probe_owner.allocate_rid();
+}
+void RendererStorageRD::gi_probe_initialize(RID p_gi_probe) {
+ gi_probe_owner.initialize_rid(p_gi_probe, GIProbe());
}
-void RendererStorageRD::gi_probe_allocate(RID p_gi_probe, const Transform &p_to_cell_xform, const AABB &p_aabb, const Vector3i &p_octree_size, const Vector<uint8_t> &p_octree_cells, const Vector<uint8_t> &p_data_cells, const Vector<uint8_t> &p_distance_field, const Vector<int> &p_level_counts) {
+void RendererStorageRD::gi_probe_allocate_data(RID p_gi_probe, const Transform &p_to_cell_xform, const AABB &p_aabb, const Vector3i &p_octree_size, const Vector<uint8_t> &p_octree_cells, const Vector<uint8_t> &p_data_cells, const Vector<uint8_t> &p_distance_field, const Vector<int> &p_level_counts) {
GIProbe *gi_probe = gi_probe_owner.getornull(p_gi_probe);
ERR_FAIL_COND(!gi_probe);
@@ -6232,8 +6333,12 @@ RID RendererStorageRD::gi_probe_get_sdf_texture(RID p_gi_probe) {
/* LIGHTMAP API */
-RID RendererStorageRD::lightmap_create() {
- return lightmap_owner.make_rid(Lightmap());
+RID RendererStorageRD::lightmap_allocate() {
+ return lightmap_owner.allocate_rid();
+}
+
+void RendererStorageRD::lightmap_initialize(RID p_lightmap) {
+ lightmap_owner.initialize_rid(p_lightmap, Lightmap());
}
void RendererStorageRD::lightmap_set_textures(RID p_lightmap, RID p_light, bool p_uses_spherical_haromics) {
@@ -6436,7 +6541,8 @@ void RendererStorageRD::_clear_render_target(RenderTarget *rt) {
void RendererStorageRD::_update_render_target(RenderTarget *rt) {
if (rt->texture.is_null()) {
//create a placeholder until updated
- rt->texture = texture_2d_placeholder_create();
+ rt->texture = texture_allocate();
+ texture_2d_placeholder_initialize(rt->texture);
Texture *tex = texture_owner.getornull(rt->texture);
tex->is_render_target = true;
}
@@ -6936,7 +7042,7 @@ void RendererStorageRD::render_target_sdf_process(RID p_render_target) {
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rt->sdf_buffer_process_uniform_sets[1], 0); //fill [0]
RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(RenderTargetSDF::PushConstant));
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, push_constant.size[0], push_constant.size[1], 1, 8, 8, 1);
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, push_constant.size[0], push_constant.size[1], 1);
/* Process */
@@ -6952,7 +7058,7 @@ void RendererStorageRD::render_target_sdf_process(RID p_render_target) {
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rt->sdf_buffer_process_uniform_sets[swap ? 1 : 0], 0);
push_constant.stride = stride;
RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(RenderTargetSDF::PushConstant));
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, push_constant.size[0], push_constant.size[1], 1, 8, 8, 1);
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, push_constant.size[0], push_constant.size[1], 1);
stride /= 2;
swap = !swap;
RD::get_singleton()->compute_list_add_barrier(compute_list);
@@ -6963,7 +7069,7 @@ void RendererStorageRD::render_target_sdf_process(RID p_render_target) {
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, rt_sdf.pipelines[shrink ? RenderTargetSDF::SHADER_STORE_SHRINK : RenderTargetSDF::SHADER_STORE]);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rt->sdf_buffer_process_uniform_sets[swap ? 1 : 0], 0);
RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(RenderTargetSDF::PushConstant));
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, push_constant.size[0], push_constant.size[1], 1, 8, 8, 1);
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, push_constant.size[0], push_constant.size[1], 1);
RD::get_singleton()->compute_list_end();
}
@@ -7327,6 +7433,7 @@ void RendererStorageRD::_update_decal_atlas() {
tformat.shareable_formats.push_back(RD::DATA_FORMAT_R8G8B8A8_SRGB);
decal_atlas.texture = RD::get_singleton()->texture_create(tformat, RD::TextureView());
+ RD::get_singleton()->texture_clear(decal_atlas.texture, Color(0, 0, 0, 0), 0, decal_atlas.mipmaps, 0, 1);
{
//create the framebuffer
@@ -7381,7 +7488,7 @@ void RendererStorageRD::_update_decal_atlas() {
prev_texture = mm.texture;
}
} else {
- RD::get_singleton()->texture_clear(mm.texture, clear_color, 0, 1, 0, 1, false);
+ RD::get_singleton()->texture_clear(mm.texture, clear_color, 0, 1, 0, 1);
}
}
}
@@ -8147,29 +8254,38 @@ bool RendererStorageRD::free(RID p_rid) {
material_owner.free(p_rid);
} else if (mesh_owner.owns(p_rid)) {
mesh_clear(p_rid);
+ mesh_set_shadow_mesh(p_rid, RID());
Mesh *mesh = mesh_owner.getornull(p_rid);
mesh->dependency.deleted_notify(p_rid);
if (mesh->instances.size()) {
ERR_PRINT("deleting mesh with active instances");
}
+ if (mesh->shadow_owners.size()) {
+ for (Set<Mesh *>::Element *E = mesh->shadow_owners.front(); E; E = E->next()) {
+ Mesh *shadow_owner = E->get();
+ shadow_owner->shadow_mesh = RID();
+ shadow_owner->dependency.changed_notify(DEPENDENCY_CHANGED_MESH);
+ }
+ }
mesh_owner.free(p_rid);
} else if (mesh_instance_owner.owns(p_rid)) {
MeshInstance *mi = mesh_instance_owner.getornull(p_rid);
_mesh_instance_clear(mi);
mi->mesh->instances.erase(mi->I);
mi->I = nullptr;
+
mesh_instance_owner.free(p_rid);
memdelete(mi);
} else if (multimesh_owner.owns(p_rid)) {
_update_dirty_multimeshes();
- multimesh_allocate(p_rid, 0, RS::MULTIMESH_TRANSFORM_2D);
+ multimesh_allocate_data(p_rid, 0, RS::MULTIMESH_TRANSFORM_2D);
MultiMesh *multimesh = multimesh_owner.getornull(p_rid);
multimesh->dependency.deleted_notify(p_rid);
multimesh_owner.free(p_rid);
} else if (skeleton_owner.owns(p_rid)) {
_update_dirty_skeletons();
- skeleton_allocate(p_rid, 0);
+ skeleton_allocate_data(p_rid, 0);
Skeleton *skeleton = skeleton_owner.getornull(p_rid);
skeleton->dependency.deleted_notify(p_rid);
skeleton_owner.free(p_rid);
@@ -8187,7 +8303,7 @@ bool RendererStorageRD::free(RID p_rid) {
decal->dependency.deleted_notify(p_rid);
decal_owner.free(p_rid);
} else if (gi_probe_owner.owns(p_rid)) {
- gi_probe_allocate(p_rid, Transform(), AABB(), Vector3i(), Vector<uint8_t>(), Vector<uint8_t>(), Vector<uint8_t>(), Vector<int>()); //deallocate
+ gi_probe_allocate_data(p_rid, Transform(), AABB(), Vector3i(), Vector<uint8_t>(), Vector<uint8_t>(), Vector<uint8_t>(), Vector<int>()); //deallocate
GIProbe *gi_probe = gi_probe_owner.getornull(p_rid);
gi_probe->dependency.deleted_notify(p_rid);
gi_probe_owner.free(p_rid);
@@ -8243,11 +8359,11 @@ EffectsRD *RendererStorageRD::get_effects() {
}
void RendererStorageRD::capture_timestamps_begin() {
- RD::get_singleton()->capture_timestamp("Frame Begin", false);
+ RD::get_singleton()->capture_timestamp("Frame Begin");
}
void RendererStorageRD::capture_timestamp(const String &p_name) {
- RD::get_singleton()->capture_timestamp(p_name, true);
+ RD::get_singleton()->capture_timestamp(p_name);
}
uint32_t RendererStorageRD::get_captured_timestamps_count() const {
@@ -8281,7 +8397,7 @@ RendererStorageRD::RendererStorageRD() {
static_assert(sizeof(GlobalVariables::Value) == 16);
- global_variables.buffer_size = GLOBAL_GET("rendering/high_end/global_shader_variables_buffer_size");
+ global_variables.buffer_size = GLOBAL_GET("rendering/limits/global_shader_variables/buffer_size");
global_variables.buffer_size = MAX(4096, global_variables.buffer_size);
global_variables.buffer_values = memnew_arr(GlobalVariables::Value, global_variables.buffer_size);
zeromem(global_variables.buffer_values, sizeof(GlobalVariables::Value) * global_variables.buffer_size);
@@ -8549,14 +8665,14 @@ RendererStorageRD::RendererStorageRD() {
sampler_state.min_filter = RD::SAMPLER_FILTER_LINEAR;
sampler_state.mip_filter = RD::SAMPLER_FILTER_LINEAR;
sampler_state.use_anisotropy = true;
- sampler_state.anisotropy_max = 1 << int(GLOBAL_GET("rendering/quality/texture_filters/anisotropic_filtering_level"));
+ sampler_state.anisotropy_max = 1 << int(GLOBAL_GET("rendering/textures/default_filters/anisotropic_filtering_level"));
} break;
case RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC: {
sampler_state.mag_filter = RD::SAMPLER_FILTER_LINEAR;
sampler_state.min_filter = RD::SAMPLER_FILTER_LINEAR;
sampler_state.mip_filter = RD::SAMPLER_FILTER_LINEAR;
sampler_state.use_anisotropy = true;
- sampler_state.anisotropy_max = 1 << int(GLOBAL_GET("rendering/quality/texture_filters/anisotropic_filtering_level"));
+ sampler_state.anisotropy_max = 1 << int(GLOBAL_GET("rendering/textures/default_filters/anisotropic_filtering_level"));
} break;
default: {
@@ -8726,7 +8842,7 @@ RendererStorageRD::RendererStorageRD() {
}
}
- lightmap_probe_capture_update_speed = GLOBAL_GET("rendering/lightmapper/probe_capture_update_speed");
+ lightmap_probe_capture_update_speed = GLOBAL_GET("rendering/lightmapping/probe_capture/update_speed");
/* Particles */
@@ -8767,7 +8883,7 @@ RendererStorageRD::RendererStorageRD() {
actions.renames["RESTART_VELOCITY"] = "restart_velocity";
actions.renames["RESTART_COLOR"] = "restart_color";
actions.renames["RESTART_CUSTOM"] = "restart_custom";
- actions.renames["emit_particle"] = "emit_particle";
+ actions.renames["emit_subparticle"] = "emit_subparticle";
actions.renames["COLLIDED"] = "collided";
actions.renames["COLLISION_NORMAL"] = "collision_normal";
actions.renames["COLLISION_DEPTH"] = "collision_depth";
@@ -8793,9 +8909,11 @@ RendererStorageRD::RendererStorageRD() {
{
// default material and shader for particles shader
- particles_shader.default_shader = shader_create();
+ particles_shader.default_shader = shader_allocate();
+ shader_initialize(particles_shader.default_shader);
shader_set_code(particles_shader.default_shader, "shader_type particles; void compute() { COLOR = vec4(1.0); } \n");
- particles_shader.default_material = material_create();
+ particles_shader.default_material = material_allocate();
+ material_initialize(particles_shader.default_material);
material_set_shader(particles_shader.default_material, particles_shader.default_shader);
ParticlesMaterialData *md = (ParticlesMaterialData *)material_get_data(particles_shader.default_material, RendererStorageRD::SHADER_TYPE_PARTICLES);
diff --git a/servers/rendering/renderer_rd/renderer_storage_rd.h b/servers/rendering/renderer_rd/renderer_storage_rd.h
index bd27936e38..cd3d4604eb 100644
--- a/servers/rendering/renderer_rd/renderer_storage_rd.h
+++ b/servers/rendering/renderer_rd/renderer_storage_rd.h
@@ -95,6 +95,21 @@ public:
p_array[11] = 0;
}
+ static _FORCE_INLINE_ void store_transform_transposed_3x4(const Transform &p_mtx, float *p_array) {
+ p_array[0] = p_mtx.basis.elements[0][0];
+ p_array[1] = p_mtx.basis.elements[0][1];
+ p_array[2] = p_mtx.basis.elements[0][2];
+ p_array[3] = p_mtx.origin.x;
+ p_array[4] = p_mtx.basis.elements[1][0];
+ p_array[5] = p_mtx.basis.elements[1][1];
+ p_array[6] = p_mtx.basis.elements[1][2];
+ p_array[7] = p_mtx.origin.y;
+ p_array[8] = p_mtx.basis.elements[2][0];
+ p_array[9] = p_mtx.basis.elements[2][1];
+ p_array[10] = p_mtx.basis.elements[2][2];
+ p_array[11] = p_mtx.origin.z;
+ }
+
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++) {
@@ -127,6 +142,8 @@ public:
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() {}
};
@@ -204,7 +221,7 @@ private:
~CanvasTexture();
};
- RID_PtrOwner<CanvasTexture> canvas_texture_owner;
+ RID_PtrOwner<CanvasTexture, true> canvas_texture_owner;
/* TEXTURE API */
struct Texture {
@@ -350,7 +367,7 @@ private:
};
ShaderDataRequestFunction shader_data_request_func[SHADER_TYPE_MAX];
- mutable RID_Owner<Shader> shader_owner;
+ mutable RID_Owner<Shader, true> shader_owner;
/* Material */
@@ -372,7 +389,7 @@ private:
};
MaterialDataRequestFunction material_data_request_func[SHADER_TYPE_MAX];
- mutable RID_Owner<Material> material_owner;
+ mutable RID_Owner<Material, true> material_owner;
Material *material_update_list;
void _material_queue_update(Material *material, bool p_uniform, bool p_texture);
@@ -461,10 +478,13 @@ private:
List<MeshInstance *> instances;
+ RID shadow_mesh;
+ Set<Mesh *> shadow_owners;
+
Dependency dependency;
};
- mutable RID_Owner<Mesh> mesh_owner;
+ mutable RID_Owner<Mesh, true> mesh_owner;
struct MeshInstance {
Mesh *mesh;
@@ -567,7 +587,7 @@ private:
Dependency dependency;
};
- mutable RID_Owner<MultiMesh> multimesh_owner;
+ mutable RID_Owner<MultiMesh, true> multimesh_owner;
MultiMesh *multimesh_dirty_list = nullptr;
@@ -840,6 +860,8 @@ private:
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;
+
ParticlesShaderData();
virtual ~ParticlesShaderData();
};
@@ -871,7 +893,7 @@ private:
void update_particles();
- mutable RID_Owner<Particles> particles_owner;
+ mutable RID_Owner<Particles, true> particles_owner;
/* Particles Collision */
@@ -893,7 +915,7 @@ private:
Dependency dependency;
};
- mutable RID_Owner<ParticlesCollision> particles_collision_owner;
+ mutable RID_Owner<ParticlesCollision, true> particles_collision_owner;
struct ParticlesCollisionInstance {
RID collision;
@@ -923,7 +945,7 @@ private:
Dependency dependency;
};
- mutable RID_Owner<Skeleton> skeleton_owner;
+ mutable RID_Owner<Skeleton, true> skeleton_owner;
_FORCE_INLINE_ void _skeleton_make_dirty(Skeleton *skeleton);
@@ -955,7 +977,7 @@ private:
Dependency dependency;
};
- mutable RID_Owner<Light> light_owner;
+ mutable RID_Owner<Light, true> light_owner;
/* REFLECTION PROBE */
@@ -978,7 +1000,7 @@ private:
Dependency dependency;
};
- mutable RID_Owner<ReflectionProbe> reflection_probe_owner;
+ mutable RID_Owner<ReflectionProbe, true> reflection_probe_owner;
/* DECAL */
@@ -999,7 +1021,7 @@ private:
Dependency dependency;
};
- mutable RID_Owner<Decal> decal_owner;
+ mutable RID_Owner<Decal, true> decal_owner;
/* GI PROBE */
@@ -1042,7 +1064,7 @@ private:
RID giprobe_sdf_shader_version_shader;
RID giprobe_sdf_shader_pipeline;
- mutable RID_Owner<GIProbe> gi_probe_owner;
+ mutable RID_Owner<GIProbe, true> gi_probe_owner;
/* REFLECTION PROBE */
@@ -1073,7 +1095,7 @@ private:
uint64_t lightmap_array_version = 0;
- mutable RID_Owner<Lightmap> lightmap_owner;
+ mutable RID_Owner<Lightmap, true> lightmap_owner;
float lightmap_probe_capture_update_speed = 4;
@@ -1227,12 +1249,16 @@ private:
EffectsRD effects;
public:
+ virtual bool can_create_resources_async() const;
+
/* TEXTURE API */
- virtual RID texture_2d_create(const Ref<Image> &p_image);
- virtual RID texture_2d_layered_create(const Vector<Ref<Image>> &p_layers, RS::TextureLayeredType p_layered_type);
- virtual RID texture_3d_create(Image::Format p_format, int p_width, int p_height, int p_depth, bool p_mipmaps, const Vector<Ref<Image>> &p_data); //all slices, then all the mipmaps, must be coherent
- virtual RID texture_proxy_create(RID p_base);
+ virtual RID texture_allocate();
+
+ virtual void texture_2d_initialize(RID p_texture, const Ref<Image> &p_image);
+ virtual void texture_2d_layered_initialize(RID p_texture, const Vector<Ref<Image>> &p_layers, RS::TextureLayeredType p_layered_type);
+ virtual void texture_3d_initialize(RID p_texture, Image::Format p_format, int p_width, int p_height, int p_depth, bool p_mipmaps, const Vector<Ref<Image>> &p_data); //all slices, then all the mipmaps, must be coherent
+ virtual void texture_proxy_initialize(RID p_texture, RID p_base);
virtual void _texture_2d_update(RID p_texture, const Ref<Image> &p_image, int p_layer, bool p_immediate);
@@ -1242,9 +1268,9 @@ public:
virtual void texture_proxy_update(RID p_texture, RID p_proxy_to);
//these two APIs can be used together or in combination with the others.
- virtual RID texture_2d_placeholder_create();
- virtual RID texture_2d_layered_placeholder_create(RenderingServer::TextureLayeredType p_layered_type);
- virtual RID texture_3d_placeholder_create();
+ virtual void texture_2d_placeholder_initialize(RID p_texture);
+ virtual void texture_2d_layered_placeholder_initialize(RID p_texture, RenderingServer::TextureLayeredType p_layered_type);
+ virtual void texture_3d_placeholder_initialize(RID p_texture);
virtual Ref<Image> texture_2d_get(RID p_texture) const;
virtual Ref<Image> texture_2d_layer_get(RID p_texture, int p_layer) const;
@@ -1316,7 +1342,8 @@ public:
/* CANVAS TEXTURE API */
- virtual RID canvas_texture_create();
+ RID canvas_texture_allocate();
+ void canvas_texture_initialize(RID p_canvas_texture);
virtual void canvas_texture_set_channel(RID p_canvas_texture, RS::CanvasTextureChannel p_channel, RID p_texture);
virtual void canvas_texture_set_shading_parameters(RID p_canvas_texture, const Color &p_specular_color, float p_shininess);
@@ -1328,7 +1355,8 @@ public:
/* SHADER API */
- RID shader_create();
+ RID shader_allocate();
+ void shader_initialize(RID p_shader);
void shader_set_code(RID p_shader, const String &p_code);
String shader_get_code(RID p_shader) const;
@@ -1339,9 +1367,12 @@ public:
Variant shader_get_param_default(RID p_shader, const StringName &p_param) const;
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;
+
/* COMMON MATERIAL API */
- RID material_create();
+ RID material_allocate();
+ void material_initialize(RID p_material);
void material_set_shader(RID p_material, RID p_shader);
@@ -1377,7 +1408,8 @@ public:
/* MESH API */
- virtual RID mesh_create();
+ RID mesh_allocate();
+ void mesh_initialize(RID p_mesh);
virtual void mesh_set_blend_shape_count(RID p_mesh, int p_blend_shape_count);
@@ -1402,6 +1434,7 @@ public:
virtual AABB mesh_get_custom_aabb(RID p_mesh) const;
virtual AABB mesh_get_aabb(RID p_mesh, RID p_skeleton = RID());
+ virtual void mesh_set_shadow_mesh(RID p_mesh, RID p_shadow_mesh);
virtual void mesh_clear(RID p_mesh);
@@ -1440,6 +1473,13 @@ public:
return mesh->surfaces[p_surface_index];
}
+ _FORCE_INLINE_ RID mesh_get_shadow_mesh(RID p_mesh) {
+ Mesh *mesh = mesh_owner.getornull(p_mesh);
+ ERR_FAIL_COND_V(!mesh, RID());
+
+ return mesh->shadow_mesh;
+ }
+
_FORCE_INLINE_ RS::PrimitiveType mesh_surface_get_primitive(void *p_surface) {
Mesh::Surface *surface = reinterpret_cast<Mesh::Surface *>(p_surface);
return surface->primitive;
@@ -1450,13 +1490,7 @@ public:
return s->lod_count > 0;
}
- _FORCE_INLINE_ RID mesh_surface_get_index_array(void *p_surface) const {
- Mesh::Surface *s = reinterpret_cast<Mesh::Surface *>(p_surface);
-
- return s->index_array;
- }
-
- _FORCE_INLINE_ RID mesh_surface_get_index_array_with_lod(void *p_surface, float p_model_scale, float p_distance_threshold, float p_lod_threshold) const {
+ _FORCE_INLINE_ uint32_t mesh_surface_get_lod(void *p_surface, float p_model_scale, float p_distance_threshold, float p_lod_threshold) const {
Mesh::Surface *s = reinterpret_cast<Mesh::Surface *>(p_surface);
int32_t current_lod = -1;
@@ -1468,9 +1502,19 @@ public:
current_lod = i;
}
if (current_lod == -1) {
+ return 0;
+ } else {
+ return current_lod + 1;
+ }
+ }
+
+ _FORCE_INLINE_ RID mesh_surface_get_index_array(void *p_surface, uint32_t p_lod) const {
+ Mesh::Surface *s = reinterpret_cast<Mesh::Surface *>(p_surface);
+
+ if (p_lod == 0) {
return s->index_array;
} else {
- return s->lods[current_lod].index_array;
+ return s->lods[p_lod - 1].index_array;
}
}
@@ -1586,9 +1630,10 @@ public:
/* MULTIMESH API */
- RID multimesh_create();
+ RID multimesh_allocate();
+ void multimesh_initialize(RID p_multimesh);
- void multimesh_allocate(RID p_multimesh, int p_instances, RS::MultimeshTransformFormat p_transform_format, bool p_use_colors = false, bool p_use_custom_data = false);
+ void multimesh_allocate_data(RID p_multimesh, int p_instances, RS::MultimeshTransformFormat p_transform_format, bool p_use_colors = false, bool p_use_custom_data = false);
int multimesh_get_instance_count(RID p_multimesh) const;
void multimesh_set_mesh(RID p_multimesh, RID p_mesh);
@@ -1652,24 +1697,28 @@ public:
/* IMMEDIATE API */
- RID immediate_create() { return RID(); }
- void immediate_begin(RID p_immediate, RS::PrimitiveType p_rimitive, RID p_texture = RID()) {}
- void immediate_vertex(RID p_immediate, const Vector3 &p_vertex) {}
- void immediate_normal(RID p_immediate, const Vector3 &p_normal) {}
- void immediate_tangent(RID p_immediate, const Plane &p_tangent) {}
- void immediate_color(RID p_immediate, const Color &p_color) {}
- void immediate_uv(RID p_immediate, const Vector2 &tex_uv) {}
- void immediate_uv2(RID p_immediate, const Vector2 &tex_uv) {}
- void immediate_end(RID p_immediate) {}
- void immediate_clear(RID p_immediate) {}
- void immediate_set_material(RID p_immediate, RID p_material) {}
- RID immediate_get_material(RID p_immediate) const { return RID(); }
- AABB immediate_get_aabb(RID p_immediate) const { return AABB(); }
+ RID immediate_allocate() { return RID(); }
+ void immediate_initialize(RID p_immediate) {}
+
+ virtual void immediate_begin(RID p_immediate, RS::PrimitiveType p_rimitive, RID p_texture = RID()) {}
+ virtual void immediate_vertex(RID p_immediate, const Vector3 &p_vertex) {}
+ virtual void immediate_normal(RID p_immediate, const Vector3 &p_normal) {}
+ virtual void immediate_tangent(RID p_immediate, const Plane &p_tangent) {}
+ virtual void immediate_color(RID p_immediate, const Color &p_color) {}
+ virtual void immediate_uv(RID p_immediate, const Vector2 &tex_uv) {}
+ virtual void immediate_uv2(RID p_immediate, const Vector2 &tex_uv) {}
+ virtual void immediate_end(RID p_immediate) {}
+ virtual void immediate_clear(RID p_immediate) {}
+ virtual void immediate_set_material(RID p_immediate, RID p_material) {}
+ virtual RID immediate_get_material(RID p_immediate) const { return RID(); }
+ virtual AABB immediate_get_aabb(RID p_immediate) const { return AABB(); }
/* SKELETON API */
- RID skeleton_create();
- void skeleton_allocate(RID p_skeleton, int p_bones, bool p_2d_skeleton = false);
+ RID skeleton_allocate();
+ void skeleton_initialize(RID p_skeleton);
+
+ void skeleton_allocate_data(RID p_skeleton, int p_bones, bool p_2d_skeleton = false);
void skeleton_set_base_transform_2d(RID p_skeleton, const Transform2D &p_base_transform);
void skeleton_set_world_transform(RID p_skeleton, bool p_enable, const Transform &p_world_transform);
int skeleton_get_bone_count(RID p_skeleton) const;
@@ -1703,11 +1752,16 @@ public:
}
/* Light API */
- RID light_create(RS::LightType p_type);
+ void _light_initialize(RID p_rid, RS::LightType p_type);
+
+ RID directional_light_allocate();
+ void directional_light_initialize(RID p_light);
- RID directional_light_create() { return light_create(RS::LIGHT_DIRECTIONAL); }
- RID omni_light_create() { return light_create(RS::LIGHT_OMNI); }
- RID spot_light_create() { return light_create(RS::LIGHT_SPOT); }
+ RID omni_light_allocate();
+ void omni_light_initialize(RID p_light);
+
+ RID spot_light_allocate();
+ void spot_light_initialize(RID p_light);
void light_set_color(RID p_light, const Color &p_color);
void light_set_param(RID p_light, RS::LightParam p_param, float p_value);
@@ -1810,7 +1864,8 @@ public:
/* PROBE API */
- RID reflection_probe_create();
+ RID reflection_probe_allocate();
+ void reflection_probe_initialize(RID p_reflection_probe);
void reflection_probe_set_update_mode(RID p_probe, RS::ReflectionProbeUpdateMode p_mode);
void reflection_probe_set_intensity(RID p_probe, float p_intensity);
@@ -1850,7 +1905,9 @@ public:
/* DECAL API */
- virtual RID decal_create();
+ RID decal_allocate();
+ void decal_initialize(RID p_decal);
+
virtual void decal_set_extents(RID p_decal, const Vector3 &p_extents);
virtual void decal_set_texture(RID p_decal, RS::DecalTexture p_type, RID p_texture);
virtual void decal_set_emission_energy(RID p_decal, float p_energy);
@@ -1925,9 +1982,10 @@ public:
/* GI PROBE API */
- RID gi_probe_create();
+ RID gi_probe_allocate();
+ void gi_probe_initialize(RID p_gi_probe);
- void gi_probe_allocate(RID p_gi_probe, const Transform &p_to_cell_xform, const AABB &p_aabb, const Vector3i &p_octree_size, const Vector<uint8_t> &p_octree_cells, const Vector<uint8_t> &p_data_cells, const Vector<uint8_t> &p_distance_field, const Vector<int> &p_level_counts);
+ void gi_probe_allocate_data(RID p_gi_probe, const Transform &p_to_cell_xform, const AABB &p_aabb, const Vector3i &p_octree_size, const Vector<uint8_t> &p_octree_cells, const Vector<uint8_t> &p_data_cells, const Vector<uint8_t> &p_distance_field, const Vector<int> &p_level_counts);
AABB gi_probe_get_bounds(RID p_gi_probe) const;
Vector3i gi_probe_get_octree_size(RID p_gi_probe) const;
@@ -1978,7 +2036,8 @@ public:
/* LIGHTMAP CAPTURE */
- virtual RID lightmap_create();
+ RID lightmap_allocate();
+ void lightmap_initialize(RID p_lightmap);
virtual void lightmap_set_textures(RID p_lightmap, RID p_light, bool p_uses_spherical_haromics);
virtual void lightmap_set_probe_bounds(RID p_lightmap, const AABB &p_bounds);
@@ -2027,7 +2086,8 @@ public:
/* PARTICLES */
- RID particles_create();
+ RID particles_allocate();
+ void particles_initialize(RID p_particles_collision);
void particles_set_emitting(RID p_particles, bool p_emitting);
void particles_set_amount(RID p_particles, int p_amount);
@@ -2105,7 +2165,9 @@ public:
/* PARTICLES COLLISION */
- virtual RID particles_collision_create();
+ RID particles_collision_allocate();
+ void particles_collision_initialize(RID p_particles_collision);
+
virtual void particles_collision_set_collision_type(RID p_particles_collision, RS::ParticlesCollisionType p_type);
virtual void particles_collision_set_cull_mask(RID p_particles_collision, uint32_t p_cull_mask);
virtual void particles_collision_set_sphere_radius(RID p_particles_collision, float p_radius); //for spheres
@@ -2201,7 +2263,7 @@ public:
void render_info_end_capture() {}
int get_captured_render_info(RS::RenderInfo p_info) { return 0; }
- int get_render_info(RS::RenderInfo p_info) { return 0; }
+ uint64_t get_render_info(RS::RenderInfo p_info) { return 0; }
String get_video_adapter_name() const { return String(); }
String get_video_adapter_vendor() const { return String(); }
diff --git a/servers/rendering/renderer_rd/shader_compiler_rd.cpp b/servers/rendering/renderer_rd/shader_compiler_rd.cpp
index e77141b26c..8135d388e1 100644
--- a/servers/rendering/renderer_rd/shader_compiler_rd.cpp
+++ b/servers/rendering/renderer_rd/shader_compiler_rd.cpp
@@ -687,7 +687,15 @@ String ShaderCompilerRD::_dump_node_code(const SL::Node *p_node, int p_level, Ge
uint32_t index = p_default_actions.base_varying_index;
+ List<Pair<StringName, SL::ShaderNode::Varying>> var_frag_to_light;
+
for (Map<StringName, SL::ShaderNode::Varying>::Element *E = pnode->varyings.front(); E; E = E->next()) {
+ if (E->get().stage == SL::ShaderNode::Varying::STAGE_FRAGMENT_TO_LIGHT || E->get().stage == SL::ShaderNode::Varying::STAGE_FRAGMENT) {
+ var_frag_to_light.push_back(Pair<StringName, SL::ShaderNode::Varying>(E->key(), E->get()));
+ fragment_varyings.insert(E->key());
+ continue;
+ }
+
String vcode;
String interp_mode = _interpstr(E->get().interpolation);
vcode += _prestr(E->get().precision);
@@ -705,6 +713,21 @@ String ShaderCompilerRD::_dump_node_code(const SL::Node *p_node, int p_level, Ge
index++;
}
+ if (var_frag_to_light.size() > 0) {
+ String gcode = "\n\nstruct {\n";
+ for (List<Pair<StringName, SL::ShaderNode::Varying>>::Element *E = var_frag_to_light.front(); E; E = E->next()) {
+ gcode += "\t" + _prestr(E->get().second.precision) + _typestr(E->get().second.type) + " " + _mkid(E->get().first);
+ if (E->get().second.array_size > 0) {
+ gcode += "[";
+ gcode += itos(E->get().second.array_size);
+ gcode += "]";
+ }
+ gcode += ";\n";
+ }
+ gcode += "} frag_to_light;\n";
+ r_gen_code.fragment_global += gcode;
+ }
+
for (int i = 0; i < pnode->vconstants.size(); i++) {
const SL::ShaderNode::Constant &cnode = pnode->vconstants[i];
String gcode;
@@ -833,6 +856,19 @@ String ShaderCompilerRD::_dump_node_code(const SL::Node *p_node, int p_level, Ge
} break;
case SL::Node::TYPE_VARIABLE: {
SL::VariableNode *vnode = (SL::VariableNode *)p_node;
+ bool use_fragment_varying = false;
+
+ if (current_func_name != vertex_name) {
+ if (p_assigning) {
+ if (shader->varyings.has(vnode->name)) {
+ use_fragment_varying = true;
+ }
+ } else {
+ if (fragment_varyings.has(vnode->name)) {
+ use_fragment_varying = true;
+ }
+ }
+ }
if (p_assigning && p_actions.write_flag_pointers.has(vnode->name)) {
*p_actions.write_flag_pointers[vnode->name] = true;
@@ -877,7 +913,10 @@ String ShaderCompilerRD::_dump_node_code(const SL::Node *p_node, int p_level, Ge
}
} else {
- code = _mkid(vnode->name); //its something else (local var most likely) use as is
+ if (use_fragment_varying) {
+ code = "frag_to_light.";
+ }
+ code += _mkid(vnode->name); //its something else (local var most likely) use as is
}
}
@@ -962,6 +1001,23 @@ String ShaderCompilerRD::_dump_node_code(const SL::Node *p_node, int p_level, Ge
} break;
case SL::Node::TYPE_ARRAY: {
SL::ArrayNode *anode = (SL::ArrayNode *)p_node;
+ bool use_fragment_varying = false;
+
+ if (current_func_name != vertex_name) {
+ if (anode->assign_expression != nullptr) {
+ use_fragment_varying = true;
+ } else {
+ if (p_assigning) {
+ if (shader->varyings.has(anode->name)) {
+ use_fragment_varying = true;
+ }
+ } else {
+ if (fragment_varyings.has(anode->name)) {
+ use_fragment_varying = true;
+ }
+ }
+ }
+ }
if (p_assigning && p_actions.write_flag_pointers.has(anode->name)) {
*p_actions.write_flag_pointers[anode->name] = true;
@@ -984,7 +1040,10 @@ String ShaderCompilerRD::_dump_node_code(const SL::Node *p_node, int p_level, Ge
if (p_default_actions.renames.has(anode->name)) {
code = p_default_actions.renames[anode->name];
} else {
- code = _mkid(anode->name);
+ if (use_fragment_varying) {
+ code = "frag_to_light.";
+ }
+ code += _mkid(anode->name);
}
if (anode->call_expression != nullptr) {
@@ -1277,6 +1336,7 @@ Error ShaderCompilerRD::compile(RS::ShaderMode p_mode, const String &p_code, Ide
used_name_defines.clear();
used_rmode_defines.clear();
used_flag_pointers.clear();
+ fragment_varyings.clear();
shader = parser.get_shader();
function = nullptr;
@@ -1408,7 +1468,7 @@ ShaderCompilerRD::ShaderCompilerRD() {
actions[RS::SHADER_SPATIAL].render_mode_defines["cull_front"] = "#define DO_SIDE_CHECK\n";
actions[RS::SHADER_SPATIAL].render_mode_defines["cull_disabled"] = "#define DO_SIDE_CHECK\n";
- bool force_lambert = GLOBAL_GET("rendering/quality/shading/force_lambert_over_burley");
+ bool force_lambert = GLOBAL_GET("rendering/shading/overrides/force_lambert_over_burley");
if (!force_lambert) {
actions[RS::SHADER_SPATIAL].render_mode_defines["diffuse_burley"] = "#define DIFFUSE_BURLEY\n";
@@ -1418,7 +1478,7 @@ ShaderCompilerRD::ShaderCompilerRD() {
actions[RS::SHADER_SPATIAL].render_mode_defines["diffuse_lambert_wrap"] = "#define DIFFUSE_LAMBERT_WRAP\n";
actions[RS::SHADER_SPATIAL].render_mode_defines["diffuse_toon"] = "#define DIFFUSE_TOON\n";
- bool force_blinn = GLOBAL_GET("rendering/quality/shading/force_blinn_over_ggx");
+ bool force_blinn = GLOBAL_GET("rendering/shading/overrides/force_blinn_over_ggx");
if (!force_blinn) {
actions[RS::SHADER_SPATIAL].render_mode_defines["specular_schlick_ggx"] = "#define SPECULAR_SCHLICK_GGX\n";
diff --git a/servers/rendering/renderer_rd/shader_compiler_rd.h b/servers/rendering/renderer_rd/shader_compiler_rd.h
index d127d8e01c..6575829e73 100644
--- a/servers/rendering/renderer_rd/shader_compiler_rd.h
+++ b/servers/rendering/renderer_rd/shader_compiler_rd.h
@@ -114,6 +114,7 @@ private:
Set<StringName> used_flag_pointers;
Set<StringName> used_rmode_defines;
Set<StringName> internal_functions;
+ Set<StringName> fragment_varyings;
DefaultIdentifierActions actions;
diff --git a/servers/rendering/renderer_rd/shader_rd.cpp b/servers/rendering/renderer_rd/shader_rd.cpp
index e955cead05..e4a39ff813 100644
--- a/servers/rendering/renderer_rd/shader_rd.cpp
+++ b/servers/rendering/renderer_rd/shader_rd.cpp
@@ -301,6 +301,7 @@ void ShaderRD::_compile_variant(uint32_t p_variant, Version *p_version) {
builder.append(compute_codev.get_data()); // version info (if exists)
builder.append("\n"); //make sure defines begin at newline
+ builder.append(base_compute_defines.get_data());
builder.append(general_defines.get_data());
builder.append(variant_defines[p_variant].get_data());
@@ -351,6 +352,127 @@ void ShaderRD::_compile_variant(uint32_t p_variant, Version *p_version) {
}
}
+RS::ShaderNativeSourceCode ShaderRD::version_get_native_source_code(RID p_version) {
+ Version *version = version_owner.getornull(p_version);
+ RS::ShaderNativeSourceCode source_code;
+ ERR_FAIL_COND_V(!version, source_code);
+
+ source_code.versions.resize(variant_defines.size());
+
+ for (int i = 0; i < source_code.versions.size(); i++) {
+ if (!is_compute) {
+ //vertex stage
+
+ StringBuilder builder;
+
+ builder.append(vertex_codev.get_data()); // version info (if exists)
+ builder.append("\n"); //make sure defines begin at newline
+ builder.append(general_defines.get_data());
+ builder.append(variant_defines[i].get_data());
+
+ for (int j = 0; j < version->custom_defines.size(); j++) {
+ builder.append(version->custom_defines[j].get_data());
+ }
+
+ builder.append(vertex_code0.get_data()); //first part of vertex
+
+ builder.append(version->uniforms.get_data()); //uniforms (same for vertex and fragment)
+
+ builder.append(vertex_code1.get_data()); //second part of vertex
+
+ builder.append(version->vertex_globals.get_data()); // vertex globals
+
+ builder.append(vertex_code2.get_data()); //third part of vertex
+
+ builder.append(version->vertex_code.get_data()); // code
+
+ builder.append(vertex_code3.get_data()); //fourth of vertex
+
+ RS::ShaderNativeSourceCode::Version::Stage stage;
+ stage.name = "vertex";
+ stage.code = builder.as_string();
+
+ source_code.versions.write[i].stages.push_back(stage);
+ }
+
+ if (!is_compute) {
+ //fragment stage
+
+ StringBuilder builder;
+
+ builder.append(fragment_codev.get_data()); // version info (if exists)
+ builder.append("\n"); //make sure defines begin at newline
+ builder.append(general_defines.get_data());
+ builder.append(variant_defines[i].get_data());
+ for (int j = 0; j < version->custom_defines.size(); j++) {
+ builder.append(version->custom_defines[j].get_data());
+ }
+
+ builder.append(fragment_code0.get_data()); //first part of fragment
+
+ builder.append(version->uniforms.get_data()); //uniforms (same for fragment and fragment)
+
+ builder.append(fragment_code1.get_data()); //first part of fragment
+
+ builder.append(version->fragment_globals.get_data()); // fragment globals
+
+ builder.append(fragment_code2.get_data()); //third part of fragment
+
+ builder.append(version->fragment_light.get_data()); // fragment light
+
+ builder.append(fragment_code3.get_data()); //fourth part of fragment
+
+ builder.append(version->fragment_code.get_data()); // fragment code
+
+ builder.append(fragment_code4.get_data()); //fourth part of fragment
+
+ RS::ShaderNativeSourceCode::Version::Stage stage;
+ stage.name = "fragment";
+ stage.code = builder.as_string();
+
+ source_code.versions.write[i].stages.push_back(stage);
+ }
+
+ if (is_compute) {
+ //compute stage
+
+ StringBuilder builder;
+
+ builder.append(compute_codev.get_data()); // version info (if exists)
+ builder.append("\n"); //make sure defines begin at newline
+ builder.append(base_compute_defines.get_data());
+ builder.append(general_defines.get_data());
+ builder.append(variant_defines[i].get_data());
+
+ for (int j = 0; j < version->custom_defines.size(); j++) {
+ builder.append(version->custom_defines[j].get_data());
+ }
+
+ builder.append(compute_code0.get_data()); //first part of compute
+
+ builder.append(version->uniforms.get_data()); //uniforms (same for compute and fragment)
+
+ builder.append(compute_code1.get_data()); //second part of compute
+
+ builder.append(version->compute_globals.get_data()); // compute globals
+
+ builder.append(compute_code2.get_data()); //third part of compute
+
+ builder.append(version->compute_code.get_data()); // code
+
+ builder.append(compute_code3.get_data()); //fourth of compute
+
+ RS::ShaderNativeSourceCode::Version::Stage stage;
+ stage.name = "compute";
+ stage.code = builder.as_string();
+
+ source_code.versions.write[i].stages.push_back(stage);
+ }
+ }
+
+ return source_code;
+}
+
void ShaderRD::_compile_version(Version *p_version) {
_clear_version(p_version);
@@ -475,6 +597,22 @@ bool ShaderRD::is_variant_enabled(int p_variant) const {
return variants_enabled[p_variant];
}
+ShaderRD::ShaderRD() {
+ // Do not feel forced to use this, in most cases it makes little to no difference.
+ bool use_32_threads = false;
+ if (RD::get_singleton()->get_device_vendor_name() == "NVIDIA") {
+ use_32_threads = true;
+ }
+ String base_compute_define_text;
+ if (use_32_threads) {
+ base_compute_define_text = "\n#define NATIVE_LOCAL_GROUP_SIZE 32\n#define NATIVE_LOCAL_SIZE_2D_X 8\n#define NATIVE_LOCAL_SIZE_2D_Y 4\n";
+ } else {
+ base_compute_define_text = "\n#define NATIVE_LOCAL_GROUP_SIZE 64\n#define NATIVE_LOCAL_SIZE_2D_X 8\n#define NATIVE_LOCAL_SIZE_2D_Y 8\n";
+ }
+
+ base_compute_defines = base_compute_define_text.ascii();
+}
+
void ShaderRD::initialize(const Vector<String> &p_variant_defines, const String &p_general_defines) {
ERR_FAIL_COND(variant_defines.size());
ERR_FAIL_COND(p_variant_defines.size() == 0);
diff --git a/servers/rendering/renderer_rd/shader_rd.h b/servers/rendering/renderer_rd/shader_rd.h
index a80d08050a..e0f4dcf2d0 100644
--- a/servers/rendering/renderer_rd/shader_rd.h
+++ b/servers/rendering/renderer_rd/shader_rd.h
@@ -36,6 +36,7 @@
#include "core/templates/map.h"
#include "core/templates/rid_owner.h"
#include "core/variant/variant.h"
+#include "servers/rendering_server.h"
#include <stdio.h>
/**
@@ -98,8 +99,10 @@ class ShaderRD {
const char *name;
+ CharString base_compute_defines;
+
protected:
- ShaderRD() {}
+ ShaderRD();
void setup(const char *p_vertex_code, const char *p_fragment_code, const char *p_compute_code, const char *p_name);
public:
@@ -133,6 +136,8 @@ public:
void set_variant_enabled(int p_variant, bool p_enabled);
bool is_variant_enabled(int p_variant) const;
+ RS::ShaderNativeSourceCode version_get_native_source_code(RID p_version);
+
void initialize(const Vector<String> &p_variant_defines, const String &p_general_defines = "");
virtual ~ShaderRD();
};
diff --git a/servers/rendering/renderer_rd/shaders/SCsub b/servers/rendering/renderer_rd/shaders/SCsub
index deaa9668df..fc513d3fb9 100644
--- a/servers/rendering/renderer_rd/shaders/SCsub
+++ b/servers/rendering/renderer_rd/shaders/SCsub
@@ -3,44 +3,15 @@
Import("env")
if "RD_GLSL" in env["BUILDERS"]:
- env.RD_GLSL("canvas.glsl")
- env.RD_GLSL("canvas_occlusion.glsl")
- env.RD_GLSL("canvas_sdf.glsl")
- env.RD_GLSL("copy.glsl")
- env.RD_GLSL("copy_to_fb.glsl")
- env.RD_GLSL("cubemap_roughness.glsl")
- env.RD_GLSL("cubemap_downsampler.glsl")
- env.RD_GLSL("cubemap_filter.glsl")
- env.RD_GLSL("scene_forward.glsl")
- env.RD_GLSL("sky.glsl")
- env.RD_GLSL("tonemap.glsl")
- env.RD_GLSL("cube_to_dp.glsl")
- env.RD_GLSL("giprobe.glsl")
- env.RD_GLSL("giprobe_debug.glsl")
- env.RD_GLSL("giprobe_sdf.glsl")
- env.RD_GLSL("luminance_reduce.glsl")
- env.RD_GLSL("bokeh_dof.glsl")
- env.RD_GLSL("ssao.glsl")
- env.RD_GLSL("ssao_downsample.glsl")
- env.RD_GLSL("ssao_importance_map.glsl")
- env.RD_GLSL("ssao_blur.glsl")
- env.RD_GLSL("ssao_interleave.glsl")
- env.RD_GLSL("roughness_limiter.glsl")
- env.RD_GLSL("screen_space_reflection.glsl")
- env.RD_GLSL("screen_space_reflection_filter.glsl")
- env.RD_GLSL("screen_space_reflection_scale.glsl")
- env.RD_GLSL("subsurface_scattering.glsl")
- env.RD_GLSL("specular_merge.glsl")
- env.RD_GLSL("gi.glsl")
- env.RD_GLSL("resolve.glsl")
- env.RD_GLSL("sdfgi_preprocess.glsl")
- env.RD_GLSL("sdfgi_integrate.glsl")
- env.RD_GLSL("sdfgi_direct_light.glsl")
- env.RD_GLSL("sdfgi_debug.glsl")
- env.RD_GLSL("sdfgi_debug_probes.glsl")
- env.RD_GLSL("volumetric_fog.glsl")
- env.RD_GLSL("shadow_reduce.glsl")
- env.RD_GLSL("particles.glsl")
- env.RD_GLSL("particles_copy.glsl")
- env.RD_GLSL("sort.glsl")
- env.RD_GLSL("skeleton.glsl")
+ # find all include files
+ gl_include_files = [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)
+
+ # compile shaders
+ for glsl_file in glsl_files:
+ env.RD_GLSL(glsl_file)
diff --git a/servers/rendering/renderer_rd/shaders/canvas.glsl b/servers/rendering/renderer_rd/shaders/canvas.glsl
index 9c4e95a7c2..3b39edc70e 100644
--- a/servers/rendering/renderer_rd/shaders/canvas.glsl
+++ b/servers/rendering/renderer_rd/shaders/canvas.glsl
@@ -396,7 +396,7 @@ vec4 light_shadow_compute(uint light_base, vec4 light_color, vec4 shadow_uv
vec4 shadow_color = unpackUnorm4x8(light_array.data[light_base].shadow_color);
#ifdef LIGHT_SHADER_CODE_USED
- shadow_color *= shadow_modulate;
+ shadow_color.rgb *= shadow_modulate;
#endif
shadow_color.a *= light_color.a; //respect light alpha
@@ -546,7 +546,7 @@ FRAGMENT_SHADER_CODE
#ifdef LIGHT_SHADER_CODE_USED
vec4 shadow_modulate = vec4(1.0);
- light_color = light_compute(light_vertex, direction, normal, light_color, light_color.a, specular_shininess, shadow_modulate, screen_uv, color, uv, true);
+ light_color = light_compute(light_vertex, vec3(direction, light_array.data[light_base].height), normal, light_color, light_color.a, specular_shininess, shadow_modulate, screen_uv, uv, color, true);
#else
if (normal_used) {
@@ -563,7 +563,7 @@ FRAGMENT_SHADER_CODE
light_color = light_shadow_compute(light_base, light_color, shadow_uv
#ifdef LIGHT_SHADER_CODE_USED
,
- shadow_modulate
+ shadow_modulate.rgb
#endif
);
}
@@ -605,7 +605,7 @@ FRAGMENT_SHADER_CODE
vec3 light_position = vec3(light_array.data[light_base].position, light_array.data[light_base].height);
light_color.rgb *= light_base_color.rgb;
- light_color = light_compute(light_vertex, light_position, normal, light_color, light_base_color.a, specular_shininess, shadow_modulate, screen_uv, color, uv, false);
+ light_color = light_compute(light_vertex, light_position, normal, light_color, light_base_color.a, specular_shininess, shadow_modulate, screen_uv, uv, color, false);
#else
light_color.rgb *= light_base_color.rgb * light_base_color.a;
@@ -659,7 +659,7 @@ FRAGMENT_SHADER_CODE
light_color = light_shadow_compute(light_base, light_color, shadow_uv
#ifdef LIGHT_SHADER_CODE_USED
,
- shadow_modulate
+ shadow_modulate.rgb
#endif
);
}
diff --git a/servers/rendering/renderer_rd/shaders/cluster_data_inc.glsl b/servers/rendering/renderer_rd/shaders/cluster_data_inc.glsl
index e723468dd8..3a4bf4da07 100644
--- a/servers/rendering/renderer_rd/shaders/cluster_data_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/cluster_data_inc.glsl
@@ -6,12 +6,18 @@
struct LightData { //this structure needs to be as packed as possible
vec3 position;
float inv_radius;
+
vec3 direction;
float size;
- uint attenuation_energy; //attenuation
- uint color_specular; //rgb color, a specular (8 bit unorm)
- uint cone_attenuation_angle; // attenuation and angle, (16bit float)
- uint shadow_color_enabled; //shadow rgb color, a>0.5 enabled (8bit unorm)
+
+ vec3 color;
+ float attenuation;
+
+ float cone_attenuation;
+ float cone_angle;
+ float specular_amount;
+ bool shadow_enabled;
+
vec4 atlas_rect; // rect in the shadow atlas
mat4 shadow_matrix;
float shadow_bias;
@@ -34,9 +40,13 @@ struct ReflectionData {
float index;
vec3 box_offset;
uint mask;
- vec4 params; // intensity, 0, interior , boxproject
vec3 ambient; // ambient color
+ float intensity;
+ bool exterior;
+ bool box_project;
uint ambient_mode;
+ uint pad;
+ //0-8 is intensity,8-9 is ambient, mode
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
};
diff --git a/servers/rendering/renderer_rd/shaders/cluster_debug.glsl b/servers/rendering/renderer_rd/shaders/cluster_debug.glsl
new file mode 100644
index 0000000000..70a875192c
--- /dev/null
+++ b/servers/rendering/renderer_rd/shaders/cluster_debug.glsl
@@ -0,0 +1,115 @@
+#[compute]
+
+#version 450
+
+VERSION_DEFINES
+
+layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
+
+const vec3 usage_gradient[33] = vec3[]( // 1 (none) + 32
+ vec3(0.14, 0.17, 0.23),
+ vec3(0.24, 0.44, 0.83),
+ vec3(0.23, 0.57, 0.84),
+ vec3(0.22, 0.71, 0.84),
+ vec3(0.22, 0.85, 0.83),
+ vec3(0.21, 0.85, 0.72),
+ vec3(0.21, 0.85, 0.57),
+ vec3(0.20, 0.85, 0.42),
+ vec3(0.20, 0.85, 0.27),
+ vec3(0.27, 0.86, 0.19),
+ vec3(0.51, 0.85, 0.19),
+ vec3(0.57, 0.86, 0.19),
+ vec3(0.62, 0.85, 0.19),
+ vec3(0.67, 0.86, 0.20),
+ vec3(0.73, 0.85, 0.20),
+ vec3(0.78, 0.85, 0.20),
+ vec3(0.83, 0.85, 0.20),
+ vec3(0.85, 0.82, 0.20),
+ vec3(0.85, 0.76, 0.20),
+ vec3(0.85, 0.81, 0.20),
+ vec3(0.85, 0.65, 0.20),
+ vec3(0.84, 0.60, 0.21),
+ vec3(0.84, 0.56, 0.21),
+ vec3(0.84, 0.51, 0.21),
+ vec3(0.84, 0.46, 0.21),
+ vec3(0.84, 0.41, 0.21),
+ vec3(0.84, 0.36, 0.21),
+ vec3(0.84, 0.31, 0.21),
+ vec3(0.84, 0.27, 0.21),
+ vec3(0.83, 0.22, 0.22),
+ vec3(0.83, 0.22, 0.27),
+ vec3(0.83, 0.22, 0.32),
+ vec3(1.00, 0.63, 0.70));
+layout(push_constant, binding = 0, std430) uniform Params {
+ uvec2 screen_size;
+ uvec2 cluster_screen_size;
+
+ uint cluster_shift;
+ uint cluster_type;
+ float z_near;
+ float z_far;
+
+ bool orthogonal;
+ uint max_cluster_element_count_div_32;
+ uint pad1;
+ uint pad2;
+}
+params;
+
+layout(set = 0, binding = 1, std430) buffer restrict readonly ClusterData {
+ uint data[];
+}
+cluster_data;
+
+layout(rgba16f, set = 0, binding = 2) uniform restrict writeonly image2D screen_buffer;
+layout(set = 0, binding = 3) uniform texture2D depth_buffer;
+layout(set = 0, binding = 4) uniform sampler depth_buffer_sampler;
+
+void main() {
+ uvec2 screen_pos = gl_GlobalInvocationID.xy;
+ if (any(greaterThanEqual(screen_pos, params.screen_size))) {
+ return;
+ }
+
+ uvec2 cluster_pos = screen_pos >> params.cluster_shift;
+
+ uint offset = cluster_pos.y * params.cluster_screen_size.x + cluster_pos.x;
+ offset += params.cluster_screen_size.x * params.cluster_screen_size.y * params.cluster_type;
+ offset *= (params.max_cluster_element_count_div_32 + 32);
+
+ //depth buffers generally can't be accessed via image API
+ float depth = texelFetch(sampler2D(depth_buffer, depth_buffer_sampler), ivec2(screen_pos), 0).r * 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 {
+ depth = 2.0 * params.z_near * params.z_far / (params.z_far + params.z_near - depth * (params.z_far - params.z_near));
+ }
+ depth /= params.z_far;
+
+ uint slice = uint(clamp(floor(depth * 32.0), 0.0, 31.0));
+ uint slice_minmax = cluster_data.data[offset + params.max_cluster_element_count_div_32 + slice];
+ uint item_min = slice_minmax & 0xFFFF;
+ uint item_max = slice_minmax >> 16;
+
+ uint item_count = 0;
+ for (uint i = 0; i < params.max_cluster_element_count_div_32; i++) {
+ uint slice_bits = cluster_data.data[offset + i];
+ while (slice_bits != 0) {
+ uint bit = findLSB(slice_bits);
+ uint item = i * 32 + bit;
+ if ((item >= item_min && item < item_max)) {
+ item_count++;
+ }
+ slice_bits &= ~(1 << bit);
+ }
+ }
+
+ item_count = min(item_count, 32);
+
+ vec3 color = usage_gradient[item_count];
+
+ color = mix(color * 1.2, color * 0.3, float(slice) / 31.0);
+
+ imageStore(screen_buffer, ivec2(screen_pos), vec4(color, 1.0));
+}
diff --git a/servers/rendering/renderer_rd/shaders/cluster_render.glsl b/servers/rendering/renderer_rd/shaders/cluster_render.glsl
new file mode 100644
index 0000000000..8723ea78e4
--- /dev/null
+++ b/servers/rendering/renderer_rd/shaders/cluster_render.glsl
@@ -0,0 +1,168 @@
+#[vertex]
+
+#version 450
+
+VERSION_DEFINES
+
+layout(location = 0) in vec3 vertex_attrib;
+
+layout(location = 0) out float depth_interp;
+layout(location = 1) out flat uint element_index;
+
+layout(push_constant, binding = 0, std430) uniform Params {
+ uint base_index;
+ uint pad0;
+ uint pad1;
+ uint pad2;
+}
+params;
+
+layout(set = 0, binding = 1, std140) uniform State {
+ mat4 projection;
+
+ float inv_z_far;
+ uint screen_to_clusters_shift; // shift to obtain coordinates in block indices
+ uint cluster_screen_width; //
+ uint cluster_data_size; // how much data for a single cluster takes
+
+ uint cluster_depth_offset;
+ uint pad0;
+ uint pad1;
+ uint pad2;
+}
+state;
+
+struct RenderElement {
+ uint type; //0-4
+ bool touches_near;
+ bool touches_far;
+ uint original_index;
+ mat3x4 transform_inv;
+ vec3 scale;
+ uint pad;
+};
+
+layout(set = 0, binding = 2, std430) buffer restrict readonly RenderElements {
+ RenderElement data[];
+}
+render_elements;
+
+void main() {
+ element_index = params.base_index + gl_InstanceIndex;
+
+ vec3 vertex = vertex_attrib;
+ vertex *= render_elements.data[element_index].scale;
+
+ vertex = vec4(vertex, 1.0) * render_elements.data[element_index].transform_inv;
+ depth_interp = -vertex.z;
+
+ gl_Position = state.projection * vec4(vertex, 1.0);
+}
+
+#[fragment]
+
+#version 450
+
+VERSION_DEFINES
+
+#if defined(GL_KHR_shader_subgroup_ballot) && defined(GL_KHR_shader_subgroup_arithmetic) && defined(GL_KHR_shader_subgroup_vote)
+
+#extension GL_KHR_shader_subgroup_ballot : enable
+#extension GL_KHR_shader_subgroup_arithmetic : enable
+#extension GL_KHR_shader_subgroup_vote : enable
+
+#define USE_SUBGROUPS
+#endif
+
+layout(location = 0) in float depth_interp;
+layout(location = 1) in flat uint element_index;
+
+layout(set = 0, binding = 1, std140) uniform State {
+ mat4 projection;
+ float inv_z_far;
+ uint screen_to_clusters_shift; // shift to obtain coordinates in block indices
+ uint cluster_screen_width; //
+ uint cluster_data_size; // how much data for a single cluster takes
+ uint cluster_depth_offset;
+ uint pad0;
+ uint pad1;
+ uint pad2;
+}
+state;
+
+//cluster data is layout linearly, each cell contains the follow information:
+// - list of bits for every element to mark as used, so (max_elem_count/32)*4 uints
+// - a uint for each element to mark the depth bits used when rendering (0-31)
+
+layout(set = 0, binding = 3, std430) buffer restrict ClusterRender {
+ uint data[];
+}
+cluster_render;
+
+void main() {
+ //convert from screen to cluster
+ uvec2 cluster = uvec2(gl_FragCoord.xy) >> state.screen_to_clusters_shift;
+
+ //get linear cluster offset from screen poss
+ uint cluster_offset = cluster.x + state.cluster_screen_width * cluster.y;
+ //multiply by data size to position at the beginning of the element list for this cluster
+ cluster_offset *= state.cluster_data_size;
+
+ //find the current element in the list and plot the bit to mark it as used
+ uint usage_write_offset = cluster_offset + (element_index >> 5);
+ uint usage_write_bit = 1 << (element_index & 0x1F);
+
+#ifdef USE_SUBGROUPS
+
+ uint cluster_thread_group_index;
+
+ if (!gl_HelperInvocation) {
+ //http://advances.realtimerendering.com/s2017/2017_Sig_Improved_Culling_final.pdf
+
+ uvec4 mask;
+
+ while (true) {
+ // find the cluster offset of the first active thread
+ // threads that did break; go inactive and no longer count
+ uint first = subgroupBroadcastFirst(cluster_offset);
+ // update the mask for thread that match this cluster
+ mask = subgroupBallot(first == cluster_offset);
+ if (first == cluster_offset) {
+ // This thread belongs to the group of threads that match this offset,
+ // so exit the loop.
+ break;
+ }
+ }
+
+ cluster_thread_group_index = subgroupBallotExclusiveBitCount(mask);
+
+ if (cluster_thread_group_index == 0) {
+ atomicOr(cluster_render.data[usage_write_offset], usage_write_bit);
+ }
+ }
+#else
+ if (!gl_HelperInvocation) {
+ atomicOr(cluster_render.data[usage_write_offset], usage_write_bit);
+ }
+#endif
+ //find the current element in the depth usage list and mark the current depth as used
+ float unit_depth = depth_interp * state.inv_z_far;
+
+ uint z_bit = clamp(uint(floor(unit_depth * 32.0)), 0, 31);
+
+ uint z_write_offset = cluster_offset + state.cluster_depth_offset + element_index;
+ uint z_write_bit = 1 << z_bit;
+
+#ifdef USE_SUBGROUPS
+ if (!gl_HelperInvocation) {
+ z_write_bit = subgroupOr(z_write_bit); //merge all Zs
+ if (cluster_thread_group_index == 0) {
+ atomicOr(cluster_render.data[z_write_offset], z_write_bit);
+ }
+ }
+#else
+ if (!gl_HelperInvocation) {
+ atomicOr(cluster_render.data[z_write_offset], z_write_bit);
+ }
+#endif
+}
diff --git a/servers/rendering/renderer_rd/shaders/cluster_store.glsl b/servers/rendering/renderer_rd/shaders/cluster_store.glsl
new file mode 100644
index 0000000000..5be0893c4f
--- /dev/null
+++ b/servers/rendering/renderer_rd/shaders/cluster_store.glsl
@@ -0,0 +1,119 @@
+#[compute]
+
+#version 450
+
+VERSION_DEFINES
+
+layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
+
+layout(push_constant, binding = 0, std430) uniform Params {
+ uint cluster_render_data_size; // how much data for a single cluster takes
+ uint max_render_element_count_div_32; //divided by 32
+ uvec2 cluster_screen_size;
+ uint render_element_count_div_32; //divided by 32
+
+ uint max_cluster_element_count_div_32; //divided by 32
+ uint pad1;
+ uint pad2;
+}
+params;
+
+layout(set = 0, binding = 1, std430) buffer restrict readonly ClusterRender {
+ uint data[];
+}
+cluster_render;
+
+layout(set = 0, binding = 2, std430) buffer restrict ClusterStore {
+ uint data[];
+}
+cluster_store;
+
+struct RenderElement {
+ uint type; //0-4
+ bool touches_near;
+ bool touches_far;
+ uint original_index;
+ mat3x4 transform_inv;
+ vec3 scale;
+ uint pad;
+};
+
+layout(set = 0, binding = 3, std430) buffer restrict readonly RenderElements {
+ RenderElement data[];
+}
+render_elements;
+
+void main() {
+ uvec2 pos = gl_GlobalInvocationID.xy;
+ if (any(greaterThanEqual(pos, params.cluster_screen_size))) {
+ return;
+ }
+
+ //counter for each type of render_element
+
+ //base offset for this cluster
+ uint base_offset = (pos.x + params.cluster_screen_size.x * pos.y);
+ uint src_offset = base_offset * params.cluster_render_data_size;
+
+ uint render_element_offset = 0;
+
+ //check all render_elements and see which one was written to
+ while (render_element_offset < params.render_element_count_div_32) {
+ uint bits = cluster_render.data[src_offset + render_element_offset];
+ while (bits != 0) {
+ //if bits exist, check the render_element
+ uint index_bit = findLSB(bits);
+ uint index = render_element_offset * 32 + index_bit;
+ uint type = render_elements.data[index].type;
+
+ uint z_range_offset = src_offset + params.max_render_element_count_div_32 + index;
+ uint z_range = cluster_render.data[z_range_offset];
+
+ //if object was written, z was written, but check just in case
+ if (z_range != 0) { //should always be > 0
+
+ uint from_z = findLSB(z_range);
+ uint to_z = findMSB(z_range) + 1;
+
+ if (render_elements.data[index].touches_near) {
+ from_z = 0;
+ }
+
+ if (render_elements.data[index].touches_far) {
+ to_z = 32;
+ }
+
+ // find cluster offset in the buffer used for indexing in the renderer
+ uint dst_offset = (base_offset + type * (params.cluster_screen_size.x * params.cluster_screen_size.y)) * (params.max_cluster_element_count_div_32 + 32);
+
+ uint orig_index = render_elements.data[index].original_index;
+ //store this index in the Z slices by setting the relevant bit
+ for (uint i = from_z; i < to_z; i++) {
+ uint slice_ofs = dst_offset + params.max_cluster_element_count_div_32 + i;
+
+ uint minmax = cluster_store.data[slice_ofs];
+
+ if (minmax == 0) {
+ minmax = 0xFFFF; //min 0, max 0xFFFF
+ }
+
+ uint elem_min = min(orig_index, minmax & 0xFFFF);
+ uint elem_max = max(orig_index + 1, minmax >> 16); //always store plus one, so zero means range is empty when not written to
+
+ minmax = elem_min | (elem_max << 16);
+ cluster_store.data[slice_ofs] = minmax;
+ }
+
+ uint store_word = orig_index >> 5;
+ uint store_bit = orig_index & 0x1F;
+
+ //store the actual render_element index at the end, so the rendering code can reference it
+ cluster_store.data[dst_offset + store_word] |= 1 << store_bit;
+ }
+
+ bits &= ~(1 << index_bit); //clear the bit to continue iterating
+ }
+
+ render_element_offset++;
+ }
+}
diff --git a/servers/rendering/renderer_rd/shaders/cube_to_dp.glsl b/servers/rendering/renderer_rd/shaders/cube_to_dp.glsl
index 54d67db6c6..c3ac0bee57 100644
--- a/servers/rendering/renderer_rd/shaders/cube_to_dp.glsl
+++ b/servers/rendering/renderer_rd/shaders/cube_to_dp.glsl
@@ -1,33 +1,48 @@
-#[compute]
+#[vertex]
#version 450
VERSION_DEFINES
-layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
+layout(push_constant, binding = 1, std430) uniform Params {
+ float z_far;
+ float z_near;
+ bool z_flip;
+ uint pad;
+ vec4 screen_rect;
+}
+params;
+
+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];
+ vec2 screen_pos = uv_interp * params.screen_rect.zw + params.screen_rect.xy;
+ gl_Position = vec4(screen_pos * 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 samplerCube source_cube;
layout(push_constant, binding = 1, std430) uniform Params {
- ivec2 screen_size;
- ivec2 offset;
- float bias;
float z_far;
float z_near;
bool z_flip;
+ uint pad;
+ vec4 screen_rect;
}
params;
-layout(r32f, set = 1, binding = 0) uniform restrict writeonly image2D depth_buffer;
-
void main() {
- ivec2 pos = ivec2(gl_GlobalInvocationID.xy);
- if (any(greaterThan(pos, params.screen_size))) { //too large, do nothing
- return;
- }
-
- vec2 pixel_size = 1.0 / vec2(params.screen_size);
- vec2 uv = (vec2(pos) + 0.5) * pixel_size;
+ vec2 uv = uv_interp;
vec3 normal = vec3(uv * 2.0 - 1.0, 0.0);
@@ -65,5 +80,5 @@ void main() {
float linear_depth = 2.0 * params.z_near * params.z_far / (params.z_far + params.z_near - depth * (params.z_far - params.z_near));
depth = (linear_depth * depth_fix) / params.z_far;
- imageStore(depth_buffer, pos + params.offset, vec4(depth));
+ gl_FragDepth = depth;
}
diff --git a/servers/rendering/renderer_rd/shaders/gi.glsl b/servers/rendering/renderer_rd/shaders/gi.glsl
index 8011dadc72..92a5682572 100644
--- a/servers/rendering/renderer_rd/shaders/gi.glsl
+++ b/servers/rendering/renderer_rd/shaders/gi.glsl
@@ -97,13 +97,12 @@ layout(push_constant, binding = 0, std430) uniform Params {
vec4 proj_info;
+ vec3 ao_color;
uint max_giprobes;
+
bool high_quality_vct;
- bool use_sdfgi;
bool orthogonal;
-
- vec3 ao_color;
- uint pad;
+ uint pad[2];
mat3x4 cam_rotation;
}
@@ -331,7 +330,7 @@ void sdfgi_process(vec3 vertex, vec3 normal, vec3 reflection, float roughness, o
}
ambient_light.rgb = diffuse;
-#if 1
+
if (roughness < 0.2) {
vec3 pos_to_uvw = 1.0 / sdfgi.grid_size;
vec4 light_accum = vec4(0.0);
@@ -363,59 +362,63 @@ void sdfgi_process(vec3 vertex, vec3 normal, vec3 reflection, float roughness, o
//ray_pos += ray_dir * (bias / sdfgi.cascades[cascade].to_cell); //bias to avoid self occlusion
ray_pos += (ray_dir * 1.0 / max(abs_ray_dir.x, max(abs_ray_dir.y, abs_ray_dir.z)) + cam_normal * 1.4) * bias / sdfgi.cascades[cascade].to_cell;
}
-
float softness = 0.2 + min(1.0, roughness * 5.0) * 4.0; //approximation to roughness so it does not seem like a hard fade
- while (length(ray_pos) < max_distance) {
- for (uint i = 0; i < sdfgi.max_cascades; i++) {
- if (i >= cascade && length(ray_pos) < radius_sizes[i]) {
- cascade = max(i, cascade); //never go down
-
- vec3 pos = ray_pos - sdfgi.cascades[i].position;
- pos *= sdfgi.cascades[i].to_cell * pos_to_uvw;
-
- float distance = texture(sampler3D(sdf_cascades[i], linear_sampler), pos).r * 255.0 - 1.1;
-
- vec4 hit_light = vec4(0.0);
- if (distance < softness) {
- hit_light.rgb = texture(sampler3D(light_cascades[i], linear_sampler), pos).rgb;
- hit_light.rgb *= 0.5; //approximation given value read is actually meant for anisotropy
- hit_light.a = clamp(1.0 - (distance / softness), 0.0, 1.0);
- hit_light.rgb *= hit_light.a;
- }
+ uint i = 0;
+ bool found = false;
+ while (true) {
+ if (length(ray_pos) >= max_distance || light_accum.a > 0.99) {
+ break;
+ }
+ if (!found && i >= cascade && length(ray_pos) < radius_sizes[i]) {
+ uint next_i = min(i + 1, sdfgi.max_cascades - 1);
+ cascade = max(i, cascade); //never go down
- distance /= sdfgi.cascades[i].to_cell;
+ vec3 pos = ray_pos - sdfgi.cascades[i].position;
+ pos *= sdfgi.cascades[i].to_cell * pos_to_uvw;
- if (i < (sdfgi.max_cascades - 1)) {
- pos = ray_pos - sdfgi.cascades[i + 1].position;
- pos *= sdfgi.cascades[i + 1].to_cell * pos_to_uvw;
+ float fdistance = textureLod(sampler3D(sdf_cascades[i], linear_sampler), pos, 0.0).r * 255.0 - 1.1;
- float distance2 = texture(sampler3D(sdf_cascades[i + 1], linear_sampler), pos).r * 255.0 - 1.1;
+ vec4 hit_light = vec4(0.0);
+ if (fdistance < softness) {
+ hit_light.rgb = textureLod(sampler3D(light_cascades[i], linear_sampler), pos, 0.0).rgb;
+ hit_light.rgb *= 0.5; //approximation given value read is actually meant for anisotropy
+ hit_light.a = clamp(1.0 - (fdistance / softness), 0.0, 1.0);
+ hit_light.rgb *= hit_light.a;
+ }
- vec4 hit_light2 = vec4(0.0);
- if (distance2 < softness) {
- hit_light2.rgb = texture(sampler3D(light_cascades[i + 1], linear_sampler), pos).rgb;
- hit_light2.rgb *= 0.5; //approximation given value read is actually meant for anisotropy
- hit_light2.a = clamp(1.0 - (distance2 / softness), 0.0, 1.0);
- hit_light2.rgb *= hit_light2.a;
- }
+ fdistance /= sdfgi.cascades[i].to_cell;
- float prev_radius = i == 0 ? 0.0 : radius_sizes[i - 1];
- float blend = clamp((length(ray_pos) - prev_radius) / (radius_sizes[i] - prev_radius), 0.0, 1.0);
+ if (i < (sdfgi.max_cascades - 1)) {
+ pos = ray_pos - sdfgi.cascades[next_i].position;
+ pos *= sdfgi.cascades[next_i].to_cell * pos_to_uvw;
- distance2 /= sdfgi.cascades[i + 1].to_cell;
+ float fdistance2 = textureLod(sampler3D(sdf_cascades[next_i], linear_sampler), pos, 0.0).r * 255.0 - 1.1;
- hit_light = mix(hit_light, hit_light2, blend);
- distance = mix(distance, distance2, blend);
+ vec4 hit_light2 = vec4(0.0);
+ if (fdistance2 < softness) {
+ hit_light2.rgb = textureLod(sampler3D(light_cascades[next_i], linear_sampler), pos, 0.0).rgb;
+ hit_light2.rgb *= 0.5; //approximation given value read is actually meant for anisotropy
+ hit_light2.a = clamp(1.0 - (fdistance2 / softness), 0.0, 1.0);
+ hit_light2.rgb *= hit_light2.a;
}
- light_accum += hit_light;
- ray_pos += ray_dir * distance;
- break;
+ float prev_radius = i == 0 ? 0.0 : radius_sizes[max(0, i - 1)];
+ float blend = clamp((length(ray_pos) - prev_radius) / (radius_sizes[i] - prev_radius), 0.0, 1.0);
+
+ fdistance2 /= sdfgi.cascades[next_i].to_cell;
+
+ hit_light = mix(hit_light, hit_light2, blend);
+ fdistance = mix(fdistance, fdistance2, blend);
}
- }
- if (light_accum.a > 0.99) {
- break;
+ light_accum += hit_light;
+ ray_pos += ray_dir * fdistance;
+ found = true;
+ }
+ i++;
+ if (i == sdfgi.max_cascades) {
+ i = 0;
+ found = false;
}
}
@@ -434,8 +437,6 @@ void sdfgi_process(vec3 vertex, vec3 normal, vec3 reflection, float roughness, o
}
}
-#endif
-
reflection_light.rgb = specular;
ambient_light.rgb *= sdfgi.energy;
@@ -597,35 +598,24 @@ vec4 fetch_normal_and_roughness(ivec2 pos) {
return normal_roughness;
}
-void main() {
- // Pixel being shaded
- ivec2 pos = ivec2(gl_GlobalInvocationID.xy);
- if (any(greaterThanEqual(pos, params.screen_size))) { //too large, do nothing
- return;
- }
-
- vec3 vertex = reconstruct_position(pos);
- vertex.y = -vertex.y;
-
+void process_gi(ivec2 pos, vec3 vertex, inout vec4 ambient_light, inout vec4 reflection_light) {
vec4 normal_roughness = fetch_normal_and_roughness(pos);
- vec3 normal = normal_roughness.xyz;
- vec4 ambient_light = vec4(0.0), reflection_light = vec4(0.0);
+ vec3 normal = normal_roughness.xyz;
if (normal.length() > 0.5) {
//valid normal, can do GI
float roughness = normal_roughness.w;
-
vertex = mat3(params.cam_rotation) * vertex;
normal = normalize(mat3(params.cam_rotation) * normal);
-
vec3 reflection = normalize(reflect(normalize(vertex), normal));
- if (params.use_sdfgi) {
- sdfgi_process(vertex, normal, reflection, roughness, ambient_light, reflection_light);
- }
+#ifdef USE_SDFGI
+ sdfgi_process(vertex, normal, reflection, roughness, ambient_light, reflection_light);
+#endif
- if (params.max_giprobes > 0) {
+#ifdef USE_GIPROBES
+ {
uvec2 giprobe_tex = texelFetch(usampler2D(giprobe_buffer, linear_sampler), pos, 0).rg;
roughness *= roughness;
//find arbitrary tangent and bitangent, then build a matrix
@@ -648,16 +638,40 @@ void main() {
spec_accum /= blend_accum;
}
- if (params.use_sdfgi) {
- reflection_light = blend_color(spec_accum, reflection_light);
- ambient_light = blend_color(amb_accum, ambient_light);
- } else {
- reflection_light = spec_accum;
- ambient_light = amb_accum;
- }
+#ifdef USE_SDFGI
+ reflection_light = blend_color(spec_accum, reflection_light);
+ ambient_light = blend_color(amb_accum, ambient_light);
+#else
+ reflection_light = spec_accum;
+ ambient_light = amb_accum;
+#endif
}
+#endif
+ }
+}
+
+void main() {
+ ivec2 pos = ivec2(gl_GlobalInvocationID.xy);
+
+#ifdef MODE_HALF_RES
+ pos <<= 1;
+#endif
+ if (any(greaterThanEqual(pos, params.screen_size))) { //too large, do nothing
+ return;
}
+ vec4 ambient_light = vec4(0.0);
+ vec4 reflection_light = vec4(0.0);
+
+ vec3 vertex = reconstruct_position(pos);
+ vertex.y = -vertex.y;
+
+ process_gi(pos, vertex, ambient_light, reflection_light);
+
+#ifdef MODE_HALF_RES
+ pos >>= 1;
+#endif
+
imageStore(ambient_buffer, pos, ambient_light);
imageStore(reflection_buffer, pos, reflection_light);
}
diff --git a/servers/rendering/renderer_rd/shaders/giprobe.glsl b/servers/rendering/renderer_rd/shaders/giprobe.glsl
index 4f4753d147..b931461b31 100644
--- a/servers/rendering/renderer_rd/shaders/giprobe.glsl
+++ b/servers/rendering/renderer_rd/shaders/giprobe.glsl
@@ -51,10 +51,10 @@ struct Light {
float attenuation;
vec3 color;
- float spot_angle_radians;
+ float cos_spot_angle;
vec3 position;
- float spot_attenuation;
+ float inv_spot_attenuation;
vec3 direction;
bool has_shadow;
@@ -233,13 +233,15 @@ bool compute_light_vector(uint light, vec3 pos, out float attenuation, out vec3
if (lights.data[light].type == LIGHT_TYPE_SPOT) {
vec3 rel = normalize(pos - light_pos);
- float angle = acos(dot(rel, lights.data[light].direction));
- if (angle > lights.data[light].spot_angle_radians) {
+ float cos_spot_angle = lights.data[light].cos_spot_angle;
+ float cos_angle = dot(rel, lights.data[light].direction);
+ if (cos_angle < cos_spot_angle) {
return false;
}
- float d = clamp(angle / lights.data[light].spot_angle_radians, 0, 1);
- attenuation *= pow(1.0 - d, lights.data[light].spot_attenuation);
+ float scos = max(cos_angle, cos_spot_angle);
+ float spot_rim = max(0.0001, (1.0 - scos) / (1.0 - cos_spot_angle));
+ attenuation *= 1.0 - pow(spot_rim, lights.data[light].inv_spot_attenuation);
}
}
diff --git a/servers/rendering/renderer_rd/shaders/giprobe_write.glsl b/servers/rendering/renderer_rd/shaders/giprobe_write.glsl
index 9c794f1bcc..56b3b7ccb4 100644
--- a/servers/rendering/renderer_rd/shaders/giprobe_write.glsl
+++ b/servers/rendering/renderer_rd/shaders/giprobe_write.glsl
@@ -43,10 +43,10 @@ struct Light {
float attenuation;
vec3 color;
- float spot_angle_radians;
+ float cos_spot_angle;
vec3 position;
- float spot_attenuation;
+ float inv_spot_attenuation;
vec3 direction;
bool has_shadow;
@@ -146,13 +146,15 @@ bool compute_light_vector(uint light, uint cell, vec3 pos, out float attenuation
if (lights.data[light].type == LIGHT_TYPE_SPOT) {
vec3 rel = normalize(pos - light_pos);
- float angle = acos(dot(rel, lights.data[light].direction));
- if (angle > lights.data[light].spot_angle_radians) {
+ float cos_spot_angle = lights.data[light].cos_spot_angle;
+ float cos_angle = dot(rel, lights.data[light].direction);
+ if (cos_angle < cos_spot_angle) {
return false;
}
- float d = clamp(angle / lights.data[light].spot_angle_radians, 0, 1);
- attenuation *= pow(1.0 - d, lights.data[light].spot_attenuation);
+ float scos = max(cos_angle, cos_spot_angle);
+ float spot_rim = max(0.0001, (1.0 - scos) / (1.0 - cos_spot_angle));
+ attenuation *= 1.0 - pow(spot_rim, lights.data[light].inv_spot_attenuation);
}
}
diff --git a/servers/rendering/renderer_rd/shaders/particles.glsl b/servers/rendering/renderer_rd/shaders/particles.glsl
index 926c7ef9fc..cb6d8dc7f6 100644
--- a/servers/rendering/renderer_rd/shaders/particles.glsl
+++ b/servers/rendering/renderer_rd/shaders/particles.glsl
@@ -173,7 +173,7 @@ uint hash(uint x) {
return x;
}
-bool emit_particle(mat4 p_xform, vec3 p_velocity, vec4 p_color, vec4 p_custom, uint p_flags) {
+bool emit_subparticle(mat4 p_xform, vec3 p_velocity, vec4 p_color, vec4 p_custom, uint p_flags) {
if (!params.can_emit) {
return false;
}
diff --git a/servers/rendering/renderer_rd/shaders/resolve.glsl b/servers/rendering/renderer_rd/shaders/resolve.glsl
index 9429a66dc9..e83c4ca93b 100644
--- a/servers/rendering/renderer_rd/shaders/resolve.glsl
+++ b/servers/rendering/renderer_rd/shaders/resolve.glsl
@@ -58,6 +58,116 @@ void main() {
#else
+#if 1
+
+ vec4 group1;
+ vec4 group2;
+ vec4 group3;
+ vec4 group4;
+ int best_index = 0;
+
+ //2X
+ group1.x = texelFetch(source_depth, pos, 0).r;
+ group1.y = texelFetch(source_depth, pos, 1).r;
+
+ //4X
+ if (params.sample_count >= 4) {
+ group1.z = texelFetch(source_depth, pos, 2).r;
+ group1.w = texelFetch(source_depth, pos, 3).r;
+ }
+ //8X
+ if (params.sample_count >= 8) {
+ group2.x = texelFetch(source_depth, pos, 4).r;
+ group2.y = texelFetch(source_depth, pos, 5).r;
+ group2.z = texelFetch(source_depth, pos, 6).r;
+ group2.w = texelFetch(source_depth, pos, 7).r;
+ }
+ //16X
+ if (params.sample_count >= 16) {
+ group3.x = texelFetch(source_depth, pos, 8).r;
+ group3.y = texelFetch(source_depth, pos, 9).r;
+ group3.z = texelFetch(source_depth, pos, 10).r;
+ group3.w = texelFetch(source_depth, pos, 11).r;
+
+ group4.x = texelFetch(source_depth, pos, 12).r;
+ group4.y = texelFetch(source_depth, pos, 13).r;
+ group4.z = texelFetch(source_depth, pos, 14).r;
+ group4.w = texelFetch(source_depth, pos, 15).r;
+ }
+
+ if (params.sample_count == 2) {
+ best_index = (pos.x & 1) ^ ((pos.y >> 1) & 1); //not much can be done here
+ } else if (params.sample_count == 4) {
+ vec4 freq = vec4(equal(group1, vec4(group1.x)));
+ freq += vec4(equal(group1, vec4(group1.y)));
+ freq += vec4(equal(group1, vec4(group1.z)));
+ freq += vec4(equal(group1, vec4(group1.w)));
+
+ float min_f = freq.x;
+ best_index = 0;
+ if (freq.y < min_f) {
+ best_index = 1;
+ min_f = freq.y;
+ }
+ if (freq.z < min_f) {
+ best_index = 2;
+ min_f = freq.z;
+ }
+ if (freq.w < min_f) {
+ best_index = 3;
+ }
+ } else if (params.sample_count == 8) {
+ vec4 freq0 = vec4(equal(group1, vec4(group1.x)));
+ vec4 freq1 = vec4(equal(group2, vec4(group1.x)));
+ freq0 += vec4(equal(group1, vec4(group1.y)));
+ freq1 += vec4(equal(group2, vec4(group1.y)));
+ freq0 += vec4(equal(group1, vec4(group1.z)));
+ freq1 += vec4(equal(group2, vec4(group1.z)));
+ freq0 += vec4(equal(group1, vec4(group1.w)));
+ freq1 += vec4(equal(group2, vec4(group1.w)));
+ freq0 += vec4(equal(group1, vec4(group2.x)));
+ freq1 += vec4(equal(group2, vec4(group2.x)));
+ freq0 += vec4(equal(group1, vec4(group2.y)));
+ freq1 += vec4(equal(group2, vec4(group2.y)));
+ freq0 += vec4(equal(group1, vec4(group2.z)));
+ freq1 += vec4(equal(group2, vec4(group2.z)));
+ freq0 += vec4(equal(group1, vec4(group2.w)));
+ freq1 += vec4(equal(group2, vec4(group2.w)));
+
+ float min_f0 = freq0.x;
+ int best_index0 = 0;
+ if (freq0.y < min_f0) {
+ best_index0 = 1;
+ min_f0 = freq0.y;
+ }
+ if (freq0.z < min_f0) {
+ best_index0 = 2;
+ min_f0 = freq0.z;
+ }
+ if (freq0.w < min_f0) {
+ best_index0 = 3;
+ min_f0 = freq0.w;
+ }
+
+ float min_f1 = freq1.x;
+ int best_index1 = 4;
+ if (freq1.y < min_f1) {
+ best_index1 = 5;
+ min_f1 = freq1.y;
+ }
+ if (freq1.z < min_f1) {
+ best_index1 = 6;
+ min_f1 = freq1.z;
+ }
+ if (freq1.w < min_f1) {
+ best_index1 = 7;
+ min_f1 = freq1.w;
+ }
+
+ best_index = mix(best_index0, best_index1, min_f0 < min_f1);
+ }
+
+#else
float depths[16];
int depth_indices[16];
int depth_amount[16];
@@ -91,7 +201,7 @@ void main() {
depth_least = depth_amount[j];
}
}
-
+#endif
best_depth = texelFetch(source_depth, pos, best_index).r;
best_normal_roughness = texelFetch(source_normal_roughness, pos, best_index);
#ifdef GIPROBE_RESOLVE
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl
index 0518976322..7b86dac143 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl
@@ -4,7 +4,7 @@
VERSION_DEFINES
-#include "scene_forward_inc.glsl"
+#include "scene_forward_clustered_inc.glsl"
/* INPUT ATTRIBS */
@@ -89,12 +89,6 @@ MATERIAL_UNIFORMS
} material;
#endif
-/* clang-format off */
-
-VERTEX_SHADER_GLOBALS
-
-/* clang-format on */
-
invariant gl_Position;
#ifdef MODE_DUAL_PARABOLOID
@@ -103,28 +97,43 @@ layout(location = 8) out float dp_clip;
#endif
+layout(location = 9) out flat uint instance_index;
+
+/* clang-format off */
+
+VERTEX_SHADER_GLOBALS
+
+/* clang-format on */
+
void main() {
vec4 instance_custom = vec4(0.0);
#if defined(COLOR_USED)
color_interp = color_attrib;
#endif
- mat4 world_matrix = draw_call.transform;
+ instance_index = draw_call.instance_index;
+
+ bool is_multimesh = bool(instances.data[instance_index].flags & INSTANCE_FLAGS_MULTIMESH);
+ if (!is_multimesh) {
+ instance_index += gl_InstanceIndex;
+ }
+
+ mat4 world_matrix = instances.data[instance_index].transform;
mat3 world_normal_matrix;
- if (bool(draw_call.flags & INSTANCE_FLAGS_NON_UNIFORM_SCALE)) {
+ if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_NON_UNIFORM_SCALE)) {
world_normal_matrix = inverse(mat3(world_matrix));
} else {
world_normal_matrix = mat3(world_matrix);
}
- if (bool(draw_call.flags & INSTANCE_FLAGS_MULTIMESH)) {
+ if (is_multimesh) {
//multimesh, instances are for it
- uint offset = (draw_call.flags >> INSTANCE_FLAGS_MULTIMESH_STRIDE_SHIFT) & INSTANCE_FLAGS_MULTIMESH_STRIDE_MASK;
+ uint offset = (instances.data[instance_index].flags >> INSTANCE_FLAGS_MULTIMESH_STRIDE_SHIFT) & INSTANCE_FLAGS_MULTIMESH_STRIDE_MASK;
offset *= gl_InstanceIndex;
mat4 matrix;
- if (bool(draw_call.flags & INSTANCE_FLAGS_MULTIMESH_FORMAT_2D)) {
+ 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));
offset += 2;
} else {
@@ -132,14 +141,14 @@ void main() {
offset += 3;
}
- if (bool(draw_call.flags & INSTANCE_FLAGS_MULTIMESH_HAS_COLOR)) {
+ if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_MULTIMESH_HAS_COLOR)) {
#ifdef COLOR_USED
color_interp *= transforms.data[offset];
#endif
offset += 1;
}
- if (bool(draw_call.flags & INSTANCE_FLAGS_MULTIMESH_HAS_CUSTOM_DATA)) {
+ if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_MULTIMESH_HAS_CUSTOM_DATA)) {
instance_custom = transforms.data[offset];
}
@@ -161,7 +170,7 @@ void main() {
#endif
#if 0
- if (bool(draw_call.flags & INSTANCE_FLAGS_SKELETON)) {
+ if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_SKELETON)) {
//multimesh, instances are for it
uvec2 bones_01 = uvec2(bone_attrib.x & 0xFFFF, bone_attrib.x >> 16) * 3;
@@ -194,7 +203,7 @@ void main() {
uv2_interp = uv2_attrib;
#endif
-#ifdef USE_OVERRIDE_POSITION
+#ifdef OVERRIDE_POSITION
vec4 position;
#endif
@@ -289,7 +298,7 @@ VERTEX_SHADER_CODE
#endif //MODE_RENDER_DEPTH
-#ifdef USE_OVERRIDE_POSITION
+#ifdef OVERRIDE_POSITION
gl_Position = position;
#else
gl_Position = projection_matrix * vec4(vertex_interp, 1.0);
@@ -304,7 +313,8 @@ VERTEX_SHADER_CODE
#endif
#ifdef MODE_RENDER_MATERIAL
if (scene_data.material_uv2_mode) {
- gl_Position.xy = (uv2_attrib.xy + draw_call.lightmap_uv_scale.xy) * 2.0 - 1.0;
+ vec2 uv_offset = unpackHalf2x16(draw_call.uv_offset);
+ gl_Position.xy = (uv2_attrib.xy + uv_offset) * 2.0 - 1.0;
gl_Position.z = 0.00001;
gl_Position.w = 1.0;
}
@@ -317,7 +327,7 @@ VERTEX_SHADER_CODE
VERSION_DEFINES
-#include "scene_forward_inc.glsl"
+#include "scene_forward_clustered_inc.glsl"
/* Varyings */
@@ -350,9 +360,11 @@ layout(location = 8) in float dp_clip;
#endif
+layout(location = 9) in flat uint instance_index;
+
//defines to keep compatibility with vertex
-#define world_matrix draw_call.transform
+#define world_matrix instances.data[instance_index].transform
#define projection_matrix scene_data.projection_matrix
#if defined(ENABLE_SSS) && defined(ENABLE_TRANSMITTANCE)
@@ -541,7 +553,7 @@ vec3 F0(float metallic, float specular, vec3 albedo) {
return mix(vec3(dielectric), albedo, vec3(metallic));
}
-void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float attenuation, vec3 shadow_attenuation, vec3 diffuse_color, float roughness, float metallic, float specular, float specular_blob_intensity,
+void light_compute(vec3 N, vec3 L, vec3 V, vec3 light_color, float attenuation, vec3 f0, uint orms, float specular_amount,
#ifdef LIGHT_BACKLIGHT_USED
vec3 backlight,
#endif
@@ -553,7 +565,7 @@ void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float atte
float transmittance_z,
#endif
#ifdef LIGHT_RIM_USED
- float rim, float rim_tint,
+ float rim, float rim_tint, vec3 rim_color,
#endif
#ifdef LIGHT_CLEARCOAT_USED
float clearcoat, float clearcoat_gloss,
@@ -561,6 +573,9 @@ void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float atte
#ifdef LIGHT_ANISOTROPY_USED
vec3 B, vec3 T, float anisotropy,
#endif
+#ifdef USE_SOFT_SHADOWS
+ float A,
+#endif
#ifdef USE_SHADOW_TO_OPACITY
inout float alpha,
#endif
@@ -570,7 +585,6 @@ void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float atte
// light is written by the light shader
vec3 normal = N;
- vec3 albedo = diffuse_color;
vec3 light = L;
vec3 view = V;
@@ -581,7 +595,12 @@ LIGHT_SHADER_CODE
/* clang-format on */
#else
+
+#ifdef USE_SOFT_SHADOWS
float NdotL = min(A + dot(N, L), 1.0);
+#else
+ float NdotL = dot(N, L);
+#endif
float cNdotL = max(NdotL, 0.0); // clamped NdotL
float NdotV = dot(N, V);
float cNdotV = max(NdotV, 0.0);
@@ -591,14 +610,25 @@ LIGHT_SHADER_CODE
#endif
#if defined(SPECULAR_BLINN) || defined(SPECULAR_SCHLICK_GGX) || defined(LIGHT_CLEARCOAT_USED)
+#ifdef USE_SOFT_SHADOWS
float cNdotH = clamp(A + dot(N, H), 0.0, 1.0);
+#else
+ float cNdotH = clamp(dot(N, H), 0.0, 1.0);
+#endif
#endif
#if defined(DIFFUSE_BURLEY) || defined(SPECULAR_SCHLICK_GGX) || defined(LIGHT_CLEARCOAT_USED)
+#ifdef USE_SOFT_SHADOWS
float cLdotH = clamp(A + dot(L, H), 0.0, 1.0);
+#else
+ float cLdotH = clamp(dot(L, H), 0.0, 1.0);
+#endif
#endif
+ float metallic = unpackUnorm4x8(orms).z;
if (metallic < 1.0) {
+ float roughness = unpackUnorm4x8(orms).y;
+
#if defined(DIFFUSE_OREN_NAYAR)
vec3 diffuse_brdf_NL;
#else
@@ -608,23 +638,6 @@ LIGHT_SHADER_CODE
#if defined(DIFFUSE_LAMBERT_WRAP)
// energy conserving lambert wrap shader
diffuse_brdf_NL = max(0.0, (NdotL + roughness) / ((1.0 + roughness) * (1.0 + roughness)));
-
-#elif defined(DIFFUSE_OREN_NAYAR)
-
- {
- // see http://mimosa-pudica.net/improved-oren-nayar.html
- float LdotV = dot(L, V);
-
- float s = LdotV - NdotL * NdotV;
- float t = mix(1.0, max(NdotL, NdotV), step(0.0, s));
-
- float sigma2 = roughness * roughness; // TODO: this needs checking
- vec3 A = 1.0 + sigma2 * (-0.5 / (sigma2 + 0.33) + 0.17 * diffuse_color / (sigma2 + 0.13));
- float B = 0.45 * sigma2 / (sigma2 + 0.09);
-
- diffuse_brdf_NL = cNdotL * (A + vec3(B) * s / t) * (1.0 / M_PI);
- }
-
#elif defined(DIFFUSE_TOON)
diffuse_brdf_NL = smoothstep(-roughness, max(roughness, 0.01), NdotL);
@@ -652,15 +665,15 @@ LIGHT_SHADER_CODE
diffuse_brdf_NL = cNdotL * (1.0 / M_PI);
#endif
- diffuse_light += light_color * diffuse_color * shadow_attenuation * diffuse_brdf_NL * attenuation;
+ diffuse_light += light_color * diffuse_brdf_NL * attenuation;
#if defined(LIGHT_BACKLIGHT_USED)
- diffuse_light += light_color * diffuse_color * (vec3(1.0 / M_PI) - diffuse_brdf_NL) * backlight * attenuation;
+ diffuse_light += light_color * (vec3(1.0 / M_PI) - diffuse_brdf_NL) * backlight * attenuation;
#endif
#if defined(LIGHT_RIM_USED)
float rim_light = pow(max(0.0, 1.0 - cNdotV), max(0.0, (1.0 - roughness) * 16.0));
- diffuse_light += rim_light * rim * mix(vec3(1.0), diffuse_color, rim_tint) * light_color;
+ diffuse_light += rim_light * rim * mix(vec3(1.0), rim_color, rim_tint) * light_color;
#endif
#ifdef LIGHT_TRANSMITTANCE_USED
@@ -678,7 +691,7 @@ LIGHT_SHADER_CODE
vec3(0.358, 0.004, 0.0) * exp(dd / 1.99) +
vec3(0.078, 0.0, 0.0) * exp(dd / 7.41);
- diffuse_light += profile * transmittance_color.a * diffuse_color * light_color * clamp(transmittance_boost - NdotL, 0.0, 1.0) * (1.0 / M_PI) * attenuation;
+ diffuse_light += profile * transmittance_color.a * light_color * clamp(transmittance_boost - NdotL, 0.0, 1.0) * (1.0 / M_PI);
}
#else
@@ -688,7 +701,7 @@ LIGHT_SHADER_CODE
fade = pow(max(0.0, 1.0 - fade), transmittance_curve);
fade *= clamp(transmittance_boost - NdotL, 0.0, 1.0);
- diffuse_light += diffuse_color * transmittance_color.rgb * light_color * (1.0 / M_PI) * transmittance_color.a * fade * attenuation;
+ diffuse_light += transmittance_color.rgb * light_color * (1.0 / M_PI) * transmittance_color.a * fade;
}
#endif //SSS_MODE_SKIN
@@ -696,6 +709,7 @@ LIGHT_SHADER_CODE
#endif //LIGHT_TRANSMITTANCE_USED
}
+ float roughness = unpackUnorm4x8(orms).y;
if (roughness > 0.0) { // FIXME: roughness == 0 should not disable specular light entirely
// D
@@ -708,7 +722,7 @@ LIGHT_SHADER_CODE
blinn *= (shininess + 8.0) * (1.0 / (8.0 * M_PI));
float intensity = blinn;
- specular_light += light_color * shadow_attenuation * intensity * specular_blob_intensity * attenuation;
+ specular_light += light_color * intensity * attenuation * specular_amount;
#elif defined(SPECULAR_PHONG)
@@ -719,7 +733,7 @@ LIGHT_SHADER_CODE
phong *= (shininess + 8.0) * (1.0 / (8.0 * M_PI));
float intensity = (phong) / max(4.0 * cNdotV * cNdotL, 0.75);
- specular_light += light_color * shadow_attenuation * intensity * specular_blob_intensity * attenuation;
+ specular_light += light_color * intensity * attenuation * specular_amount;
#elif defined(SPECULAR_TOON)
@@ -728,7 +742,7 @@ LIGHT_SHADER_CODE
float mid = 1.0 - roughness;
mid *= mid;
float intensity = smoothstep(mid - roughness * 0.5, mid + roughness * 0.5, RdotV) * mid;
- diffuse_light += light_color * shadow_attenuation * intensity * specular_blob_intensity * attenuation; // write to diffuse_light, as in toon shading you generally want no reflection
+ diffuse_light += light_color * intensity * attenuation * specular_amount; // write to diffuse_light, as in toon shading you generally want no reflection
#elif defined(SPECULAR_DISABLED)
// none..
@@ -753,13 +767,12 @@ LIGHT_SHADER_CODE
float G = G_GGX_2cos(cNdotL, alpha_ggx) * G_GGX_2cos(cNdotV, alpha_ggx);
#endif
// F
- vec3 f0 = F0(metallic, specular, diffuse_color);
float cLdotH5 = SchlickFresnel(cLdotH);
vec3 F = mix(vec3(cLdotH5), vec3(1.0), f0);
vec3 specular_brdf_NL = cNdotL * D * F * G;
- specular_light += specular_brdf_NL * light_color * shadow_attenuation * specular_blob_intensity * attenuation;
+ specular_light += specular_brdf_NL * light_color * attenuation * specular_amount;
#endif
#if defined(LIGHT_CLEARCOAT_USED)
@@ -773,12 +786,12 @@ LIGHT_SHADER_CODE
float clearcoat_specular_brdf_NL = 0.25 * clearcoat * Gr * Fr * Dr * cNdotL;
- specular_light += clearcoat_specular_brdf_NL * light_color * shadow_attenuation * specular_blob_intensity * attenuation;
+ specular_light += clearcoat_specular_brdf_NL * light_color * attenuation * specular_amount;
#endif
}
#ifdef USE_SHADOW_TO_OPACITY
- alpha = min(alpha, clamp(1.0 - length(shadow_attenuation * attenuation), 0.0, 1.0));
+ alpha = min(alpha, clamp(1.0 - attenuation), 0.0, 1.0));
#endif
#endif //defined(USE_LIGHT_SHADER_CODE)
@@ -786,13 +799,11 @@ LIGHT_SHADER_CODE
#ifndef USE_NO_SHADOWS
-// Produces cheap white noise, optimized for window-space
-// Comes from: https://www.shadertoy.com/view/4djSRW
-// Copyright: Dave Hoskins, MIT License
+// Interleaved Gradient Noise
+// http://www.iryoku.com/next-generation-post-processing-in-call-of-duty-advanced-warfare
float quick_hash(vec2 pos) {
- vec3 p3 = fract(vec3(pos.xyx) * .1031);
- p3 += dot(p3, p3.yzx + 33.33);
- return fract((p3.x + p3.y) * p3.z);
+ const vec3 magic = vec3(0.06711056f, 0.00583715f, 52.9829189f);
+ return fract(magic.z * fract(dot(pos, magic.xy)));
}
float sample_directional_pcf_shadow(texture2D shadow, vec2 shadow_pixel_size, vec4 coord) {
@@ -900,68 +911,30 @@ float get_omni_attenuation(float distance, float inv_range, float decay) {
return nd * pow(max(distance, 0.0001), -decay);
}
-void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 vertex_ddx, vec3 vertex_ddy, vec3 albedo, float roughness, float metallic, float specular, float p_blob_intensity,
-#ifdef LIGHT_BACKLIGHT_USED
- vec3 backlight,
-#endif
-#ifdef LIGHT_TRANSMITTANCE_USED
- vec4 transmittance_color,
- float transmittance_depth,
- float transmittance_curve,
- float transmittance_boost,
-#endif
-#ifdef LIGHT_RIM_USED
- float rim, float rim_tint,
-#endif
-#ifdef LIGHT_CLEARCOAT_USED
- float clearcoat, float clearcoat_gloss,
-#endif
-#ifdef LIGHT_ANISOTROPY_USED
- vec3 binormal, vec3 tangent, float anisotropy,
-#endif
-#ifdef USE_SHADOW_TO_OPACITY
- inout float alpha,
-#endif
- inout vec3 diffuse_light, inout vec3 specular_light) {
- vec3 light_rel_vec = lights.data[idx].position - vertex;
- float light_length = length(light_rel_vec);
- vec2 attenuation_energy = unpackHalf2x16(lights.data[idx].attenuation_energy);
- float omni_attenuation = get_omni_attenuation(light_length, lights.data[idx].inv_radius, attenuation_energy.x);
- float light_attenuation = omni_attenuation;
- vec3 shadow_attenuation = vec3(1.0);
- vec4 color_specular = unpackUnorm4x8(lights.data[idx].color_specular);
- color_specular.rgb *= attenuation_energy.y;
- float size_A = 0.0;
-
- if (lights.data[idx].size > 0.0) {
- float t = lights.data[idx].size / max(0.001, light_length);
- size_A = max(0.0, 1.0 - 1 / sqrt(1 + t * t));
- }
-
-#ifdef LIGHT_TRANSMITTANCE_USED
- float transmittance_z = transmittance_depth; //no transmittance by default
-#endif
-
+float light_process_omni_shadow(uint idx, vec3 vertex, vec3 normal) {
#ifndef USE_NO_SHADOWS
- vec4 shadow_color_enabled = unpackUnorm4x8(lights.data[idx].shadow_color_enabled);
- if (shadow_color_enabled.w > 0.5) {
+ if (omni_lights.data[idx].shadow_enabled) {
// there is a shadowmap
+ vec3 light_rel_vec = omni_lights.data[idx].position - vertex;
+ float light_length = length(light_rel_vec);
+
vec4 v = vec4(vertex, 1.0);
- vec4 splane = (lights.data[idx].shadow_matrix * v);
+ vec4 splane = (omni_lights.data[idx].shadow_matrix * v);
float shadow_len = length(splane.xyz); //need to remember shadow len from here
{
- vec3 nofs = normal_interp * lights.data[idx].shadow_normal_bias / lights.data[idx].inv_radius;
+ vec3 nofs = normal_interp * omni_lights.data[idx].shadow_normal_bias / omni_lights.data[idx].inv_radius;
nofs *= (1.0 - max(0.0, dot(normalize(light_rel_vec), normalize(normal_interp))));
v.xyz += nofs;
- splane = (lights.data[idx].shadow_matrix * v);
+ splane = (omni_lights.data[idx].shadow_matrix * v);
}
float shadow;
- if (lights.data[idx].soft_shadow_size > 0.0) {
+#ifdef USE_SOFT_SHADOWS
+ if (omni_lights.data[idx].soft_shadow_size > 0.0) {
//soft shadow
//find blocker
@@ -981,10 +954,10 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v
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));
vec3 bitangent = normalize(cross(tangent, normal));
- float z_norm = shadow_len * lights.data[idx].inv_radius;
+ float z_norm = shadow_len * omni_lights.data[idx].inv_radius;
- tangent *= lights.data[idx].soft_shadow_size * lights.data[idx].soft_shadow_scale;
- bitangent *= lights.data[idx].soft_shadow_size * lights.data[idx].soft_shadow_scale;
+ tangent *= omni_lights.data[idx].soft_shadow_size * omni_lights.data[idx].soft_shadow_scale;
+ bitangent *= omni_lights.data[idx].soft_shadow_size * omni_lights.data[idx].soft_shadow_scale;
for (uint i = 0; i < scene_data.penumbra_shadow_samples; i++) {
vec2 disk = disk_rotation * scene_data.penumbra_shadow_kernel[i].xy;
@@ -992,7 +965,7 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v
vec3 pos = splane.xyz + tangent * disk.x + bitangent * disk.y;
pos = normalize(pos);
- vec4 uv_rect = lights.data[idx].atlas_rect;
+ vec4 uv_rect = omni_lights.data[idx].atlas_rect;
if (pos.z >= 0.0) {
pos.z += 1.0;
@@ -1020,7 +993,7 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v
tangent *= penumbra;
bitangent *= penumbra;
- z_norm -= lights.data[idx].inv_radius * lights.data[idx].shadow_bias;
+ z_norm -= omni_lights.data[idx].inv_radius * omni_lights.data[idx].shadow_bias;
shadow = 0.0;
for (uint i = 0; i < scene_data.penumbra_shadow_samples; i++) {
@@ -1028,7 +1001,7 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v
vec3 pos = splane.xyz + tangent * disk.x + bitangent * disk.y;
pos = normalize(pos);
- vec4 uv_rect = lights.data[idx].atlas_rect;
+ vec4 uv_rect = omni_lights.data[idx].atlas_rect;
if (pos.z >= 0.0) {
pos.z += 1.0;
@@ -1051,8 +1024,9 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v
shadow = 1.0;
}
} else {
+#endif
splane.xyz = normalize(splane.xyz);
- vec4 clamp_rect = lights.data[idx].atlas_rect;
+ vec4 clamp_rect = omni_lights.data[idx].atlas_rect;
if (splane.z >= 0.0) {
splane.z += 1.0;
@@ -1066,101 +1040,149 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v
splane.xy /= splane.z;
splane.xy = splane.xy * 0.5 + 0.5;
- splane.z = (shadow_len - lights.data[idx].shadow_bias) * lights.data[idx].inv_radius;
+ splane.z = (shadow_len - omni_lights.data[idx].shadow_bias) * omni_lights.data[idx].inv_radius;
splane.xy = clamp_rect.xy + splane.xy * clamp_rect.zw;
splane.w = 1.0; //needed? i think it should be 1 already
- shadow = sample_pcf_shadow(shadow_atlas, lights.data[idx].soft_shadow_scale * scene_data.shadow_atlas_pixel_size, splane);
+ shadow = sample_pcf_shadow(shadow_atlas, omni_lights.data[idx].soft_shadow_scale * scene_data.shadow_atlas_pixel_size, splane);
+#ifdef USE_SOFT_SHADOWS
}
+#endif
+
+ return shadow;
+ }
+#endif
+ return 1.0;
+}
+
+void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 vertex_ddx, vec3 vertex_ddy, vec3 f0, uint orms, float shadow,
+#ifdef LIGHT_BACKLIGHT_USED
+ vec3 backlight,
+#endif
#ifdef LIGHT_TRANSMITTANCE_USED
- {
- vec4 clamp_rect = lights.data[idx].atlas_rect;
+ vec4 transmittance_color,
+ float transmittance_depth,
+ float transmittance_curve,
+ float transmittance_boost,
+#endif
+#ifdef LIGHT_RIM_USED
+ float rim, float rim_tint, vec3 rim_color,
+#endif
+#ifdef LIGHT_CLEARCOAT_USED
+ float clearcoat, float clearcoat_gloss,
+#endif
+#ifdef LIGHT_ANISOTROPY_USED
+ vec3 binormal, vec3 tangent, float anisotropy,
+#endif
+#ifdef USE_SHADOW_TO_OPACITY
+ inout float alpha,
+#endif
+ inout vec3 diffuse_light, inout vec3 specular_light) {
+ vec3 light_rel_vec = omni_lights.data[idx].position - vertex;
+ float light_length = length(light_rel_vec);
+ float omni_attenuation = get_omni_attenuation(light_length, omni_lights.data[idx].inv_radius, omni_lights.data[idx].attenuation);
+ float light_attenuation = omni_attenuation;
+ vec3 color = omni_lights.data[idx].color;
- //redo shadowmapping, but shrink the model a bit to avoid arctifacts
- splane = (lights.data[idx].shadow_matrix * vec4(vertex - normalize(normal_interp) * lights.data[idx].transmittance_bias, 1.0));
+#ifdef USE_SOFT_SHADOWS
+ float size_A = 0.0;
- shadow_len = length(splane.xyz);
- splane = normalize(splane.xyz);
+ if (omni_lights.data[idx].size > 0.0) {
+ float t = omni_lights.data[idx].size / max(0.001, light_length);
+ size_A = max(0.0, 1.0 - 1 / sqrt(1 + t * t));
+ }
+#endif
- if (splane.z >= 0.0) {
- splane.z += 1.0;
+#ifdef LIGHT_TRANSMITTANCE_USED
+ float transmittance_z = transmittance_depth; //no transmittance by default
+ transmittance_color.a *= light_attenuation;
+ {
+ vec4 clamp_rect = omni_lights.data[idx].atlas_rect;
- } else {
- splane.z = 1.0 - splane.z;
- }
+ //redo shadowmapping, but shrink the model a bit to avoid arctifacts
+ vec4 splane = (omni_lights.data[idx].shadow_matrix * vec4(vertex - normalize(normal_interp) * omni_lights.data[idx].transmittance_bias, 1.0));
- splane.xy /= splane.z;
- splane.xy = splane.xy * 0.5 + 0.5;
- splane.z = shadow_len * lights.data[idx].inv_radius;
- splane.xy = clamp_rect.xy + splane.xy * clamp_rect.zw;
- splane.w = 1.0; //needed? i think it should be 1 already
+ shadow_len = length(splane.xyz);
+ splane = normalize(splane.xyz);
+
+ if (splane.z >= 0.0) {
+ splane.z += 1.0;
- float shadow_z = textureLod(sampler2D(shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), splane.xy, 0.0).r;
- transmittance_z = (splane.z - shadow_z) / lights.data[idx].inv_radius;
+ } else {
+ splane.z = 1.0 - splane.z;
}
-#endif
- vec3 no_shadow = vec3(1.0);
+ splane.xy /= splane.z;
+ splane.xy = splane.xy * 0.5 + 0.5;
+ splane.z = shadow_len * omni_lights.data[idx].inv_radius;
+ splane.xy = clamp_rect.xy + splane.xy * clamp_rect.zw;
+ splane.w = 1.0; //needed? i think it should be 1 already
- if (lights.data[idx].projector_rect != vec4(0.0)) {
- vec3 local_v = (lights.data[idx].shadow_matrix * vec4(vertex, 1.0)).xyz;
- local_v = normalize(local_v);
+ float shadow_z = textureLod(sampler2D(shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), splane.xy, 0.0).r;
+ transmittance_z = (splane.z - shadow_z) / omni_lights.data[idx].inv_radius;
+ }
+#endif
- vec4 atlas_rect = lights.data[idx].projector_rect;
+#if 0
- if (local_v.z >= 0.0) {
- local_v.z += 1.0;
- atlas_rect.y += atlas_rect.w;
+ if (omni_lights.data[idx].projector_rect != vec4(0.0)) {
+ vec3 local_v = (omni_lights.data[idx].shadow_matrix * vec4(vertex, 1.0)).xyz;
+ local_v = normalize(local_v);
- } else {
- local_v.z = 1.0 - local_v.z;
- }
+ vec4 atlas_rect = omni_lights.data[idx].projector_rect;
- local_v.xy /= local_v.z;
- local_v.xy = local_v.xy * 0.5 + 0.5;
- vec2 proj_uv = local_v.xy * atlas_rect.zw;
+ if (local_v.z >= 0.0) {
+ local_v.z += 1.0;
+ atlas_rect.y += atlas_rect.w;
- vec2 proj_uv_ddx;
- vec2 proj_uv_ddy;
- {
- vec3 local_v_ddx = (lights.data[idx].shadow_matrix * vec4(vertex + vertex_ddx, 1.0)).xyz;
- local_v_ddx = normalize(local_v_ddx);
+ } else {
+ local_v.z = 1.0 - local_v.z;
+ }
- if (local_v_ddx.z >= 0.0) {
- local_v_ddx.z += 1.0;
- } else {
- local_v_ddx.z = 1.0 - local_v_ddx.z;
- }
+ local_v.xy /= local_v.z;
+ local_v.xy = local_v.xy * 0.5 + 0.5;
+ vec2 proj_uv = local_v.xy * atlas_rect.zw;
- local_v_ddx.xy /= local_v_ddx.z;
- local_v_ddx.xy = local_v_ddx.xy * 0.5 + 0.5;
+ vec2 proj_uv_ddx;
+ vec2 proj_uv_ddy;
+ {
+ vec3 local_v_ddx = (omni_lights.data[idx].shadow_matrix * vec4(vertex + vertex_ddx, 1.0)).xyz;
+ local_v_ddx = normalize(local_v_ddx);
- proj_uv_ddx = local_v_ddx.xy * atlas_rect.zw - proj_uv;
+ if (local_v_ddx.z >= 0.0) {
+ local_v_ddx.z += 1.0;
+ } else {
+ local_v_ddx.z = 1.0 - local_v_ddx.z;
+ }
- vec3 local_v_ddy = (lights.data[idx].shadow_matrix * vec4(vertex + vertex_ddy, 1.0)).xyz;
- local_v_ddy = normalize(local_v_ddy);
+ local_v_ddx.xy /= local_v_ddx.z;
+ local_v_ddx.xy = local_v_ddx.xy * 0.5 + 0.5;
- if (local_v_ddy.z >= 0.0) {
- local_v_ddy.z += 1.0;
- } else {
- local_v_ddy.z = 1.0 - local_v_ddy.z;
- }
+ proj_uv_ddx = local_v_ddx.xy * atlas_rect.zw - proj_uv;
- local_v_ddy.xy /= local_v_ddy.z;
- local_v_ddy.xy = local_v_ddy.xy * 0.5 + 0.5;
+ vec3 local_v_ddy = (omni_lights.data[idx].shadow_matrix * vec4(vertex + vertex_ddy, 1.0)).xyz;
+ local_v_ddy = normalize(local_v_ddy);
- proj_uv_ddy = local_v_ddy.xy * atlas_rect.zw - proj_uv;
+ if (local_v_ddy.z >= 0.0) {
+ local_v_ddy.z += 1.0;
+ } else {
+ local_v_ddy.z = 1.0 - local_v_ddy.z;
}
- vec4 proj = textureGrad(sampler2D(decal_atlas_srgb, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), proj_uv + atlas_rect.xy, proj_uv_ddx, proj_uv_ddy);
- no_shadow = mix(no_shadow, proj.rgb, proj.a);
+ local_v_ddy.xy /= local_v_ddy.z;
+ local_v_ddy.xy = local_v_ddy.xy * 0.5 + 0.5;
+
+ proj_uv_ddy = local_v_ddy.xy * atlas_rect.zw - proj_uv;
}
- shadow_attenuation = mix(shadow_color_enabled.rgb, no_shadow, shadow);
+ vec4 proj = textureGrad(sampler2D(decal_atlas_srgb, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), proj_uv + atlas_rect.xy, proj_uv_ddx, proj_uv_ddy);
+ no_shadow = mix(no_shadow, proj.rgb, proj.a);
}
-#endif //USE_NO_SHADOWS
+#endif
+
+ light_attenuation *= shadow;
- light_compute(normal, normalize(light_rel_vec), eye_vec, size_A, color_specular.rgb, light_attenuation, shadow_attenuation, albedo, roughness, metallic, specular, color_specular.a * p_blob_intensity,
+ light_compute(normal, normalize(light_rel_vec), eye_vec, color, light_attenuation, f0, orms, omni_lights.data[idx].specular_amount,
#ifdef LIGHT_BACKLIGHT_USED
backlight,
#endif
@@ -1172,7 +1194,7 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v
transmittance_z,
#endif
#ifdef LIGHT_RIM_USED
- rim * omni_attenuation, rim_tint,
+ rim * omni_attenuation, rim_tint, rim_color,
#endif
#ifdef LIGHT_CLEARCOAT_USED
clearcoat, clearcoat_gloss,
@@ -1180,6 +1202,9 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v
#ifdef LIGHT_ANISOTROPY_USED
binormal, tangent, anisotropy,
#endif
+#ifdef USE_SOFT_SHADOWS
+ size_A,
+#endif
#ifdef USE_SHADOW_TO_OPACITY
alpha,
#endif
@@ -1187,88 +1212,39 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v
specular_light);
}
-void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 vertex_ddx, vec3 vertex_ddy, vec3 albedo, float roughness, float metallic, float specular, float p_blob_intensity,
-#ifdef LIGHT_BACKLIGHT_USED
- vec3 backlight,
-#endif
-#ifdef LIGHT_TRANSMITTANCE_USED
- vec4 transmittance_color,
- float transmittance_depth,
- float transmittance_curve,
- float transmittance_boost,
-#endif
-#ifdef LIGHT_RIM_USED
- float rim, float rim_tint,
-#endif
-#ifdef LIGHT_CLEARCOAT_USED
- float clearcoat, float clearcoat_gloss,
-#endif
-#ifdef LIGHT_ANISOTROPY_USED
- vec3 binormal, vec3 tangent, float anisotropy,
-#endif
-#ifdef USE_SHADOW_TO_OPACITY
- inout float alpha,
-#endif
- inout vec3 diffuse_light,
- inout vec3 specular_light) {
- vec3 light_rel_vec = lights.data[idx].position - vertex;
- float light_length = length(light_rel_vec);
- vec2 attenuation_energy = unpackHalf2x16(lights.data[idx].attenuation_energy);
- float spot_attenuation = get_omni_attenuation(light_length, lights.data[idx].inv_radius, attenuation_energy.x);
- vec3 spot_dir = lights.data[idx].direction;
- vec2 spot_att_angle = unpackHalf2x16(lights.data[idx].cone_attenuation_angle);
- float scos = max(dot(-normalize(light_rel_vec), spot_dir), spot_att_angle.y);
- float spot_rim = max(0.0001, (1.0 - scos) / (1.0 - spot_att_angle.y));
- spot_attenuation *= 1.0 - pow(spot_rim, spot_att_angle.x);
- float light_attenuation = spot_attenuation;
- vec3 shadow_attenuation = vec3(1.0);
- vec4 color_specular = unpackUnorm4x8(lights.data[idx].color_specular);
- color_specular.rgb *= attenuation_energy.y;
-
- float size_A = 0.0;
-
- if (lights.data[idx].size > 0.0) {
- float t = lights.data[idx].size / max(0.001, light_length);
- size_A = max(0.0, 1.0 - 1 / sqrt(1 + t * t));
- }
-/*
- if (lights.data[idx].atlas_rect!=vec4(0.0)) {
- //use projector texture
- }
- */
-#ifdef LIGHT_TRANSMITTANCE_USED
- float transmittance_z = transmittance_depth;
-#endif
-
+float light_process_spot_shadow(uint idx, vec3 vertex, vec3 normal) {
#ifndef USE_NO_SHADOWS
- vec4 shadow_color_enabled = unpackUnorm4x8(lights.data[idx].shadow_color_enabled);
- if (shadow_color_enabled.w > 0.5) {
+ if (spot_lights.data[idx].shadow_enabled) {
+ 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;
//there is a shadowmap
vec4 v = vec4(vertex, 1.0);
- v.xyz -= spot_dir * lights.data[idx].shadow_bias;
+ v.xyz -= spot_dir * spot_lights.data[idx].shadow_bias;
- float z_norm = dot(spot_dir, -light_rel_vec) * lights.data[idx].inv_radius;
+ float z_norm = dot(spot_dir, -light_rel_vec) * spot_lights.data[idx].inv_radius;
float depth_bias_scale = 1.0 / (max(0.0001, z_norm)); //the closer to the light origin, the more you have to offset to reach 1px in the map
- vec3 normal_bias = normalize(normal_interp) * (1.0 - max(0.0, dot(spot_dir, -normalize(normal_interp)))) * lights.data[idx].shadow_normal_bias * depth_bias_scale;
+ vec3 normal_bias = normalize(normal_interp) * (1.0 - max(0.0, dot(spot_dir, -normalize(normal_interp)))) * spot_lights.data[idx].shadow_normal_bias * depth_bias_scale;
normal_bias -= spot_dir * dot(spot_dir, normal_bias); //only XY, no Z
v.xyz += normal_bias;
//adjust with bias
- z_norm = dot(spot_dir, v.xyz - lights.data[idx].position) * lights.data[idx].inv_radius;
+ z_norm = dot(spot_dir, v.xyz - spot_lights.data[idx].position) * spot_lights.data[idx].inv_radius;
float shadow;
- vec4 splane = (lights.data[idx].shadow_matrix * v);
+ vec4 splane = (spot_lights.data[idx].shadow_matrix * v);
splane /= splane.w;
- if (lights.data[idx].soft_shadow_size > 0.0) {
+#ifdef USE_SOFT_SHADOWS
+ if (spot_lights.data[idx].soft_shadow_size > 0.0) {
//soft shadow
//find blocker
- vec2 shadow_uv = splane.xy * lights.data[idx].atlas_rect.zw + lights.data[idx].atlas_rect.xy;
+ vec2 shadow_uv = splane.xy * spot_lights.data[idx].atlas_rect.zw + spot_lights.data[idx].atlas_rect.xy;
float blocker_count = 0.0;
float blocker_average = 0.0;
@@ -1281,11 +1257,11 @@ void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v
disk_rotation = mat2(vec2(cr, -sr), vec2(sr, cr));
}
- float uv_size = lights.data[idx].soft_shadow_size * z_norm * lights.data[idx].soft_shadow_scale;
- vec2 clamp_max = lights.data[idx].atlas_rect.xy + lights.data[idx].atlas_rect.zw;
+ float uv_size = spot_lights.data[idx].soft_shadow_size * z_norm * spot_lights.data[idx].soft_shadow_scale;
+ vec2 clamp_max = spot_lights.data[idx].atlas_rect.xy + spot_lights.data[idx].atlas_rect.zw;
for (uint i = 0; i < scene_data.penumbra_shadow_samples; i++) {
vec2 suv = shadow_uv + (disk_rotation * scene_data.penumbra_shadow_kernel[i].xy) * uv_size;
- suv = clamp(suv, lights.data[idx].atlas_rect.xy, clamp_max);
+ suv = clamp(suv, spot_lights.data[idx].atlas_rect.xy, clamp_max);
float d = textureLod(sampler2D(shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), suv, 0.0).r;
if (d < z_norm) {
blocker_average += d;
@@ -1302,7 +1278,7 @@ void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v
shadow = 0.0;
for (uint i = 0; i < scene_data.penumbra_shadow_samples; i++) {
vec2 suv = shadow_uv + (disk_rotation * scene_data.penumbra_shadow_kernel[i].xy) * uv_size;
- suv = clamp(suv, lights.data[idx].atlas_rect.xy, clamp_max);
+ suv = clamp(suv, spot_lights.data[idx].atlas_rect.xy, clamp_max);
shadow += textureProj(sampler2DShadow(shadow_atlas, shadow_sampler), vec4(suv, z_norm, 1.0));
}
@@ -1314,54 +1290,93 @@ void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v
}
} else {
+#endif
//hard shadow
- vec4 shadow_uv = vec4(splane.xy * lights.data[idx].atlas_rect.zw + lights.data[idx].atlas_rect.xy, z_norm, 1.0);
+ vec4 shadow_uv = vec4(splane.xy * spot_lights.data[idx].atlas_rect.zw + spot_lights.data[idx].atlas_rect.xy, splane.z, 1.0);
- shadow = sample_pcf_shadow(shadow_atlas, lights.data[idx].soft_shadow_scale * scene_data.shadow_atlas_pixel_size, shadow_uv);
+ shadow = sample_pcf_shadow(shadow_atlas, spot_lights.data[idx].soft_shadow_scale * scene_data.shadow_atlas_pixel_size, shadow_uv);
+#ifdef USE_SOFT_SHADOWS
}
+#endif
- vec3 no_shadow = vec3(1.0);
+ return shadow;
+ }
- if (lights.data[idx].projector_rect != vec4(0.0)) {
- splane = (lights.data[idx].shadow_matrix * vec4(vertex, 1.0));
- splane /= splane.w;
+#endif //USE_NO_SHADOWS
- vec2 proj_uv = splane.xy * lights.data[idx].projector_rect.zw;
+ return 1.0;
+}
- //ensure we have proper mipmaps
- vec4 splane_ddx = (lights.data[idx].shadow_matrix * vec4(vertex + vertex_ddx, 1.0));
- splane_ddx /= splane_ddx.w;
- vec2 proj_uv_ddx = splane_ddx.xy * lights.data[idx].projector_rect.zw - proj_uv;
+void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 vertex_ddx, vec3 vertex_ddy, vec3 f0, uint orms, float shadow,
+#ifdef LIGHT_BACKLIGHT_USED
+ vec3 backlight,
+#endif
+#ifdef LIGHT_TRANSMITTANCE_USED
+ vec4 transmittance_color,
+ float transmittance_depth,
+ float transmittance_curve,
+ float transmittance_boost,
+#endif
+#ifdef LIGHT_RIM_USED
+ float rim, float rim_tint, vec3 rim_color,
+#endif
+#ifdef LIGHT_CLEARCOAT_USED
+ float clearcoat, float clearcoat_gloss,
+#endif
+#ifdef LIGHT_ANISOTROPY_USED
+ vec3 binormal, vec3 tangent, float anisotropy,
+#endif
+#ifdef USE_SHADOW_TO_OPACITY
+ inout float alpha,
+#endif
+ inout vec3 diffuse_light,
+ inout vec3 specular_light) {
+ vec3 light_rel_vec = spot_lights.data[idx].position - vertex;
+ float light_length = length(light_rel_vec);
+ float spot_attenuation = get_omni_attenuation(light_length, spot_lights.data[idx].inv_radius, spot_lights.data[idx].attenuation);
+ vec3 spot_dir = spot_lights.data[idx].direction;
+ float scos = max(dot(-normalize(light_rel_vec), spot_dir), spot_lights.data[idx].cone_angle);
+ float spot_rim = max(0.0001, (1.0 - scos) / (1.0 - spot_lights.data[idx].cone_angle));
+ spot_attenuation *= 1.0 - pow(spot_rim, spot_lights.data[idx].cone_attenuation);
+ float light_attenuation = spot_attenuation;
+ vec3 color = spot_lights.data[idx].color;
+ float specular_amount = spot_lights.data[idx].specular_amount;
- vec4 splane_ddy = (lights.data[idx].shadow_matrix * vec4(vertex + vertex_ddy, 1.0));
- splane_ddy /= splane_ddy.w;
- vec2 proj_uv_ddy = splane_ddy.xy * lights.data[idx].projector_rect.zw - proj_uv;
+#ifdef USE_SOFT_SHADOWS
+ float size_A = 0.0;
- vec4 proj = textureGrad(sampler2D(decal_atlas_srgb, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), proj_uv + lights.data[idx].projector_rect.xy, proj_uv_ddx, proj_uv_ddy);
- no_shadow = mix(no_shadow, proj.rgb, proj.a);
- }
+ if (spot_lights.data[idx].size > 0.0) {
+ float t = spot_lights.data[idx].size / max(0.001, light_length);
+ size_A = max(0.0, 1.0 - 1 / sqrt(1 + t * t));
+ }
+#endif
- shadow_attenuation = mix(shadow_color_enabled.rgb, no_shadow, shadow);
+ /*
+ if (spot_lights.data[idx].atlas_rect!=vec4(0.0)) {
+ //use projector texture
+ }
+ */
#ifdef LIGHT_TRANSMITTANCE_USED
- {
- splane = (lights.data[idx].shadow_matrix * vec4(vertex - normalize(normal_interp) * lights.data[idx].transmittance_bias, 1.0));
- splane /= splane.w;
- splane.xy = splane.xy * lights.data[idx].atlas_rect.zw + lights.data[idx].atlas_rect.xy;
-
- float shadow_z = textureLod(sampler2D(shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), splane.xy, 0.0).r;
- //reconstruct depth
- shadow_z /= lights.data[idx].inv_radius;
- //distance to light plane
- float z = dot(spot_dir, -light_rel_vec);
- transmittance_z = z - shadow_z;
- }
-#endif //LIGHT_TRANSMITTANCE_USED
+ float transmittance_z = transmittance_depth;
+ transmittance_color.a *= light_attenuation;
+ {
+ splane = (spot_lights.data[idx].shadow_matrix * vec4(vertex - normalize(normal_interp) * spot_lights.data[idx].transmittance_bias, 1.0));
+ splane /= splane.w;
+ splane.xy = splane.xy * spot_lights.data[idx].atlas_rect.zw + spot_lights.data[idx].atlas_rect.xy;
+
+ float shadow_z = textureLod(sampler2D(shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), splane.xy, 0.0).r;
+ //reconstruct depth
+ shadow_z /= spot_lights.data[idx].inv_radius;
+ //distance to light plane
+ float z = dot(spot_dir, -light_rel_vec);
+ transmittance_z = z - shadow_z;
}
+#endif //LIGHT_TRANSMITTANCE_USED
-#endif //USE_NO_SHADOWS
+ light_attenuation *= shadow;
- light_compute(normal, normalize(light_rel_vec), eye_vec, size_A, color_specular.rgb, light_attenuation, shadow_attenuation, albedo, roughness, metallic, specular, color_specular.a * p_blob_intensity,
+ light_compute(normal, normalize(light_rel_vec), eye_vec, color, light_attenuation, f0, orms, spot_lights.data[idx].specular_amount,
#ifdef LIGHT_BACKLIGHT_USED
backlight,
#endif
@@ -1373,7 +1388,7 @@ void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v
transmittance_z,
#endif
#ifdef LIGHT_RIM_USED
- rim * spot_attenuation, rim_tint,
+ rim * spot_attenuation, rim_tint, rim_color,
#endif
#ifdef LIGHT_CLEARCOAT_USED
clearcoat, clearcoat_gloss,
@@ -1381,6 +1396,9 @@ void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v
#ifdef LIGHT_ANISOTROPY_USED
binormal, tangent, anisotropy,
#endif
+#ifdef USE_SOFT_SHADOW
+ size_A,
+#endif
#ifdef USE_SHADOW_TO_OPACITY
alpha,
#endif
@@ -1404,11 +1422,11 @@ void reflection_process(uint ref_index, vec3 vertex, vec3 normal, float roughnes
blend *= blend;
blend = max(0.0, 1.0 - blend);
- if (reflections.data[ref_index].params.x > 0.0) { // compute reflection
+ if (reflections.data[ref_index].intensity > 0.0) { // compute reflection
vec3 local_ref_vec = (reflections.data[ref_index].local_matrix * vec4(ref_vec, 0.0)).xyz;
- if (reflections.data[ref_index].params.w > 0.5) { //box project
+ if (reflections.data[ref_index].box_project) { //box project
vec3 nrdir = normalize(local_ref_vec);
vec3 rbmax = (box_extents - local_pos) / nrdir;
@@ -1425,11 +1443,11 @@ void reflection_process(uint ref_index, vec3 vertex, vec3 normal, float roughnes
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;
- if (reflections.data[ref_index].params.z < 0.5) {
+ if (reflections.data[ref_index].exterior) {
reflection.rgb = mix(specular_light, reflection.rgb, blend);
}
- reflection.rgb *= reflections.data[ref_index].params.x;
+ reflection.rgb *= reflections.data[ref_index].intensity; //intensity
reflection.a = blend;
reflection.rgb *= reflection.a;
@@ -1448,7 +1466,7 @@ void reflection_process(uint ref_index, vec3 vertex, vec3 normal, float roughnes
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.a = blend;
- if (reflections.data[ref_index].params.z < 0.5) { //interior
+ if (reflections.data[ref_index].exterior) {
ambient_out.rgb = mix(ambient_light, ambient_out.rgb, blend);
}
@@ -1459,7 +1477,7 @@ void reflection_process(uint ref_index, vec3 vertex, vec3 normal, float roughnes
vec4 ambient_out;
ambient_out.a = blend;
ambient_out.rgb = reflections.data[ref_index].ambient;
- if (reflections.data[ref_index].params.z < 0.5) {
+ if (reflections.data[ref_index].exterior) {
ambient_out.rgb = mix(ambient_light, ambient_out.rgb, blend);
}
ambient_out.rgb *= ambient_out.a;
@@ -1762,7 +1780,7 @@ vec4 fog_process(vec3 vertex) {
}
}
- float fog_amount = 1.0 - exp(vertex.z * scene_data.fog_density);
+ float fog_amount = 1.0 - exp(min(0.0, vertex.z * scene_data.fog_density));
if (abs(scene_data.fog_height_density) > 0.001) {
float y = (scene_data.camera_matrix * vec4(vertex, 1.0)).y;
@@ -1777,7 +1795,43 @@ vec4 fog_process(vec3 vertex) {
return vec4(fog_color, fog_amount);
}
+void cluster_get_item_range(uint p_offset, out uint item_min, out uint item_max, out uint item_from, out uint item_to) {
+ uint item_min_max = cluster_buffer.data[p_offset];
+ item_min = item_min_max & 0xFFFF;
+ item_max = item_min_max >> 16;
+ ;
+
+ item_from = item_min >> 5;
+ item_to = (item_max == 0) ? 0 : ((item_max - 1) >> 5) + 1; //side effect of how it is stored, as item_max 0 means no elements
+}
+
+uint cluster_get_range_clip_mask(uint i, uint z_min, uint z_max) {
+ int local_min = clamp(int(z_min) - int(i) * 32, 0, 31);
+ int mask_width = min(int(z_max) - int(z_min), 32 - local_min);
+ return bitfieldInsert(uint(0), uint(0xFFFFFFFF), local_min, mask_width);
+}
+
+float blur_shadow(float shadow) {
+ return shadow;
+#if 0
+ //disabling for now, will investigate later
+ float interp_shadow = shadow;
+ if (gl_HelperInvocation) {
+ interp_shadow = -4.0; // technically anything below -4 will do but just to make sure
+ }
+
+ uvec2 fc2 = uvec2(gl_FragCoord.xy);
+ interp_shadow -= dFdx(interp_shadow) * (float(fc2.x & 1) - 0.5);
+ interp_shadow -= dFdy(interp_shadow) * (float(fc2.y & 1) - 0.5);
+
+ if (interp_shadow >= 0.0) {
+ shadow = interp_shadow;
+ }
+ return shadow;
#endif
+}
+
+#endif //!MODE_RENDER DEPTH
void main() {
#ifdef MODE_DUAL_PARABOLOID
@@ -1805,9 +1859,7 @@ void main() {
float clearcoat_gloss = 0.0;
float anisotropy = 0.0;
vec2 anisotropy_flow = vec2(1.0, 0.0);
-#if defined(CUSTOM_FOG_USED)
- vec4 custom_fog = vec4(0.0);
-#endif
+ vec4 fog = vec4(0.0);
#if defined(CUSTOM_RADIANCE_USED)
vec4 custom_radiance = vec4(0.0);
#endif
@@ -1815,10 +1867,8 @@ void main() {
vec4 custom_irradiance = vec4(0.0);
#endif
-#if defined(AO_USED)
float ao = 1.0;
float ao_light_affect = 0.0;
-#endif
float alpha = 1.0;
@@ -1956,77 +2006,147 @@ FRAGMENT_SHADER_CODE
discard;
}
#endif
+
+ /////////////////////// FOG //////////////////////
+#ifndef MODE_RENDER_DEPTH
+
+#ifndef CUSTOM_FOG_USED
+ // fog must be processed as early as possible and then packed.
+ // to maximize VGPR usage
+ // Draw "fixed" fog before volumetric fog to ensure volumetric fog can appear in front of the sky.
+
+ if (scene_data.fog_enabled) {
+ fog = fog_process(vertex);
+ }
+
+#ifndef LOW_END_MODE
+ if (scene_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
+ vec4 res;
+ float sa = 1.0 - volumetric_fog.a;
+ res.a = fog.a * sa + volumetric_fog.a;
+ if (res.a == 0.0) {
+ res.rgb = vec3(0.0);
+ } else {
+ res.rgb = (fog.rgb * fog.a * sa + volumetric_fog.rgb * volumetric_fog.a) / res.a;
+ }
+ fog = res;
+ } else {
+ fog = volumetric_fog;
+ }
+ }
+#endif //!LOW_END_MODE
+#endif //!CUSTOM_FOG_USED
+
+ uint fog_rg = packHalf2x16(fog.rg);
+ uint fog_ba = packHalf2x16(fog.ba);
+
+#endif //!MODE_RENDER_DEPTH
+
/////////////////////// DECALS ////////////////////////////////
#ifndef MODE_RENDER_DEPTH
- uvec4 cluster_cell = texture(usampler3D(cluster_texture, material_samplers[SAMPLER_NEAREST_CLAMP]), vec3(screen_uv, (abs(vertex.z) - scene_data.z_near) / (scene_data.z_far - scene_data.z_near)));
+ 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);
+
+ uint cluster_z = uint(clamp((-vertex.z / scene_data.z_far) * 32.0, 0.0, 31.0));
+
//used for interpolating anything cluster related
vec3 vertex_ddx = dFdx(vertex);
vec3 vertex_ddy = dFdy(vertex);
{ // process decals
- uint decal_count = cluster_cell.w >> CLUSTER_COUNTER_SHIFT;
- uint decal_pointer = cluster_cell.w & CLUSTER_POINTER_MASK;
+ uint cluster_decal_offset = cluster_offset + scene_data.cluster_type_size * 2;
- //do outside for performance and avoiding arctifacts
+ uint item_min;
+ uint item_max;
+ uint item_from;
+ uint item_to;
- for (uint i = 0; i < decal_count; i++) {
- uint decal_index = cluster_data.indices[decal_pointer + i];
- if (!bool(decals.data[decal_index].mask & draw_call.layer_mask)) {
- continue; //not masked
- }
+ 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);
- vec3 uv_local = (decals.data[decal_index].xform * vec4(vertex, 1.0)).xyz;
- if (any(lessThan(uv_local, vec3(0.0, -1.0, 0.0))) || any(greaterThan(uv_local, vec3(1.0)))) {
- continue; //out of decal
- }
+#ifdef USE_SUBGROUPS
+ item_from = subgroupBroadcastFirst(subgroupMin(item_from));
+ item_to = subgroupBroadcastFirst(subgroupMax(item_to));
+#endif
- //we need ddx/ddy for mipmaps, so simulate them
- vec2 ddx = (decals.data[decal_index].xform * vec4(vertex_ddx, 0.0)).xz;
- vec2 ddy = (decals.data[decal_index].xform * vec4(vertex_ddy, 0.0)).xz;
+ for (uint i = item_from; i < item_to; i++) {
+ uint mask = cluster_buffer.data[cluster_decal_offset + i];
+ mask &= cluster_get_range_clip_mask(i, item_min, item_max);
+#ifdef USE_SUBGROUPS
+ uint merged_mask = subgroupBroadcastFirst(subgroupOr(mask));
+#else
+ uint merged_mask = mask;
+#endif
- float fade = pow(1.0 - (uv_local.y > 0.0 ? uv_local.y : -uv_local.y), uv_local.y > 0.0 ? decals.data[decal_index].upper_fade : decals.data[decal_index].lower_fade);
+ while (merged_mask != 0) {
+ uint bit = findMSB(merged_mask);
+ merged_mask &= ~(1 << bit);
+#ifdef USE_SUBGROUPS
+ if (((1 << bit) & mask) == 0) { //do not process if not originally here
+ continue;
+ }
+#endif
+ uint decal_index = 32 * i + bit;
- if (decals.data[decal_index].normal_fade > 0.0) {
- fade *= smoothstep(decals.data[decal_index].normal_fade, 1.0, dot(normal_interp, decals.data[decal_index].normal) * 0.5 + 0.5);
- }
+ if (!bool(decals.data[decal_index].mask & instances.data[instance_index].layer_mask)) {
+ continue; //not masked
+ }
- if (decals.data[decal_index].albedo_rect != vec4(0.0)) {
- //has albedo
- vec4 decal_albedo = textureGrad(sampler2D(decal_atlas_srgb, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), uv_local.xz * decals.data[decal_index].albedo_rect.zw + decals.data[decal_index].albedo_rect.xy, ddx * decals.data[decal_index].albedo_rect.zw, ddy * decals.data[decal_index].albedo_rect.zw);
- decal_albedo *= decals.data[decal_index].modulate;
- decal_albedo.a *= fade;
- albedo = mix(albedo, decal_albedo.rgb, decal_albedo.a * decals.data[decal_index].albedo_mix);
-
- if (decals.data[decal_index].normal_rect != vec4(0.0)) {
- vec3 decal_normal = textureGrad(sampler2D(decal_atlas, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), uv_local.xz * decals.data[decal_index].normal_rect.zw + decals.data[decal_index].normal_rect.xy, ddx * decals.data[decal_index].normal_rect.zw, ddy * decals.data[decal_index].normal_rect.zw).xyz;
- decal_normal.xy = decal_normal.xy * vec2(2.0, -2.0) - vec2(1.0, -1.0); //users prefer flipped y normal maps in most authoring software
- decal_normal.z = sqrt(max(0.0, 1.0 - dot(decal_normal.xy, decal_normal.xy)));
- //convert to view space, use xzy because y is up
- decal_normal = (decals.data[decal_index].normal_xform * decal_normal.xzy).xyz;
-
- normal = normalize(mix(normal, decal_normal, decal_albedo.a));
+ vec3 uv_local = (decals.data[decal_index].xform * vec4(vertex, 1.0)).xyz;
+ if (any(lessThan(uv_local, vec3(0.0, -1.0, 0.0))) || any(greaterThan(uv_local, vec3(1.0)))) {
+ continue; //out of decal
}
- if (decals.data[decal_index].orm_rect != vec4(0.0)) {
- vec3 decal_orm = textureGrad(sampler2D(decal_atlas, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), uv_local.xz * decals.data[decal_index].orm_rect.zw + decals.data[decal_index].orm_rect.xy, ddx * decals.data[decal_index].orm_rect.zw, ddy * decals.data[decal_index].orm_rect.zw).xyz;
-#if defined(AO_USED)
- ao = mix(ao, decal_orm.r, decal_albedo.a);
-#endif
- roughness = mix(roughness, decal_orm.g, decal_albedo.a);
- metallic = mix(metallic, decal_orm.b, decal_albedo.a);
+ //we need ddx/ddy for mipmaps, so simulate them
+ vec2 ddx = (decals.data[decal_index].xform * vec4(vertex_ddx, 0.0)).xz;
+ vec2 ddy = (decals.data[decal_index].xform * vec4(vertex_ddy, 0.0)).xz;
+
+ float fade = pow(1.0 - (uv_local.y > 0.0 ? uv_local.y : -uv_local.y), uv_local.y > 0.0 ? decals.data[decal_index].upper_fade : decals.data[decal_index].lower_fade);
+
+ if (decals.data[decal_index].normal_fade > 0.0) {
+ fade *= smoothstep(decals.data[decal_index].normal_fade, 1.0, dot(normal_interp, decals.data[decal_index].normal) * 0.5 + 0.5);
+ }
+
+ if (decals.data[decal_index].albedo_rect != vec4(0.0)) {
+ //has albedo
+ vec4 decal_albedo = textureGrad(sampler2D(decal_atlas_srgb, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), uv_local.xz * decals.data[decal_index].albedo_rect.zw + decals.data[decal_index].albedo_rect.xy, ddx * decals.data[decal_index].albedo_rect.zw, ddy * decals.data[decal_index].albedo_rect.zw);
+ decal_albedo *= decals.data[decal_index].modulate;
+ decal_albedo.a *= fade;
+ albedo = mix(albedo, decal_albedo.rgb, decal_albedo.a * decals.data[decal_index].albedo_mix);
+
+ if (decals.data[decal_index].normal_rect != vec4(0.0)) {
+ vec3 decal_normal = textureGrad(sampler2D(decal_atlas, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), uv_local.xz * decals.data[decal_index].normal_rect.zw + decals.data[decal_index].normal_rect.xy, ddx * decals.data[decal_index].normal_rect.zw, ddy * decals.data[decal_index].normal_rect.zw).xyz;
+ decal_normal.xy = decal_normal.xy * vec2(2.0, -2.0) - vec2(1.0, -1.0); //users prefer flipped y normal maps in most authoring software
+ decal_normal.z = sqrt(max(0.0, 1.0 - dot(decal_normal.xy, decal_normal.xy)));
+ //convert to view space, use xzy because y is up
+ decal_normal = (decals.data[decal_index].normal_xform * decal_normal.xzy).xyz;
+
+ normal = normalize(mix(normal, decal_normal, decal_albedo.a));
+ }
+
+ if (decals.data[decal_index].orm_rect != vec4(0.0)) {
+ vec3 decal_orm = textureGrad(sampler2D(decal_atlas, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), uv_local.xz * decals.data[decal_index].orm_rect.zw + decals.data[decal_index].orm_rect.xy, ddx * decals.data[decal_index].orm_rect.zw, ddy * decals.data[decal_index].orm_rect.zw).xyz;
+ ao = mix(ao, decal_orm.r, decal_albedo.a);
+ roughness = mix(roughness, decal_orm.g, decal_albedo.a);
+ metallic = mix(metallic, decal_orm.b, decal_albedo.a);
+ }
}
- }
- if (decals.data[decal_index].emission_rect != vec4(0.0)) {
- //emission is additive, so its independent from albedo
- emission += textureGrad(sampler2D(decal_atlas_srgb, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), 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;
+ if (decals.data[decal_index].emission_rect != vec4(0.0)) {
+ //emission is additive, so its independent from albedo
+ emission += textureGrad(sampler2D(decal_atlas_srgb, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), 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;
+ }
}
}
}
+ //pack albedo until needed again, saves 2 VGPRs in the meantime
+
#endif //not render depth
/////////////////////// LIGHTING //////////////////////////////
@@ -2094,19 +2214,14 @@ FRAGMENT_SHADER_CODE
//radiance
- float specular_blob_intensity = 1.0;
-
-#if defined(SPECULAR_TOON)
- specular_blob_intensity *= specular * 2.0;
-#endif
-
+/// GI ///
#if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)
#ifdef USE_LIGHTMAP
//lightmap
- if (bool(draw_call.flags & INSTANCE_FLAGS_USE_LIGHTMAP_CAPTURE)) { //has lightmap capture
- uint index = draw_call.gi_offset;
+ if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_LIGHTMAP_CAPTURE)) { //has lightmap capture
+ uint index = instances.data[instance_index].gi_offset;
vec3 wnormal = mat3(scene_data.camera_matrix) * normal;
const float c1 = 0.429043;
@@ -2125,12 +2240,12 @@ FRAGMENT_SHADER_CODE
2.0 * c2 * lightmap_captures.data[index].sh[1].rgb * wnormal.y +
2.0 * c2 * lightmap_captures.data[index].sh[2].rgb * wnormal.z);
- } 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);
- uint ofs = draw_call.gi_offset & 0xFFFF;
+ } 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);
+ uint ofs = instances.data[instance_index].gi_offset & 0xFFFF;
vec3 uvw;
- uvw.xy = uv2 * draw_call.lightmap_uv_scale.zw + draw_call.lightmap_uv_scale.xy;
- uvw.z = float((draw_call.gi_offset >> 16) & 0xFFFF);
+ uvw.xy = uv2 * instances.data[instance_index].lightmap_uv_scale.zw + instances.data[instance_index].lightmap_uv_scale.xy;
+ uvw.z = float((instances.data[instance_index].gi_offset >> 16) & 0xFFFF);
if (uses_sh) {
uvw.z *= 4.0; //SH textures use 4 times more data
@@ -2139,7 +2254,7 @@ FRAGMENT_SHADER_CODE
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;
+ uint idx = instances.data[instance_index].gi_offset >> 20;
vec3 n = normalize(lightmaps.data[idx].normal_xform * normal);
ambient_light += lm_light_l0 * 0.282095f;
@@ -2159,7 +2274,7 @@ FRAGMENT_SHADER_CODE
}
#elif defined(USE_FORWARD_GI)
- if (bool(draw_call.flags & INSTANCE_FLAGS_USE_SDFGI)) { //has lightmap capture
+ if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_SDFGI)) { //has lightmap capture
//make vertex orientation the world one, but still align to camera
vec3 cam_pos = mat3(scene_data.camera_matrix) * vertex;
@@ -2231,9 +2346,9 @@ FRAGMENT_SHADER_CODE
}
}
- if (bool(draw_call.flags & INSTANCE_FLAGS_USE_GIPROBE)) { // process giprobes
+ if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_GIPROBE)) { // process giprobes
- uint index1 = draw_call.gi_offset & 0xFFFF;
+ uint index1 = instances.data[instance_index].gi_offset & 0xFFFF;
vec3 ref_vec = normalize(reflect(normalize(vertex), normal));
//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);
@@ -2245,7 +2360,7 @@ FRAGMENT_SHADER_CODE
vec4 spec_accum = vec4(0.0);
gi_probe_compute(index1, vertex, normal, ref_vec, normal_mat, roughness * roughness, ambient_light, specular_light, spec_accum, amb_accum);
- uint index2 = draw_call.gi_offset >> 16;
+ uint index2 = instances.data[instance_index].gi_offset >> 16;
if (index2 != 0xFFFF) {
gi_probe_compute(index2, vertex, normal, ref_vec, normal_mat, roughness * roughness, ambient_light, specular_light, spec_accum, amb_accum);
@@ -2264,19 +2379,19 @@ FRAGMENT_SHADER_CODE
}
#elif !defined(LOW_END_MODE)
- if (bool(draw_call.flags & INSTANCE_FLAGS_USE_GI_BUFFERS)) { //use GI buffers
+ if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_GI_BUFFERS)) { //use GI buffers
- ivec2 coord;
+ vec2 coord;
if (scene_data.gi_upscale_for_msaa) {
- ivec2 base_coord = ivec2(gl_FragCoord.xy);
- ivec2 closest_coord = base_coord;
- float closest_ang = dot(normal, texelFetch(sampler2D(normal_roughness_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), base_coord, 0).xyz * 2.0 - 1.0);
+ vec2 base_coord = screen_uv;
+ vec2 closest_coord = base_coord;
+ float closest_ang = dot(normal, textureLod(sampler2D(normal_roughness_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), base_coord, 0.0).xyz * 2.0 - 1.0);
for (int i = 0; i < 4; i++) {
- const ivec2 neighbours[4] = ivec2[](ivec2(-1, 0), ivec2(1, 0), ivec2(0, -1), ivec2(0, 1));
- ivec2 neighbour_coord = base_coord + neighbours[i];
- float neighbour_ang = dot(normal, texelFetch(sampler2D(normal_roughness_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), neighbour_coord, 0).xyz * 2.0 - 1.0);
+ const vec2 neighbours[4] = vec2[](vec2(-1, 0), vec2(1, 0), vec2(0, -1), vec2(0, 1));
+ vec2 neighbour_coord = base_coord + neighbours[i] * scene_data.screen_pixel_size;
+ float neighbour_ang = dot(normal, textureLod(sampler2D(normal_roughness_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), neighbour_coord, 0.0).xyz * 2.0 - 1.0);
if (neighbour_ang > closest_ang) {
closest_ang = neighbour_ang;
closest_coord = neighbour_coord;
@@ -2286,28 +2401,69 @@ FRAGMENT_SHADER_CODE
coord = closest_coord;
} else {
- coord = ivec2(gl_FragCoord.xy);
+ coord = screen_uv;
}
- vec4 buffer_ambient = texelFetch(sampler2D(ambient_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), coord, 0);
- vec4 buffer_reflection = texelFetch(sampler2D(reflection_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), coord, 0);
+ vec4 buffer_ambient = textureLod(sampler2D(ambient_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), coord, 0.0);
+ vec4 buffer_reflection = textureLod(sampler2D(reflection_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), coord, 0.0);
ambient_light = mix(ambient_light, buffer_ambient.rgb, buffer_ambient.a);
specular_light = mix(specular_light, buffer_reflection.rgb, buffer_reflection.a);
}
#endif
+#ifndef LOW_END_MODE
+ if (scene_data.ssao_enabled) {
+ 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);
+ }
+#endif //LOW_END_MODE
+
{ // process reflections
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 reflection_probe_count = cluster_cell.z >> CLUSTER_COUNTER_SHIFT;
- uint reflection_probe_pointer = cluster_cell.z & CLUSTER_POINTER_MASK;
+ uint cluster_reflection_offset = cluster_offset + scene_data.cluster_type_size * 3;
- for (uint i = 0; i < reflection_probe_count; i++) {
- uint ref_index = cluster_data.indices[reflection_probe_pointer + i];
- reflection_process(ref_index, vertex, normal, roughness, ambient_light, specular_light, ambient_accum, reflection_accum);
+ 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);
+
+#ifdef USE_SUBGROUPS
+ item_from = subgroupBroadcastFirst(subgroupMin(item_from));
+ item_to = subgroupBroadcastFirst(subgroupMax(item_to));
+#endif
+
+ 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);
+#ifdef USE_SUBGROUPS
+ uint merged_mask = subgroupBroadcastFirst(subgroupOr(mask));
+#else
+ uint merged_mask = mask;
+#endif
+
+ while (merged_mask != 0) {
+ uint bit = findMSB(merged_mask);
+ merged_mask &= ~(1 << bit);
+#ifdef USE_SUBGROUPS
+ if (((1 << bit) & mask) == 0) { //do not process if not originally here
+ continue;
+ }
+#endif
+ uint reflection_index = 32 * i + bit;
+
+ if (!bool(reflections.data[reflection_index].mask & instances.data[instance_index].layer_mask)) {
+ continue; //not masked
+ }
+
+ reflection_process(reflection_index, vertex, normal, roughness, ambient_light, specular_light, ambient_accum, reflection_accum);
+ }
}
if (reflection_accum.a > 0.0) {
@@ -2321,6 +2477,16 @@ FRAGMENT_SHADER_CODE
#endif
}
+ //finalize ambient light here
+ ambient_light *= albedo.rgb;
+ ambient_light *= ao;
+
+ // convert ao to direct light ao
+ ao = mix(1.0, ao, ao_light_affect);
+
+ //this saves some VGPRs
+ vec3 f0 = F0(metallic, specular, albedo);
+
{
#if defined(DIFFUSE_TOON)
//simplify for toon, as
@@ -2338,24 +2504,39 @@ FRAGMENT_SHADER_CODE
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;
- vec3 f0 = F0(metallic, specular, albedo);
specular_light *= env.x * f0 + env.y;
#endif
}
+#endif //GI !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)
+
+#if !defined(MODE_RENDER_DEPTH)
+ //this saves some VGPRs
+ uint orms = packUnorm4x8(vec4(ao, roughness, metallic, specular));
+#endif
+
+// LIGHTING
+#if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)
+
{ //directional light
- for (uint i = 0; i < scene_data.directional_light_count; i++) {
- if (!bool(directional_lights.data[i].mask & draw_call.layer_mask)) {
- continue; //not masked
+ // Do shadow and lighting in two passes to reduce register pressure
+ uint shadow0 = 0;
+ uint shadow1 = 0;
+
+ for (uint i = 0; i < 8; i++) {
+ if (i >= scene_data.directional_light_count) {
+ break;
}
- vec3 shadow_attenuation = vec3(1.0);
+ if (!bool(directional_lights.data[i].mask & instances.data[instance_index].layer_mask)) {
+ continue; //not masked
+ }
-#ifdef LIGHT_TRANSMITTANCE_USED
- float transmittance_z = transmittance_depth;
-#endif
+ float shadow = 1.0;
+#ifdef USE_SOFT_SHADOWS
+ //version with soft shadows, more expensive
if (directional_lights.data[i].shadow_enabled) {
float depth_z = -vertex.z;
@@ -2369,8 +2550,6 @@ FRAGMENT_SHADER_CODE
normal_bias -= light_dir * dot(light_dir, normal_bias); \
m_var.xyz += normal_bias;
- float shadow = 0.0;
-
if (depth_z < directional_lights.data[i].shadow_split_offsets.x) {
vec4 v = vec4(vertex, 1.0);
@@ -2391,19 +2570,6 @@ FRAGMENT_SHADER_CODE
shadow_color = directional_lights.data[i].shadow_color1.rgb;
-#ifdef LIGHT_TRANSMITTANCE_USED
- {
- vec4 trans_vertex = vec4(vertex - normalize(normal_interp) * directional_lights.data[i].shadow_transmittance_bias.x, 1.0);
- vec4 trans_coord = directional_lights.data[i].shadow_matrix1 * trans_vertex;
- trans_coord /= trans_coord.w;
-
- float shadow_z = textureLod(sampler2D(directional_shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), trans_coord.xy, 0.0).r;
- shadow_z *= directional_lights.data[i].shadow_z_range.x;
- float z = trans_coord.z * directional_lights.data[i].shadow_z_range.x;
-
- transmittance_z = z - shadow_z;
- }
-#endif
} else if (depth_z < directional_lights.data[i].shadow_split_offsets.y) {
vec4 v = vec4(vertex, 1.0);
@@ -2423,19 +2589,6 @@ FRAGMENT_SHADER_CODE
}
shadow_color = directional_lights.data[i].shadow_color2.rgb;
-#ifdef LIGHT_TRANSMITTANCE_USED
- {
- vec4 trans_vertex = vec4(vertex - normalize(normal_interp) * directional_lights.data[i].shadow_transmittance_bias.y, 1.0);
- vec4 trans_coord = directional_lights.data[i].shadow_matrix2 * trans_vertex;
- trans_coord /= trans_coord.w;
-
- float shadow_z = textureLod(sampler2D(directional_shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), trans_coord.xy, 0.0).r;
- shadow_z *= directional_lights.data[i].shadow_z_range.y;
- float z = trans_coord.z * directional_lights.data[i].shadow_z_range.y;
-
- transmittance_z = z - shadow_z;
- }
-#endif
} else if (depth_z < directional_lights.data[i].shadow_split_offsets.z) {
vec4 v = vec4(vertex, 1.0);
@@ -2455,19 +2608,6 @@ FRAGMENT_SHADER_CODE
}
shadow_color = directional_lights.data[i].shadow_color3.rgb;
-#ifdef LIGHT_TRANSMITTANCE_USED
- {
- vec4 trans_vertex = vec4(vertex - normalize(normal_interp) * directional_lights.data[i].shadow_transmittance_bias.z, 1.0);
- vec4 trans_coord = directional_lights.data[i].shadow_matrix3 * trans_vertex;
- trans_coord /= trans_coord.w;
-
- float shadow_z = textureLod(sampler2D(directional_shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), trans_coord.xy, 0.0).r;
- shadow_z *= directional_lights.data[i].shadow_z_range.z;
- float z = trans_coord.z * directional_lights.data[i].shadow_z_range.z;
-
- transmittance_z = z - shadow_z;
- }
-#endif
} else {
vec4 v = vec4(vertex, 1.0);
@@ -2488,20 +2628,6 @@ FRAGMENT_SHADER_CODE
}
shadow_color = directional_lights.data[i].shadow_color4.rgb;
-
-#ifdef LIGHT_TRANSMITTANCE_USED
- {
- vec4 trans_vertex = vec4(vertex - normalize(normal_interp) * directional_lights.data[i].shadow_transmittance_bias.w, 1.0);
- vec4 trans_coord = directional_lights.data[i].shadow_matrix4 * trans_vertex;
- trans_coord /= trans_coord.w;
-
- float shadow_z = textureLod(sampler2D(directional_shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), trans_coord.xy, 0.0).r;
- shadow_z *= directional_lights.data[i].shadow_z_range.w;
- float z = trans_coord.z * directional_lights.data[i].shadow_z_range.w;
-
- transmittance_z = z - shadow_z;
- }
-#endif
}
if (directional_lights.data[i].blend_splits) {
@@ -2575,130 +2701,407 @@ FRAGMENT_SHADER_CODE
shadow = mix(shadow, 1.0, smoothstep(directional_lights.data[i].fade_from, directional_lights.data[i].fade_to, vertex.z)); //done with negative values for performance
- shadow_attenuation = mix(shadow_color, vec3(1.0), shadow);
+#undef BIAS_FUNC
+ }
+#else
+ // Soft shadow disabled version
+
+ if (directional_lights.data[i].shadow_enabled) {
+ float depth_z = -vertex.z;
+
+ vec4 pssm_coord;
+ 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))));
+
+#define BIAS_FUNC(m_var, m_idx) \
+ m_var.xyz += light_dir * directional_lights.data[i].shadow_bias[m_idx]; \
+ vec3 normal_bias = base_normal_bias * directional_lights.data[i].shadow_normal_bias[m_idx]; \
+ normal_bias -= light_dir * dot(light_dir, normal_bias); \
+ m_var.xyz += normal_bias;
+
+ if (depth_z < directional_lights.data[i].shadow_split_offsets.x) {
+ vec4 v = vec4(vertex, 1.0);
+
+ BIAS_FUNC(v, 0)
+
+ pssm_coord = (directional_lights.data[i].shadow_matrix1 * v);
+#ifdef LIGHT_TRANSMITTANCE_USED
+ {
+ vec4 trans_vertex = vec4(vertex - normalize(normal_interp) * directional_lights.data[i].shadow_transmittance_bias.x, 1.0);
+ vec4 trans_coord = directional_lights.data[i].shadow_matrix1 * trans_vertex;
+ trans_coord /= trans_coord.w;
+
+ float shadow_z = textureLod(sampler2D(directional_shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), trans_coord.xy, 0.0).r;
+ shadow_z *= directional_lights.data[i].shadow_transmittance_z_scale.x;
+ float z = trans_coord.z * directional_lights.data[i].shadow_transmittance_z_scale.x;
+
+ transmittance_z = z - shadow_z;
+ }
+#endif
+ } else if (depth_z < directional_lights.data[i].shadow_split_offsets.y) {
+ vec4 v = vec4(vertex, 1.0);
+
+ BIAS_FUNC(v, 1)
+
+ pssm_coord = (directional_lights.data[i].shadow_matrix2 * v);
+#ifdef LIGHT_TRANSMITTANCE_USED
+ {
+ vec4 trans_vertex = vec4(vertex - normalize(normal_interp) * directional_lights.data[i].shadow_transmittance_bias.y, 1.0);
+ vec4 trans_coord = directional_lights.data[i].shadow_matrix2 * trans_vertex;
+ trans_coord /= trans_coord.w;
+
+ float shadow_z = textureLod(sampler2D(directional_shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), trans_coord.xy, 0.0).r;
+ shadow_z *= directional_lights.data[i].shadow_transmittance_z_scale.y;
+ float z = trans_coord.z * directional_lights.data[i].shadow_transmittance_z_scale.y;
+
+ transmittance_z = z - shadow_z;
+ }
+#endif
+ } else if (depth_z < directional_lights.data[i].shadow_split_offsets.z) {
+ vec4 v = vec4(vertex, 1.0);
+
+ BIAS_FUNC(v, 2)
+
+ pssm_coord = (directional_lights.data[i].shadow_matrix3 * v);
+#ifdef LIGHT_TRANSMITTANCE_USED
+ {
+ vec4 trans_vertex = vec4(vertex - normalize(normal_interp) * directional_lights.data[i].shadow_transmittance_bias.z, 1.0);
+ vec4 trans_coord = directional_lights.data[i].shadow_matrix3 * trans_vertex;
+ trans_coord /= trans_coord.w;
+
+ float shadow_z = textureLod(sampler2D(directional_shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), trans_coord.xy, 0.0).r;
+ shadow_z *= directional_lights.data[i].shadow_transmittance_z_scale.z;
+ float z = trans_coord.z * directional_lights.data[i].shadow_transmittance_z_scale.z;
+
+ transmittance_z = z - shadow_z;
+ }
+#endif
+
+ } else {
+ vec4 v = vec4(vertex, 1.0);
+
+ BIAS_FUNC(v, 3)
+
+ pssm_coord = (directional_lights.data[i].shadow_matrix4 * v);
+#ifdef LIGHT_TRANSMITTANCE_USED
+ {
+ vec4 trans_vertex = vec4(vertex - normalize(normal_interp) * directional_lights.data[i].shadow_transmittance_bias.w, 1.0);
+ vec4 trans_coord = directional_lights.data[i].shadow_matrix4 * trans_vertex;
+ trans_coord /= trans_coord.w;
+
+ float shadow_z = textureLod(sampler2D(directional_shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), trans_coord.xy, 0.0).r;
+ shadow_z *= directional_lights.data[i].shadow_transmittance_z_scale.w;
+ float z = trans_coord.z * directional_lights.data[i].shadow_transmittance_z_scale.w;
+
+ transmittance_z = z - shadow_z;
+ }
+#endif
+ }
+
+ pssm_coord /= pssm_coord.w;
+
+ shadow = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord);
+
+ if (directional_lights.data[i].blend_splits) {
+ float pssm_blend;
+
+ if (depth_z < directional_lights.data[i].shadow_split_offsets.x) {
+ vec4 v = vec4(vertex, 1.0);
+ BIAS_FUNC(v, 1)
+ pssm_coord = (directional_lights.data[i].shadow_matrix2 * v);
+ pssm_blend = smoothstep(0.0, directional_lights.data[i].shadow_split_offsets.x, depth_z);
+ } else if (depth_z < directional_lights.data[i].shadow_split_offsets.y) {
+ vec4 v = vec4(vertex, 1.0);
+ BIAS_FUNC(v, 2)
+ pssm_coord = (directional_lights.data[i].shadow_matrix3 * v);
+ pssm_blend = smoothstep(directional_lights.data[i].shadow_split_offsets.x, directional_lights.data[i].shadow_split_offsets.y, depth_z);
+ } else if (depth_z < directional_lights.data[i].shadow_split_offsets.z) {
+ vec4 v = vec4(vertex, 1.0);
+ BIAS_FUNC(v, 3)
+ pssm_coord = (directional_lights.data[i].shadow_matrix4 * v);
+ pssm_blend = smoothstep(directional_lights.data[i].shadow_split_offsets.y, directional_lights.data[i].shadow_split_offsets.z, depth_z);
+ } else {
+ pssm_blend = 0.0; //if no blend, same coord will be used (divide by z will result in same value, and already cached)
+ }
+
+ pssm_coord /= pssm_coord.w;
+
+ float shadow2 = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord);
+ shadow = mix(shadow, shadow2, pssm_blend);
+ }
+
+ shadow = mix(shadow, 1.0, smoothstep(directional_lights.data[i].fade_from, directional_lights.data[i].fade_to, vertex.z)); //done with negative values for performance
#undef BIAS_FUNC
}
+#endif
+
+ if (i < 4) {
+ shadow0 |= uint(clamp(shadow * 255.0, 0.0, 255.0)) << (i * 8);
+ } else {
+ shadow1 |= uint(clamp(shadow * 255.0, 0.0, 255.0)) << ((i - 4) * 8);
+ }
+ }
+
+ for (uint i = 0; i < 8; i++) {
+ if (i >= scene_data.directional_light_count) {
+ break;
+ }
+
+ if (!bool(directional_lights.data[i].mask & instances.data[instance_index].layer_mask)) {
+ continue; //not masked
+ }
+
+#ifdef LIGHT_TRANSMITTANCE_USED
+ float transmittance_z = transmittance_depth;
+
+ if (directional_lights.data[i].shadow_enabled) {
+ float depth_z = -vertex.z;
+
+ if (depth_z < directional_lights.data[i].shadow_split_offsets.x) {
+ vec4 trans_vertex = vec4(vertex - normalize(normal_interp) * directional_lights.data[i].shadow_transmittance_bias.x, 1.0);
+ vec4 trans_coord = directional_lights.data[i].shadow_matrix1 * trans_vertex;
+ trans_coord /= trans_coord.w;
+
+ float shadow_z = textureLod(sampler2D(directional_shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), trans_coord.xy, 0.0).r;
+ shadow_z *= directional_lights.data[i].shadow_transmittance_z_scale.x;
+ float z = trans_coord.z * directional_lights.data[i].shadow_transmittance_z_scale.x;
+
+ transmittance_z = z - shadow_z;
+ } else if (depth_z < directional_lights.data[i].shadow_split_offsets.y) {
+ vec4 trans_vertex = vec4(vertex - normalize(normal_interp) * directional_lights.data[i].shadow_transmittance_bias.y, 1.0);
+ vec4 trans_coord = directional_lights.data[i].shadow_matrix2 * trans_vertex;
+ trans_coord /= trans_coord.w;
- light_compute(normal, directional_lights.data[i].direction, normalize(view), directional_lights.data[i].size, directional_lights.data[i].color * directional_lights.data[i].energy, 1.0, shadow_attenuation, albedo, roughness, metallic, specular, directional_lights.data[i].specular * specular_blob_intensity,
+ float shadow_z = textureLod(sampler2D(directional_shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), trans_coord.xy, 0.0).r;
+ shadow_z *= directional_lights.data[i].shadow_transmittance_z_scale.y;
+ float z = trans_coord.z * directional_lights.data[i].shadow_transmittance_z_scale.y;
+
+ transmittance_z = z - shadow_z;
+ } else if (depth_z < directional_lights.data[i].shadow_split_offsets.z) {
+ vec4 trans_vertex = vec4(vertex - normalize(normal_interp) * directional_lights.data[i].shadow_transmittance_bias.z, 1.0);
+ vec4 trans_coord = directional_lights.data[i].shadow_matrix3 * trans_vertex;
+ trans_coord /= trans_coord.w;
+
+ float shadow_z = textureLod(sampler2D(directional_shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), trans_coord.xy, 0.0).r;
+ shadow_z *= directional_lights.data[i].shadow_transmittance_z_scale.z;
+ float z = trans_coord.z * directional_lights.data[i].shadow_transmittance_z_scale.z;
+
+ transmittance_z = z - shadow_z;
+
+ } else {
+ vec4 trans_vertex = vec4(vertex - normalize(normal_interp) * directional_lights.data[i].shadow_transmittance_bias.w, 1.0);
+ vec4 trans_coord = directional_lights.data[i].shadow_matrix4 * trans_vertex;
+ trans_coord /= trans_coord.w;
+
+ float shadow_z = textureLod(sampler2D(directional_shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), trans_coord.xy, 0.0).r;
+ shadow_z *= directional_lights.data[i].shadow_transmittance_z_scale.w;
+ float z = trans_coord.z * directional_lights.data[i].shadow_transmittance_z_scale.w;
+
+ transmittance_z = z - shadow_z;
+ }
+#endif
+
+ float shadow = 1.0;
+
+ if (i < 4) {
+ shadow = float(shadow0 >> (i * 8) & 0xFF) / 255.0;
+ } else {
+ shadow = float(shadow1 >> ((i - 4) * 8) & 0xFF) / 255.0;
+ }
+
+ blur_shadow(shadow);
+
+ light_compute(normal, directional_lights.data[i].direction, normalize(view), directional_lights.data[i].color * directional_lights.data[i].energy, shadow, f0, orms, 1.0,
#ifdef LIGHT_BACKLIGHT_USED
- backlight,
+ backlight,
#endif
#ifdef LIGHT_TRANSMITTANCE_USED
- transmittance_color,
- transmittance_depth,
- transmittance_curve,
- transmittance_boost,
- transmittance_z,
+ transmittance_color,
+ transmittance_depth,
+ transmittance_curve,
+ transmittance_boost,
+ transmittance_z,
#endif
#ifdef LIGHT_RIM_USED
- rim, rim_tint,
+ rim, rim_tint, albedo,
#endif
#ifdef LIGHT_CLEARCOAT_USED
- clearcoat, clearcoat_gloss,
+ clearcoat, clearcoat_gloss,
#endif
#ifdef LIGHT_ANISOTROPY_USED
- binormal, tangent, anisotropy,
+ binormal, tangent, anisotropy,
+#endif
+#ifdef USE_SOFT_SHADOW
+ directional_lights.data[i].size,
#endif
#ifdef USE_SHADOW_TO_OPACITY
- alpha,
+ alpha,
#endif
- diffuse_light,
- specular_light);
+ diffuse_light,
+ specular_light);
+ }
}
- }
- { //omni lights
+ { //omni lights
- uint omni_light_count = cluster_cell.x >> CLUSTER_COUNTER_SHIFT;
- uint omni_light_pointer = cluster_cell.x & CLUSTER_POINTER_MASK;
+ uint cluster_omni_offset = cluster_offset;
- for (uint i = 0; i < omni_light_count; i++) {
- uint light_index = cluster_data.indices[omni_light_pointer + i];
+ uint item_min;
+ uint item_max;
+ uint item_from;
+ uint item_to;
- if (!bool(lights.data[light_index].mask & draw_call.layer_mask)) {
- continue; //not masked
- }
+ 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);
+
+#ifdef USE_SUBGROUPS
+ item_from = subgroupBroadcastFirst(subgroupMin(item_from));
+ item_to = subgroupBroadcastFirst(subgroupMax(item_to));
+#endif
+
+ for (uint i = item_from; i < item_to; i++) {
+ uint mask = cluster_buffer.data[cluster_omni_offset + i];
+ mask &= cluster_get_range_clip_mask(i, item_min, item_max);
+#ifdef USE_SUBGROUPS
+ uint merged_mask = subgroupBroadcastFirst(subgroupOr(mask));
+#else
+ uint merged_mask = mask;
+#endif
+
+ while (merged_mask != 0) {
+ uint bit = findMSB(merged_mask);
+ merged_mask &= ~(1 << bit);
+#ifdef USE_SUBGROUPS
+ if (((1 << bit) & mask) == 0) { //do not process if not originally here
+ continue;
+ }
+#endif
+ uint light_index = 32 * i + bit;
- light_process_omni(light_index, vertex, view, normal, vertex_ddx, vertex_ddy, albedo, roughness, metallic, specular, specular_blob_intensity,
+ if (!bool(omni_lights.data[light_index].mask & instances.data[instance_index].layer_mask)) {
+ continue; //not masked
+ }
+
+ float shadow = light_process_omni_shadow(light_index, vertex, view);
+
+ shadow = blur_shadow(shadow);
+
+ light_process_omni(light_index, vertex, view, normal, vertex_ddx, vertex_ddy, f0, orms, shadow,
#ifdef LIGHT_BACKLIGHT_USED
- backlight,
+ backlight,
#endif
#ifdef LIGHT_TRANSMITTANCE_USED
- transmittance_color,
- transmittance_depth,
- transmittance_curve,
- transmittance_boost,
+ transmittance_color,
+ transmittance_depth,
+ transmittance_curve,
+ transmittance_boost,
#endif
#ifdef LIGHT_RIM_USED
- rim,
- rim_tint,
+ rim,
+ rim_tint,
+ albedo,
#endif
#ifdef LIGHT_CLEARCOAT_USED
- clearcoat, clearcoat_gloss,
+ clearcoat, clearcoat_gloss,
#endif
#ifdef LIGHT_ANISOTROPY_USED
- tangent, binormal, anisotropy,
+ tangent, binormal, anisotropy,
#endif
#ifdef USE_SHADOW_TO_OPACITY
- alpha,
+ alpha,
#endif
- diffuse_light, specular_light);
+ diffuse_light, specular_light);
+ }
+ }
}
- }
- { //spot lights
- uint spot_light_count = cluster_cell.y >> CLUSTER_COUNTER_SHIFT;
- uint spot_light_pointer = cluster_cell.y & CLUSTER_POINTER_MASK;
+ { //spot lights
- for (uint i = 0; i < spot_light_count; i++) {
- uint light_index = cluster_data.indices[spot_light_pointer + i];
+ uint cluster_spot_offset = cluster_offset + scene_data.cluster_type_size;
- if (!bool(lights.data[light_index].mask & draw_call.layer_mask)) {
- continue; //not masked
- }
+ uint item_min;
+ uint item_max;
+ uint item_from;
+ uint item_to;
- light_process_spot(light_index, vertex, view, normal, vertex_ddx, vertex_ddy, albedo, roughness, metallic, specular, specular_blob_intensity,
+ 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);
+
+#ifdef USE_SUBGROUPS
+ item_from = subgroupBroadcastFirst(subgroupMin(item_from));
+ item_to = subgroupBroadcastFirst(subgroupMax(item_to));
+#endif
+
+ for (uint i = item_from; i < item_to; i++) {
+ uint mask = cluster_buffer.data[cluster_spot_offset + i];
+ mask &= cluster_get_range_clip_mask(i, item_min, item_max);
+#ifdef USE_SUBGROUPS
+ uint merged_mask = subgroupBroadcastFirst(subgroupOr(mask));
+#else
+ uint merged_mask = mask;
+#endif
+
+ while (merged_mask != 0) {
+ uint bit = findMSB(merged_mask);
+ merged_mask &= ~(1 << bit);
+#ifdef USE_SUBGROUPS
+ if (((1 << bit) & mask) == 0) { //do not process if not originally here
+ continue;
+ }
+#endif
+
+ uint light_index = 32 * i + bit;
+
+ if (!bool(spot_lights.data[light_index].mask & instances.data[instance_index].layer_mask)) {
+ continue; //not masked
+ }
+
+ float shadow = light_process_spot_shadow(light_index, vertex, view);
+
+ shadow = blur_shadow(shadow);
+
+ light_process_spot(light_index, vertex, view, normal, vertex_ddx, vertex_ddy, f0, orms, shadow,
#ifdef LIGHT_BACKLIGHT_USED
- backlight,
+ backlight,
#endif
#ifdef LIGHT_TRANSMITTANCE_USED
- transmittance_color,
- transmittance_depth,
- transmittance_curve,
- transmittance_boost,
+ transmittance_color,
+ transmittance_depth,
+ transmittance_curve,
+ transmittance_boost,
#endif
#ifdef LIGHT_RIM_USED
- rim,
- rim_tint,
+ rim,
+ rim_tint,
+ albedo,
#endif
#ifdef LIGHT_CLEARCOAT_USED
- clearcoat, clearcoat_gloss,
+ clearcoat, clearcoat_gloss,
#endif
#ifdef LIGHT_ANISOTROPY_USED
- tangent, binormal, anisotropy,
+ tangent, binormal, anisotropy,
#endif
#ifdef USE_SHADOW_TO_OPACITY
- alpha,
+ alpha,
#endif
- diffuse_light, specular_light);
+ diffuse_light, specular_light);
+ }
+ }
}
- }
#ifdef USE_SHADOW_TO_OPACITY
- alpha = min(alpha, clamp(length(ambient_light), 0.0, 1.0));
+ alpha = min(alpha, clamp(length(ambient_light), 0.0, 1.0));
#if defined(ALPHA_SCISSOR_USED)
- if (alpha < alpha_scissor) {
- discard;
- }
+ if (alpha < alpha_scissor) {
+ discard;
+ }
#endif // ALPHA_SCISSOR_USED
#ifdef USE_OPAQUE_PREPASS
- if (alpha < opaque_prepass_threshold) {
- discard;
- }
+ if (alpha < opaque_prepass_threshold) {
+ discard;
+ }
#endif // USE_OPAQUE_PREPASS
@@ -2710,173 +3113,149 @@ FRAGMENT_SHADER_CODE
#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));
-
- uint albedo16 = 0x1; //solid flag
- albedo16 |= clamp(uint(albedo.r * 31.0), 0, 31) << 11;
- albedo16 |= clamp(uint(albedo.g * 31.0), 0, 31) << 6;
- albedo16 |= clamp(uint(albedo.b * 31.0), 0, 31) << 1;
-
- imageStore(albedo_volume_grid, grid_pos, uvec4(albedo16));
-
- uint facing_bits = 0;
- const vec3 aniso_dir[6] = vec3[](
- vec3(1, 0, 0),
- vec3(0, 1, 0),
- vec3(0, 0, 1),
- vec3(-1, 0, 0),
- vec3(0, -1, 0),
- vec3(0, 0, -1));
-
- vec3 cam_normal = mat3(scene_data.camera_matrix) * normalize(normal_interp);
-
- float closest_dist = -1e20;
-
- for (uint i = 0; i < 6; i++) {
- float d = dot(cam_normal, aniso_dir[i]);
- if (d > closest_dist) {
- closest_dist = d;
- facing_bits = (1 << i);
+ {
+ 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));
+
+ uint albedo16 = 0x1; //solid flag
+ albedo16 |= clamp(uint(albedo.r * 31.0), 0, 31) << 11;
+ albedo16 |= clamp(uint(albedo.g * 31.0), 0, 31) << 6;
+ albedo16 |= clamp(uint(albedo.b * 31.0), 0, 31) << 1;
+
+ imageStore(albedo_volume_grid, grid_pos, uvec4(albedo16));
+
+ uint facing_bits = 0;
+ const vec3 aniso_dir[6] = vec3[](
+ vec3(1, 0, 0),
+ vec3(0, 1, 0),
+ vec3(0, 0, 1),
+ vec3(-1, 0, 0),
+ vec3(0, -1, 0),
+ vec3(0, 0, -1));
+
+ vec3 cam_normal = mat3(scene_data.camera_matrix) * normalize(normal_interp);
+
+ float closest_dist = -1e20;
+
+ for (uint i = 0; i < 6; i++) {
+ float d = dot(cam_normal, aniso_dir[i]);
+ if (d > closest_dist) {
+ closest_dist = d;
+ facing_bits = (1 << i);
+ }
}
- }
- imageAtomicOr(geom_facing_grid, grid_pos, facing_bits); //store facing bits
+ imageAtomicOr(geom_facing_grid, grid_pos, facing_bits); //store facing bits
- if (length(emission) > 0.001) {
- float lumas[6];
- vec3 light_total = vec3(0);
+ if (length(emission) > 0.001) {
+ float lumas[6];
+ vec3 light_total = vec3(0);
- for (int i = 0; i < 6; i++) {
- float strength = max(0.0, dot(cam_normal, aniso_dir[i]));
- vec3 light = emission * strength;
- light_total += light;
- lumas[i] = max(light.r, max(light.g, light.b));
- }
+ for (int i = 0; i < 6; i++) {
+ float strength = max(0.0, dot(cam_normal, aniso_dir[i]));
+ vec3 light = emission * strength;
+ light_total += light;
+ lumas[i] = max(light.r, max(light.g, light.b));
+ }
- float luma_total = max(light_total.r, max(light_total.g, light_total.b));
+ float luma_total = max(light_total.r, max(light_total.g, light_total.b));
- uint light_aniso = 0;
+ uint light_aniso = 0;
- for (int i = 0; i < 6; i++) {
- light_aniso |= min(31, uint((lumas[i] / luma_total) * 31.0)) << (i * 5);
- }
+ for (int i = 0; i < 6; i++) {
+ light_aniso |= min(31, uint((lumas[i] / luma_total) * 31.0)) << (i * 5);
+ }
- //compress to RGBE9995 to save space
+ //compress to RGBE9995 to save space
- const float pow2to9 = 512.0f;
- const float B = 15.0f;
- const float N = 9.0f;
- const float LN2 = 0.6931471805599453094172321215;
+ const float pow2to9 = 512.0f;
+ const float B = 15.0f;
+ const float N = 9.0f;
+ const float LN2 = 0.6931471805599453094172321215;
- float cRed = clamp(light_total.r, 0.0, 65408.0);
- float cGreen = clamp(light_total.g, 0.0, 65408.0);
- float cBlue = clamp(light_total.b, 0.0, 65408.0);
+ float cRed = clamp(light_total.r, 0.0, 65408.0);
+ float cGreen = clamp(light_total.g, 0.0, 65408.0);
+ float cBlue = clamp(light_total.b, 0.0, 65408.0);
- float cMax = max(cRed, max(cGreen, cBlue));
+ float cMax = max(cRed, max(cGreen, cBlue));
- float expp = max(-B - 1.0f, floor(log(cMax) / LN2)) + 1.0f + B;
+ float expp = max(-B - 1.0f, floor(log(cMax) / LN2)) + 1.0f + B;
- float sMax = floor((cMax / pow(2.0f, expp - B - N)) + 0.5f);
+ float sMax = floor((cMax / pow(2.0f, expp - B - N)) + 0.5f);
- float exps = expp + 1.0f;
+ float exps = expp + 1.0f;
- if (0.0 <= sMax && sMax < pow2to9) {
- exps = expp;
- }
+ if (0.0 <= sMax && sMax < pow2to9) {
+ exps = expp;
+ }
- float sRed = floor((cRed / pow(2.0f, exps - B - N)) + 0.5f);
- float sGreen = floor((cGreen / pow(2.0f, exps - B - N)) + 0.5f);
- float sBlue = floor((cBlue / pow(2.0f, exps - B - N)) + 0.5f);
- //store as 8985 to have 2 extra neighbour bits
- uint light_rgbe = ((uint(sRed) & 0x1FF) >> 1) | ((uint(sGreen) & 0x1FF) << 8) | (((uint(sBlue) & 0x1FF) >> 1) << 17) | ((uint(exps) & 0x1F) << 25);
+ float sRed = floor((cRed / pow(2.0f, exps - B - N)) + 0.5f);
+ float sGreen = floor((cGreen / pow(2.0f, exps - B - N)) + 0.5f);
+ float sBlue = floor((cBlue / pow(2.0f, exps - B - N)) + 0.5f);
+ //store as 8985 to have 2 extra neighbour bits
+ uint light_rgbe = ((uint(sRed) & 0x1FF) >> 1) | ((uint(sGreen) & 0x1FF) << 8) | (((uint(sBlue) & 0x1FF) >> 1) << 17) | ((uint(exps) & 0x1F) << 25);
- imageStore(emission_grid, grid_pos, uvec4(light_rgbe));
- imageStore(emission_aniso_grid, grid_pos, uvec4(light_aniso));
+ imageStore(emission_grid, grid_pos, uvec4(light_rgbe));
+ imageStore(emission_aniso_grid, grid_pos, uvec4(light_aniso));
+ }
}
- }
#endif
#ifdef MODE_RENDER_MATERIAL
- albedo_output_buffer.rgb = albedo;
- albedo_output_buffer.a = alpha;
+ albedo_output_buffer.rgb = albedo;
+ albedo_output_buffer.a = alpha;
- normal_output_buffer.rgb = normal * 0.5 + 0.5;
- normal_output_buffer.a = 0.0;
- depth_output_buffer.r = -vertex.z;
+ normal_output_buffer.rgb = normal * 0.5 + 0.5;
+ normal_output_buffer.a = 0.0;
+ depth_output_buffer.r = -vertex.z;
-#if defined(AO_USED)
- orm_output_buffer.r = ao;
-#else
- orm_output_buffer.r = 0.0;
-#endif
- orm_output_buffer.g = roughness;
- orm_output_buffer.b = metallic;
- orm_output_buffer.a = sss_strength;
+ orm_output_buffer.r = ao;
+ orm_output_buffer.g = roughness;
+ orm_output_buffer.b = metallic;
+ orm_output_buffer.a = sss_strength;
- emission_output_buffer.rgb = emission;
- emission_output_buffer.a = 0.0;
+ emission_output_buffer.rgb = emission;
+ emission_output_buffer.a = 0.0;
#endif
#ifdef MODE_RENDER_NORMAL_ROUGHNESS
- normal_roughness_output_buffer = vec4(normal * 0.5 + 0.5, roughness);
+ normal_roughness_output_buffer = vec4(normal * 0.5 + 0.5, roughness);
#ifdef MODE_RENDER_GIPROBE
- if (bool(draw_call.flags & INSTANCE_FLAGS_USE_GIPROBE)) { // process giprobes
- uint index1 = draw_call.gi_offset & 0xFFFF;
- uint index2 = draw_call.gi_offset >> 16;
- giprobe_buffer.x = index1 & 0xFF;
- giprobe_buffer.y = index2 & 0xFF;
- } else {
- giprobe_buffer.x = 0xFF;
- giprobe_buffer.y = 0xFF;
- }
+ if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_GIPROBE)) { // process giprobes
+ uint index1 = instances.data[instance_index].gi_offset & 0xFFFF;
+ uint index2 = instances.data[instance_index].gi_offset >> 16;
+ giprobe_buffer.x = index1 & 0xFF;
+ giprobe_buffer.y = index2 & 0xFF;
+ } else {
+ giprobe_buffer.x = 0xFF;
+ giprobe_buffer.y = 0xFF;
+ }
#endif
-#endif //MODE_RENDER_NORMAL
+#endif //MODE_RENDER_NORMAL_ROUGHNESS
//nothing happens, so a tree-ssa optimizer will result in no fragment shader :)
#else
- specular_light *= scene_data.reflection_multiplier;
- ambient_light *= albedo; //ambient must be multiplied by albedo at the end
-
-//ambient occlusion
-#if defined(AO_USED)
-
-#ifndef LOW_END_MODE
- if (scene_data.ssao_enabled && scene_data.ssao_ao_affect > 0.0) {
- float ssao = texture(sampler2D(ao_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), screen_uv).r;
- ao = mix(ao, min(ao, ssao), scene_data.ssao_ao_affect);
- ao_light_affect = mix(ao_light_affect, max(ao_light_affect, scene_data.ssao_light_affect), scene_data.ssao_ao_affect);
- }
-#endif //LOW_END_MODE
-
- ambient_light = mix(scene_data.ao_color.rgb, ambient_light, ao);
- ao_light_affect = mix(1.0, ao, ao_light_affect);
- specular_light = mix(scene_data.ao_color.rgb, specular_light, ao_light_affect);
- diffuse_light = mix(scene_data.ao_color.rgb, diffuse_light, ao_light_affect);
-#else
-
-#ifndef LOW_END_MODE
- if (scene_data.ssao_enabled) {
- float ao = texture(sampler2D(ao_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), screen_uv).r;
- ambient_light = mix(scene_data.ao_color.rgb, ambient_light, ao);
- float ao_light_affect = mix(1.0, ao, scene_data.ssao_light_affect);
- specular_light = mix(scene_data.ao_color.rgb, specular_light, ao_light_affect);
- diffuse_light = mix(scene_data.ao_color.rgb, diffuse_light, ao_light_affect);
- }
-#endif //LOW_END_MODE
+ // multiply by albedo
+ diffuse_light *= albedo; // ambient must be multiplied by albedo at the end
-#endif // AO_USED
+ // apply direct light AO
+ ao = unpackUnorm4x8(orms).x;
+ specular_light *= ao;
+ diffuse_light *= ao;
- // base color remapping
- diffuse_light *= 1.0 - metallic; // TODO: avoid all diffuse and ambient light calculations when metallic == 1 up to this point
+ // apply metallic
+ metallic = unpackUnorm4x8(orms).z;
+ diffuse_light *= 1.0 - metallic;
ambient_light *= 1.0 - metallic;
+ //restore fog
+ fog = vec4(unpackHalf2x16(fog_rg), unpackHalf2x16(fog_ba));
+
#ifdef MODE_MULTIPLE_RENDER_TARGETS
#ifdef MODE_UNSHADED
@@ -2892,25 +3271,8 @@ FRAGMENT_SHADER_CODE
specular_buffer = vec4(specular_light, metallic);
#endif
- // 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(vertex);
- diffuse_buffer.rgb = mix(diffuse_buffer.rgb, fog.rgb, fog.a);
- specular_buffer.rgb = mix(specular_buffer.rgb, vec3(0.0), fog.a);
- }
-
-#ifndef LOW_END_MODE
- if (scene_data.volumetric_fog_enabled) {
- vec4 fog = volumetric_fog_process(screen_uv, -vertex.z);
- diffuse_buffer.rgb = mix(diffuse_buffer.rgb, fog.rgb, fog.a);
- specular_buffer.rgb = mix(specular_buffer.rgb, vec3(0.0), fog.a);
- }
-#endif // LOW_END_MODE
-
-#if defined(CUSTOM_FOG_USED)
- diffuse_buffer.rgb = mix(diffuse_buffer.rgb, custom_fog.rgb, custom_fog.a);
- specular_buffer.rgb = mix(specular_buffer.rgb, vec3(0.0), custom_fog.a);
-#endif //CUSTOM_FOG_USED
+ diffuse_buffer.rgb = mix(diffuse_buffer.rgb, fog.rgb, fog.a);
+ specular_buffer.rgb = mix(specular_buffer.rgb, vec3(0.0), fog.a);
#else //MODE_MULTIPLE_RENDER_TARGETS
@@ -2922,22 +3284,10 @@ FRAGMENT_SHADER_CODE
#endif //USE_NO_SHADING
// 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(vertex);
- frag_color.rgb = mix(frag_color.rgb, fog.rgb, fog.a);
- }
-#ifndef LOW_END_MODE
- if (scene_data.volumetric_fog_enabled) {
- vec4 fog = volumetric_fog_process(screen_uv, -vertex.z);
- frag_color.rgb = mix(frag_color.rgb, fog.rgb, fog.a);
- }
-#endif
-
-#if defined(CUSTOM_FOG_USED)
- frag_color.rgb = mix(frag_color.rgb, custom_fog.rgb, custom_fog.a);
-#endif //CUSTOM_FOG_USED
+ frag_color.rgb = mix(frag_color.rgb, fog.rgb, fog.a);
+ ;
#endif //MODE_MULTIPLE_RENDER_TARGETS
#endif //MODE_RENDER_DEPTH
-}
+ }
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_inc.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl
index 87ce74ba88..d78890fa9e 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl
@@ -3,6 +3,15 @@
#define MAX_GI_PROBES 8
+#if defined(GL_KHR_shader_subgroup_ballot) && defined(GL_KHR_shader_subgroup_arithmetic)
+
+#extension GL_KHR_shader_subgroup_ballot : enable
+#extension GL_KHR_shader_subgroup_arithmetic : enable
+
+#define USE_SUBGROUPS
+
+#endif
+
#include "cluster_data_inc.glsl"
#if !defined(MODE_RENDER_DEPTH) || defined(MODE_RENDER_MATERIAL) || defined(MODE_RENDER_SDF) || defined(MODE_RENDER_NORMAL_ROUGHNESS) || defined(MODE_RENDER_GIPROBE) || defined(TANGENT_USED) || defined(NORMAL_MAP_USED)
@@ -12,12 +21,10 @@
#endif
layout(push_constant, binding = 0, std430) uniform DrawCall {
- mat4 transform;
- uint flags;
- uint instance_uniforms_ofs; //base offset in global buffer for instance variables
- uint gi_offset; //GI information when using lightmapping (VCT or lightmap index)
- uint layer_mask;
- vec4 lightmap_uv_scale;
+ uint instance_index;
+ uint uv_offset;
+ uint pad0;
+ uint pad1;
}
draw_call;
@@ -36,91 +43,13 @@ draw_call;
#define SAMPLER_NEAREST_WITH_MIPMAPS_ANISOTROPIC_REPEAT 10
#define SAMPLER_LINEAR_WITH_MIPMAPS_ANISOTROPIC_REPEAT 11
-layout(set = 0, binding = 1) uniform sampler material_samplers[12];
-
-layout(set = 0, binding = 2) uniform sampler shadow_sampler;
-
#define SDFGI_MAX_CASCADES 8
-layout(set = 0, binding = 3, std140) uniform SceneData {
- mat4 projection_matrix;
- mat4 inv_projection_matrix;
-
- mat4 camera_matrix;
- mat4 inv_camera_matrix;
-
- vec2 viewport_size;
- vec2 screen_pixel_size;
-
- //use vec4s because std140 doesnt 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];
-
- uint directional_penumbra_shadow_samples;
- uint directional_soft_shadow_samples;
- uint penumbra_shadow_samples;
- uint soft_shadow_samples;
-
- 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;
-
- bool ssao_enabled;
- float ssao_light_affect;
- float ssao_ao_affect;
- bool roughness_limiter_enabled;
-
- float roughness_limiter_amount;
- float roughness_limiter_limit;
- uvec2 roughness_limiter_pad;
-
- vec4 ao_color;
-
- mat4 sdf_to_bounds;
-
- ivec3 sdf_offset;
- bool material_uv2_mode;
-
- ivec3 sdf_size;
- bool gi_upscale_for_msaa;
-
- bool volumetric_fog_enabled;
- 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
+/* Set 1: Base Pass (never changes) */
- bool pancake_shadows;
-}
+layout(set = 0, binding = 1) uniform sampler material_samplers[12];
-scene_data;
+layout(set = 0, binding = 2) uniform sampler shadow_sampler;
#define INSTANCE_FLAGS_USE_GI_BUFFERS (1 << 6)
#define INSTANCE_FLAGS_USE_SDFGI (1 << 7)
@@ -139,17 +68,22 @@ scene_data;
#define INSTANCE_FLAGS_SKELETON (1 << 19)
#define INSTANCE_FLAGS_NON_UNIFORM_SCALE (1 << 20)
-layout(set = 0, binding = 5, std430) restrict readonly buffer Lights {
+layout(set = 0, binding = 3, std430) restrict readonly buffer OmniLights {
+ LightData data[];
+}
+omni_lights;
+
+layout(set = 0, binding = 4, std430) restrict readonly buffer SpotLights {
LightData data[];
}
-lights;
+spot_lights;
-layout(set = 0, binding = 6) buffer restrict readonly ReflectionProbeData {
+layout(set = 0, binding = 5) buffer restrict readonly ReflectionProbeData {
ReflectionData data[];
}
reflections;
-layout(set = 0, binding = 7, std140) uniform DirectionalLights {
+layout(set = 0, binding = 6, std140) uniform DirectionalLights {
DirectionalLightData data[MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS];
}
directional_lights;
@@ -161,7 +95,7 @@ struct Lightmap {
mat3 normal_xform;
};
-layout(set = 0, binding = 10, std140) restrict readonly buffer Lightmaps {
+layout(set = 0, binding = 7, std140) restrict readonly buffer Lightmaps {
Lightmap data[];
}
lightmaps;
@@ -170,29 +104,20 @@ struct LightmapCapture {
vec4 sh[9];
};
-layout(set = 0, binding = 11, std140) restrict readonly buffer LightmapCaptures {
+layout(set = 0, binding = 8, std140) restrict readonly buffer LightmapCaptures {
LightmapCapture data[];
}
lightmap_captures;
-layout(set = 0, binding = 12) uniform texture2D decal_atlas;
-layout(set = 0, binding = 13) uniform texture2D decal_atlas_srgb;
+layout(set = 0, binding = 9) uniform texture2D decal_atlas;
+layout(set = 0, binding = 10) uniform texture2D decal_atlas_srgb;
-layout(set = 0, binding = 14, std430) restrict readonly buffer Decals {
+layout(set = 0, binding = 11, std430) restrict readonly buffer Decals {
DecalData data[];
}
decals;
-layout(set = 0, binding = 15) uniform utexture3D cluster_texture;
-
-layout(set = 0, binding = 16, std430) restrict readonly buffer ClusterData {
- uint indices[];
-}
-cluster_data;
-
-layout(set = 0, binding = 17) uniform texture2D directional_shadow_atlas;
-
-layout(set = 0, binding = 18, std430) restrict readonly buffer GlobalVariableData {
+layout(set = 0, binding = 12, std430) restrict readonly buffer GlobalVariableData {
vec4 data[];
}
global_variables;
@@ -206,7 +131,7 @@ struct SDFGIProbeCascadeData {
float to_cell; // 1/bounds * grid_size
};
-layout(set = 0, binding = 19, std140) uniform SDFGI {
+layout(set = 0, binding = 13, std140) uniform SDFGI {
vec3 grid_size;
uint max_cascades;
@@ -236,40 +161,140 @@ sdfgi;
#endif //LOW_END_MODE
-// decal atlas
+/* Set 2: Render Pass (changes per render pass) */
+
+layout(set = 1, binding = 0, std140) uniform SceneData {
+ mat4 projection_matrix;
+ mat4 inv_projection_matrix;
+
+ mat4 camera_matrix;
+ mat4 inv_camera_matrix;
+
+ vec2 viewport_size;
+ vec2 screen_pixel_size;
+
+ uint cluster_shift;
+ uint cluster_width;
+ uint cluster_type_size;
+ uint max_cluster_element_count_div_32;
+
+ //use vec4s because std140 doesnt 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];
+
+ uint directional_penumbra_shadow_samples;
+ uint directional_soft_shadow_samples;
+ uint penumbra_shadow_samples;
+ uint soft_shadow_samples;
+
+ 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;
-/* Set 1, Radiance */
+ bool ssao_enabled;
+ float ssao_light_affect;
+ float ssao_ao_affect;
+ bool roughness_limiter_enabled;
+
+ float roughness_limiter_amount;
+ float roughness_limiter_limit;
+ uvec2 roughness_limiter_pad;
+
+ vec4 ao_color;
+
+ mat4 sdf_to_bounds;
+
+ ivec3 sdf_offset;
+ bool material_uv2_mode;
+
+ ivec3 sdf_size;
+ bool gi_upscale_for_msaa;
+
+ bool volumetric_fog_enabled;
+ 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;
+}
+
+scene_data;
+
+struct InstanceData {
+ mat4 transform;
+ uint flags;
+ uint instance_uniforms_ofs; //base offset in global buffer for instance variables
+ uint gi_offset; //GI information when using lightmapping (VCT or lightmap index)
+ uint layer_mask;
+ vec4 lightmap_uv_scale;
+};
+
+layout(set = 1, binding = 1, std430) buffer restrict readonly InstanceDataBuffer {
+ InstanceData data[];
+}
+instances;
#ifdef USE_RADIANCE_CUBEMAP_ARRAY
-layout(set = 1, binding = 0) uniform textureCubeArray radiance_cubemap;
+layout(set = 1, binding = 2) uniform textureCubeArray radiance_cubemap;
#else
-layout(set = 1, binding = 0) uniform textureCube radiance_cubemap;
+layout(set = 1, binding = 2) uniform textureCube radiance_cubemap;
#endif
-/* Set 2, Reflection and Shadow Atlases (view dependent) */
+layout(set = 1, binding = 3) uniform textureCubeArray reflection_atlas;
-layout(set = 1, binding = 1) uniform textureCubeArray reflection_atlas;
+layout(set = 1, binding = 4) uniform texture2D shadow_atlas;
-layout(set = 1, binding = 2) uniform texture2D shadow_atlas;
+layout(set = 1, binding = 5) uniform texture2D directional_shadow_atlas;
-layout(set = 1, binding = 3) uniform texture2DArray lightmap_textures[MAX_LIGHTMAP_TEXTURES];
+layout(set = 1, binding = 6) uniform texture2DArray lightmap_textures[MAX_LIGHTMAP_TEXTURES];
-#ifndef LOW_END_MODE
-layout(set = 1, binding = 4) uniform texture3D gi_probe_textures[MAX_GI_PROBES];
+#ifndef LOW_END_MOD
+layout(set = 1, binding = 7) uniform texture3D gi_probe_textures[MAX_GI_PROBES];
#endif
-/* Set 3, Render Buffers */
+layout(set = 1, binding = 8, std430) buffer restrict readonly ClusterBuffer {
+ uint data[];
+}
+cluster_buffer;
#ifdef MODE_RENDER_SDF
-layout(r16ui, set = 1, binding = 5) uniform restrict writeonly uimage3D albedo_volume_grid;
-layout(r32ui, set = 1, binding = 6) uniform restrict writeonly uimage3D emission_grid;
-layout(r32ui, set = 1, binding = 7) uniform restrict writeonly uimage3D emission_aniso_grid;
-layout(r32ui, set = 1, binding = 8) uniform restrict uimage3D geom_facing_grid;
+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;
//still need to be present for shaders that use it, so remap them to something
#define depth_buffer shadow_atlas
@@ -278,17 +303,17 @@ layout(r32ui, set = 1, binding = 8) uniform restrict uimage3D geom_facing_grid;
#else
-layout(set = 1, binding = 5) uniform texture2D depth_buffer;
-layout(set = 1, binding = 6) uniform texture2D color_buffer;
+layout(set = 1, binding = 9) uniform texture2D depth_buffer;
+layout(set = 1, binding = 10) uniform texture2D color_buffer;
#ifndef LOW_END_MODE
-layout(set = 1, binding = 7) uniform texture2D normal_roughness_buffer;
-layout(set = 1, binding = 8) uniform texture2D ao_buffer;
-layout(set = 1, binding = 9) uniform texture2D ambient_buffer;
-layout(set = 1, binding = 10) uniform texture2D reflection_buffer;
-layout(set = 1, binding = 11) uniform texture2DArray sdfgi_lightprobe_texture;
-layout(set = 1, binding = 12) uniform texture3D sdfgi_occlusion_cascades;
+layout(set = 1, binding = 11) uniform texture2D normal_roughness_buffer;
+layout(set = 1, binding = 12) uniform texture2D ao_buffer;
+layout(set = 1, binding = 13) uniform texture2D ambient_buffer;
+layout(set = 1, binding = 14) uniform texture2D reflection_buffer;
+layout(set = 1, binding = 15) uniform texture2DArray sdfgi_lightprobe_texture;
+layout(set = 1, binding = 16) uniform texture3D sdfgi_occlusion_cascades;
struct GIProbeData {
mat4 xform;
@@ -306,22 +331,22 @@ struct GIProbeData {
uint mipmaps;
};
-layout(set = 1, binding = 13, std140) uniform GIProbes {
+layout(set = 1, binding = 17, std140) uniform GIProbes {
GIProbeData data[MAX_GI_PROBES];
}
gi_probes;
-layout(set = 1, binding = 14) uniform texture3D volumetric_fog_texture;
+layout(set = 1, binding = 18) uniform texture3D volumetric_fog_texture;
#endif // LOW_END_MODE
#endif
-/* Set 4 Skeleton & Instancing (Multimesh) */
+/* Set 2 Skeleton & Instancing (can change per item) */
layout(set = 2, binding = 0, std430) restrict readonly buffer Transforms {
vec4 data[];
}
transforms;
-/* Set 5 User Material */
+/* Set 3 User Material */
diff --git a/servers/rendering/renderer_rd/shaders/sdfgi_debug.glsl b/servers/rendering/renderer_rd/shaders/sdfgi_debug.glsl
index 813ea29fa1..e4c3f3a84b 100644
--- a/servers/rendering/renderer_rd/shaders/sdfgi_debug.glsl
+++ b/servers/rendering/renderer_rd/shaders/sdfgi_debug.glsl
@@ -97,6 +97,8 @@ void main() {
float blend = 0.0;
#if 1
+ // No interpolation
+
vec3 inv_dir = 1.0 / ray_dir;
float rough = 0.5;
@@ -161,114 +163,11 @@ void main() {
hit_light *= (dot(max(vec3(0.0), (hit_normal * hit_aniso0)), vec3(1.0)) + dot(max(vec3(0.0), (-hit_normal * hit_aniso1)), vec3(1.0)));
- if (blend > 0.0) {
- light = mix(light, hit_light, blend);
- blend = 0.0;
- } else {
- light = hit_light;
-
- //process blend
- float blend_from = (float(params.probe_axis_size - 1) / 2.0) - 2.5;
- float blend_to = blend_from + 2.0;
-
- vec3 cam_pos = params.cam_transform[3].xyz - cascades.data[i].offset;
- cam_pos *= cascades.data[i].to_cell;
-
- pos += ray_dir * min(advance, max_advance);
- vec3 inner_pos = pos - cam_pos;
-
- inner_pos = inner_pos * float(params.probe_axis_size - 1) / params.grid_size.x;
-
- float len = length(inner_pos);
-
- inner_pos = abs(normalize(inner_pos));
- len *= max(inner_pos.x, max(inner_pos.y, inner_pos.z));
-
- if (len >= blend_from) {
- blend = smoothstep(blend_from, blend_to, len);
-
- pos /= cascades.data[i].to_cell;
- pos += cascades.data[i].offset;
- ray_pos = pos;
- hit = false; //continue trace for blend
-
- continue;
- }
- }
+ light = hit_light;
break;
}
- light = mix(light, vec3(0.0), blend);
-
-#else
-
- vec3 inv_dir = 1.0 / ray_dir;
-
- bool hit = false;
- vec4 light_accum = vec4(0.0);
-
- float blend_size = (params.grid_size.x / float(params.probe_axis_size - 1)) * 0.5;
-
- float radius_sizes[MAX_CASCADES];
- for (uint i = 0; i < params.max_cascades; i++) {
- radius_sizes[i] = (1.0 / cascades.data[i].to_cell) * (params.grid_size.x * 0.5 - blend_size);
- }
-
- float max_distance = radius_sizes[params.max_cascades - 1];
- float advance = 0;
- while (advance < max_distance) {
- for (uint i = 0; i < params.max_cascades; i++) {
- if (advance < radius_sizes[i]) {
- vec3 pos = (ray_pos + ray_dir * advance) - cascades.data[i].offset;
- pos *= cascades.data[i].to_cell * pos_to_uvw;
-
- float distance = texture(sampler3D(sdf_cascades[i], linear_sampler), pos).r * 255.0 - 1.0;
-
- vec4 hit_light = vec4(0.0);
- if (distance < 1.0) {
- hit_light.a = max(0.0, 1.0 - distance);
- hit_light.rgb = texture(sampler3D(light_cascades[i], linear_sampler), pos).rgb;
- hit_light.rgb *= hit_light.a;
- }
-
- distance /= cascades.data[i].to_cell;
-
- if (i < (params.max_cascades - 1)) {
- pos = (ray_pos + ray_dir * advance) - cascades.data[i + 1].offset;
- pos *= cascades.data[i + 1].to_cell * pos_to_uvw;
-
- float distance2 = texture(sampler3D(sdf_cascades[i + 1], linear_sampler), pos).r * 255.0 - 1.0;
-
- vec4 hit_light2 = vec4(0.0);
- if (distance2 < 1.0) {
- hit_light2.a = max(0.0, 1.0 - distance2);
- hit_light2.rgb = texture(sampler3D(light_cascades[i + 1], linear_sampler), pos).rgb;
- hit_light2.rgb *= hit_light2.a;
- }
-
- float prev_radius = i == 0 ? 0.0 : radius_sizes[i - 1];
- float blend = (advance - prev_radius) / (radius_sizes[i] - prev_radius);
-
- distance2 /= cascades.data[i + 1].to_cell;
-
- hit_light = mix(hit_light, hit_light2, blend);
- distance = mix(distance, distance2, blend);
- }
-
- light_accum += hit_light;
- advance += distance;
- break;
- }
- }
-
- if (light_accum.a > 0.98) {
- break;
- }
- }
-
- light = light_accum.rgb / light_accum.a;
-
#endif
imageStore(screen_buffer, screen_pos, vec4(linear_to_srgb(light), 1.0));
diff --git a/servers/rendering/renderer_rd/shaders/sdfgi_direct_light.glsl b/servers/rendering/renderer_rd/shaders/sdfgi_direct_light.glsl
index 30dbf5871f..dc7238abed 100644
--- a/servers/rendering/renderer_rd/shaders/sdfgi_direct_light.glsl
+++ b/servers/rendering/renderer_rd/shaders/sdfgi_direct_light.glsl
@@ -67,8 +67,8 @@ struct Light {
float attenuation;
uint type;
- float spot_angle;
- float spot_attenuation;
+ float cos_spot_angle;
+ float inv_spot_attenuation;
float radius;
vec4 shadow_color;
@@ -80,6 +80,7 @@ layout(set = 0, binding = 9, std140) buffer restrict readonly Lights {
lights;
layout(set = 0, binding = 10) uniform texture2DArray lightprobe_texture;
+layout(set = 0, binding = 11) uniform texture3D occlusion_texture;
layout(push_constant, binding = 0, std430) uniform Params {
vec3 grid_size;
@@ -91,9 +92,9 @@ layout(push_constant, binding = 0, std430) uniform Params {
uint process_increment;
int probe_axis_size;
- bool multibounce;
+ float bounce_feedback;
float y_mult;
- uint pad;
+ bool use_occlusion;
}
params;
@@ -125,7 +126,10 @@ void main() {
uint voxel_index = uint(gl_GlobalInvocationID.x);
//used for skipping voxels every N frames
- voxel_index = params.process_offset + voxel_index * params.process_increment;
+ if (params.process_increment > 1) {
+ voxel_index *= params.process_increment;
+ voxel_index += params.process_offset;
+ }
if (voxel_index >= dispatch_data.total_count) {
return;
@@ -143,10 +147,96 @@ void main() {
uint voxel_albedo = process_voxels.data[voxel_index].albedo;
vec3 albedo = vec3(uvec3(voxel_albedo >> 10, voxel_albedo >> 5, voxel_albedo) & uvec3(0x1F)) / float(0x1F);
- vec3 light_accum[6];
-
+ vec3 light_accum[6] = vec3[](vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0));
uint valid_aniso = (voxel_albedo >> 15) & 0x3F;
+ const vec3 aniso_dir[6] = vec3[](
+ vec3(1, 0, 0),
+ vec3(0, 1, 0),
+ vec3(0, 0, 1),
+ vec3(-1, 0, 0),
+ vec3(0, -1, 0),
+ vec3(0, 0, -1));
+
+ // Add indirect light first, in order to save computation resources
+#ifdef MODE_PROCESS_DYNAMIC
+ if (params.bounce_feedback > 0.001) {
+ vec3 feedback = (params.bounce_feedback < 1.0) ? (albedo * params.bounce_feedback) : mix(albedo, vec3(1.0), params.bounce_feedback - 1.0);
+ vec3 pos = (vec3(positioni) + vec3(0.5)) * float(params.probe_axis_size - 1) / params.grid_size;
+ ivec3 probe_base_pos = ivec3(pos);
+
+ float weight_accum[6] = float[](0, 0, 0, 0, 0, 0);
+
+ ivec3 tex_pos = ivec3(probe_base_pos.xy, int(params.cascade));
+ tex_pos.x += probe_base_pos.z * int(params.probe_axis_size);
+
+ tex_pos.xy = tex_pos.xy * (OCT_SIZE + 2) + ivec2(1);
+
+ vec3 base_tex_posf = vec3(tex_pos);
+ vec2 tex_pixel_size = 1.0 / vec2(ivec2((OCT_SIZE + 2) * params.probe_axis_size * params.probe_axis_size, (OCT_SIZE + 2) * params.probe_axis_size));
+ vec3 probe_uv_offset = vec3(ivec3(OCT_SIZE + 2, OCT_SIZE + 2, (OCT_SIZE + 2) * params.probe_axis_size)) * tex_pixel_size.xyx;
+
+ for (uint j = 0; j < 8; j++) {
+ ivec3 offset = (ivec3(j) >> ivec3(0, 1, 2)) & ivec3(1, 1, 1);
+ ivec3 probe_posi = probe_base_pos;
+ probe_posi += offset;
+
+ // Compute weight
+
+ vec3 probe_pos = vec3(probe_posi);
+ vec3 probe_to_pos = pos - probe_pos;
+ vec3 probe_dir = normalize(-probe_to_pos);
+
+ // Compute lightprobe texture position
+
+ vec3 trilinear = vec3(1.0) - abs(probe_to_pos);
+
+ for (uint k = 0; k < 6; k++) {
+ if (bool(valid_aniso & (1 << k))) {
+ vec3 n = aniso_dir[k];
+ float weight = trilinear.x * trilinear.y * trilinear.z * max(0, dot(n, probe_dir));
+
+ if (weight > 0.0 && params.use_occlusion) {
+ ivec3 occ_indexv = abs((cascades.data[params.cascade].probe_world_offset + probe_posi) & ivec3(1, 1, 1)) * ivec3(1, 2, 4);
+ vec4 occ_mask = mix(vec4(0.0), vec4(1.0), equal(ivec4(occ_indexv.x | occ_indexv.y), ivec4(0, 1, 2, 3)));
+
+ vec3 occ_pos = (vec3(positioni) + aniso_dir[k] + vec3(0.5)) / params.grid_size;
+ occ_pos.z += float(params.cascade);
+ if (occ_indexv.z != 0) { //z bit is on, means index is >=4, so make it switch to the other half of textures
+ occ_pos.x += 1.0;
+ }
+ occ_pos *= vec3(0.5, 1.0, 1.0 / float(params.max_cascades)); //renormalize
+ float occlusion = dot(textureLod(sampler3D(occlusion_texture, linear_sampler), occ_pos, 0.0), occ_mask);
+
+ weight *= occlusion;
+ }
+
+ if (weight > 0.0) {
+ vec3 tex_posf = base_tex_posf + vec3(octahedron_encode(n) * float(OCT_SIZE), 0.0);
+ tex_posf.xy *= tex_pixel_size;
+
+ vec3 pos_uvw = tex_posf;
+ pos_uvw.xy += vec2(offset.xy) * probe_uv_offset.xy;
+ pos_uvw.x += float(offset.z) * probe_uv_offset.z;
+ vec3 indirect_light = textureLod(sampler2DArray(lightprobe_texture, linear_sampler), pos_uvw, 0.0).rgb;
+
+ light_accum[k] += indirect_light * weight;
+ weight_accum[k] += weight;
+ }
+ }
+ }
+ }
+
+ for (uint k = 0; k < 6; k++) {
+ if (weight_accum[k] > 0.0) {
+ light_accum[k] /= weight_accum[k];
+ light_accum[k] *= feedback;
+ }
+ }
+ }
+
+#endif
+
{
uint rgbe = process_voxels.data[voxel_index].light;
@@ -162,18 +252,10 @@ void main() {
uint aniso = process_voxels.data[voxel_index].light_aniso;
for (uint i = 0; i < 6; i++) {
float strength = ((aniso >> (i * 5)) & 0x1F) / float(0x1F);
- light_accum[i] = l * strength;
+ light_accum[i] += l * strength;
}
}
- const vec3 aniso_dir[6] = vec3[](
- vec3(1, 0, 0),
- vec3(0, 1, 0),
- vec3(0, 0, 1),
- vec3(-1, 0, 0),
- vec3(0, -1, 0),
- vec3(0, 0, -1));
-
// Raytrace light
vec3 pos_to_uvw = 1.0 / params.grid_size;
@@ -203,13 +285,16 @@ void main() {
rel_vec.y /= params.y_mult;
attenuation = get_omni_attenuation(light_distance, 1.0 / lights.data[i].radius, lights.data[i].attenuation);
- float angle = acos(dot(normalize(rel_vec), -lights.data[i].direction));
- if (angle > lights.data[i].spot_angle) {
- attenuation = 0.0;
- } else {
- float d = clamp(angle / lights.data[i].spot_angle, 0, 1);
- attenuation *= pow(1.0 - d, lights.data[i].spot_attenuation);
+ float cos_spot_angle = lights.data[i].cos_spot_angle;
+ float cos_angle = dot(-direction, lights.data[i].direction);
+
+ if (cos_angle < cos_spot_angle) {
+ continue;
}
+
+ float scos = max(cos_angle, cos_spot_angle);
+ float spot_rim = max(0.0001, (1.0 - scos) / (1.0 - cos_spot_angle));
+ attenuation *= 1.0 - pow(spot_rim, lights.data[i].inv_spot_attenuation);
} break;
}
@@ -292,65 +377,6 @@ void main() {
}
}
- // Add indirect light
-
- if (params.multibounce) {
- vec3 pos = (vec3(positioni) + vec3(0.5)) * float(params.probe_axis_size - 1) / params.grid_size;
- ivec3 probe_base_pos = ivec3(pos);
-
- vec4 probe_accum[6] = vec4[](vec4(0.0), vec4(0.0), vec4(0.0), vec4(0.0), vec4(0.0), vec4(0.0));
- float weight_accum[6] = float[](0, 0, 0, 0, 0, 0);
-
- ivec3 tex_pos = ivec3(probe_base_pos.xy, int(params.cascade));
- tex_pos.x += probe_base_pos.z * int(params.probe_axis_size);
-
- tex_pos.xy = tex_pos.xy * (OCT_SIZE + 2) + ivec2(1);
-
- vec3 base_tex_posf = vec3(tex_pos);
- vec2 tex_pixel_size = 1.0 / vec2(ivec2((OCT_SIZE + 2) * params.probe_axis_size * params.probe_axis_size, (OCT_SIZE + 2) * params.probe_axis_size));
- vec3 probe_uv_offset = (ivec3(OCT_SIZE + 2, OCT_SIZE + 2, (OCT_SIZE + 2) * params.probe_axis_size)) * tex_pixel_size.xyx;
-
- for (uint j = 0; j < 8; j++) {
- ivec3 offset = (ivec3(j) >> ivec3(0, 1, 2)) & ivec3(1, 1, 1);
- ivec3 probe_posi = probe_base_pos;
- probe_posi += offset;
-
- // Compute weight
-
- vec3 probe_pos = vec3(probe_posi);
- vec3 probe_to_pos = pos - probe_pos;
- vec3 probe_dir = normalize(-probe_to_pos);
-
- // Compute lightprobe texture position
-
- vec3 trilinear = vec3(1.0) - abs(probe_to_pos);
-
- for (uint k = 0; k < 6; k++) {
- if (bool(valid_aniso & (1 << k))) {
- vec3 n = aniso_dir[k];
- float weight = trilinear.x * trilinear.y * trilinear.z * max(0.005, dot(n, probe_dir));
-
- vec3 tex_posf = base_tex_posf + vec3(octahedron_encode(n) * float(OCT_SIZE), 0.0);
- tex_posf.xy *= tex_pixel_size;
-
- vec3 pos_uvw = tex_posf;
- pos_uvw.xy += vec2(offset.xy) * probe_uv_offset.xy;
- pos_uvw.x += float(offset.z) * probe_uv_offset.z;
- vec4 indirect_light = textureLod(sampler2DArray(lightprobe_texture, linear_sampler), pos_uvw, 0.0);
-
- probe_accum[k] += indirect_light * weight;
- weight_accum[k] += weight;
- }
- }
- }
-
- for (uint k = 0; k < 6; k++) {
- if (weight_accum[k] > 0.0) {
- light_accum[k] += probe_accum[k].rgb * albedo / weight_accum[k];
- }
- }
- }
-
// Store the light in the light texture
float lumas[6];
diff --git a/servers/rendering/renderer_rd/shaders/sdfgi_integrate.glsl b/servers/rendering/renderer_rd/shaders/sdfgi_integrate.glsl
index d516ab22c3..007e4c113a 100644
--- a/servers/rendering/renderer_rd/shaders/sdfgi_integrate.glsl
+++ b/servers/rendering/renderer_rd/shaders/sdfgi_integrate.glsl
@@ -39,8 +39,11 @@ layout(rgba32i, set = 0, binding = 13) uniform restrict iimage2D lightprobe_aver
layout(rgba16f, set = 0, binding = 14) uniform restrict writeonly image2DArray lightprobe_ambient_texture;
+#ifdef USE_CUBEMAP_ARRAY
+layout(set = 1, binding = 0) uniform textureCubeArray sky_irradiance;
+#else
layout(set = 1, binding = 0) uniform textureCube sky_irradiance;
-
+#endif
layout(set = 1, binding = 1) uniform sampler linear_sampler_mipmaps;
#define HISTORY_BITS 10
@@ -136,12 +139,24 @@ uint rgbe_encode(vec3 color) {
return (uint(sRed) & 0x1FF) | ((uint(sGreen) & 0x1FF) << 9) | ((uint(sBlue) & 0x1FF) << 18) | ((uint(exps) & 0x1F) << 27);
}
+struct SH {
+#if (SH_SIZE == 16)
+ float c[48];
+#else
+ float c[28];
+#endif
+};
+
+shared SH sh_accum[64]; //8x8
+
void main() {
ivec2 pos = ivec2(gl_GlobalInvocationID.xy);
if (any(greaterThanEqual(pos, params.image_size))) { //too large, do nothing
return;
}
+ uint probe_index = gl_LocalInvocationID.x + gl_LocalInvocationID.y * 8;
+
#ifdef MODE_PROCESS
float probe_cell_size = float(params.grid_size.x / float(params.probe_axis_size - 1)) / cascades.data[params.cascade].to_cell;
@@ -154,27 +169,9 @@ void main() {
vec3 probe_pos = cascades.data[params.cascade].offset + vec3(probe_cell) * probe_cell_size;
vec3 pos_to_uvw = 1.0 / params.grid_size;
- vec4 probe_sh_accum[SH_SIZE] = vec4[](
- vec4(0.0),
- vec4(0.0),
- vec4(0.0),
- vec4(0.0),
- vec4(0.0),
- vec4(0.0),
- vec4(0.0),
- vec4(0.0),
- vec4(0.0)
-#if (SH_SIZE == 16)
- ,
- vec4(0.0),
- vec4(0.0),
- vec4(0.0),
- vec4(0.0),
- vec4(0.0),
- vec4(0.0),
- vec4(0.0)
-#endif
- );
+ for (uint i = 0; i < SH_SIZE * 3; i++) {
+ sh_accum[probe_index].c[i] = 0.0;
+ }
// quickly ensure each probe has a different "offset" for the vogel function, based on integer world position
uvec3 h3 = hash3(uvec3(params.world_offset + probe_cell));
@@ -195,14 +192,12 @@ void main() {
vec3 inv_dir = 1.0 / ray_dir;
bool hit = false;
- vec3 hit_normal;
- vec3 hit_light;
- vec3 hit_aniso0;
- vec3 hit_aniso1;
+ uint hit_cascade;
float bias = params.ray_bias;
vec3 abs_ray_dir = abs(ray_dir);
ray_pos += ray_dir * 1.0 / max(abs_ray_dir.x, max(abs_ray_dir.y, abs_ray_dir.z)) * bias / cascades.data[params.cascade].to_cell;
+ vec3 uvw;
for (uint j = params.cascade; j < params.max_cascades; j++) {
//convert to local bounds
@@ -221,14 +216,12 @@ void main() {
float advance = 0.0;
- vec3 uvw;
-
while (advance < max_advance) {
//read how much to advance from SDF
uvw = (pos + ray_dir * advance) * pos_to_uvw;
float distance = texture(sampler3D(sdf_cascades[j], linear_sampler), uvw).r * 255.0 - 1.0;
- if (distance < 0.001) {
+ if (distance < 0.05) {
//consider hit
hit = true;
break;
@@ -238,17 +231,7 @@ void main() {
}
if (hit) {
- const float EPSILON = 0.001;
- hit_normal = normalize(vec3(
- texture(sampler3D(sdf_cascades[j], linear_sampler), uvw + vec3(EPSILON, 0.0, 0.0)).r - texture(sampler3D(sdf_cascades[j], linear_sampler), uvw - vec3(EPSILON, 0.0, 0.0)).r,
- texture(sampler3D(sdf_cascades[j], linear_sampler), uvw + vec3(0.0, EPSILON, 0.0)).r - texture(sampler3D(sdf_cascades[j], linear_sampler), uvw - vec3(0.0, EPSILON, 0.0)).r,
- texture(sampler3D(sdf_cascades[j], linear_sampler), uvw + vec3(0.0, 0.0, EPSILON)).r - texture(sampler3D(sdf_cascades[j], linear_sampler), uvw - vec3(0.0, 0.0, EPSILON)).r));
-
- hit_light = texture(sampler3D(light_cascades[j], linear_sampler), uvw).rgb;
- vec4 aniso0 = texture(sampler3D(aniso0_cascades[j], linear_sampler), uvw);
- hit_aniso0 = aniso0.rgb;
- hit_aniso1 = vec3(aniso0.a, texture(sampler3D(aniso1_cascades[j], linear_sampler), uvw).rg);
-
+ hit_cascade = j;
break;
}
@@ -261,11 +244,32 @@ void main() {
vec4 light;
if (hit) {
- //one liner magic
- light.rgb = hit_light * (dot(max(vec3(0.0), (hit_normal * hit_aniso0)), vec3(1.0)) + dot(max(vec3(0.0), (-hit_normal * hit_aniso1)), vec3(1.0)));
- light.a = 1.0;
+ //avoid reading different texture from different threads
+ for (uint j = params.cascade; j < params.max_cascades; j++) {
+ if (j == hit_cascade) {
+ const float EPSILON = 0.001;
+ vec3 hit_normal = normalize(vec3(
+ texture(sampler3D(sdf_cascades[hit_cascade], linear_sampler), uvw + vec3(EPSILON, 0.0, 0.0)).r - texture(sampler3D(sdf_cascades[hit_cascade], linear_sampler), uvw - vec3(EPSILON, 0.0, 0.0)).r,
+ texture(sampler3D(sdf_cascades[hit_cascade], linear_sampler), uvw + vec3(0.0, EPSILON, 0.0)).r - texture(sampler3D(sdf_cascades[hit_cascade], linear_sampler), uvw - vec3(0.0, EPSILON, 0.0)).r,
+ texture(sampler3D(sdf_cascades[hit_cascade], linear_sampler), uvw + vec3(0.0, 0.0, EPSILON)).r - texture(sampler3D(sdf_cascades[hit_cascade], linear_sampler), uvw - vec3(0.0, 0.0, EPSILON)).r));
+
+ vec3 hit_light = texture(sampler3D(light_cascades[hit_cascade], linear_sampler), uvw).rgb;
+ vec4 aniso0 = texture(sampler3D(aniso0_cascades[hit_cascade], linear_sampler), uvw);
+ vec3 hit_aniso0 = aniso0.rgb;
+ vec3 hit_aniso1 = vec3(aniso0.a, texture(sampler3D(aniso1_cascades[hit_cascade], linear_sampler), uvw).rg);
+
+ //one liner magic
+ light.rgb = hit_light * (dot(max(vec3(0.0), (hit_normal * hit_aniso0)), vec3(1.0)) + dot(max(vec3(0.0), (-hit_normal * hit_aniso1)), vec3(1.0)));
+ light.a = 1.0;
+ }
+ }
+
} else if (params.sky_mode == SKY_MODE_SKY) {
+#ifdef USE_CUBEMAP_ARRAY
+ light.rgb = textureLod(samplerCubeArray(sky_irradiance, linear_sampler_mipmaps), vec4(ray_dir, 0.0), 2.0).rgb; //use second mipmap because we dont usually throw a lot of rays, so this compensates
+#else
light.rgb = textureLod(samplerCube(sky_irradiance, linear_sampler_mipmaps), ray_dir, 2.0).rgb; //use second mipmap because we dont usually throw a lot of rays, so this compensates
+#endif
light.rgb *= params.sky_energy;
light.a = 0.0;
@@ -278,33 +282,33 @@ void main() {
}
vec3 ray_dir2 = ray_dir * ray_dir;
- float c[SH_SIZE] = float[](
-
- 0.282095, //l0
- 0.488603 * ray_dir.y, //l1n1
- 0.488603 * ray_dir.z, //l1n0
- 0.488603 * ray_dir.x, //l1p1
- 1.092548 * ray_dir.x * ray_dir.y, //l2n2
- 1.092548 * ray_dir.y * ray_dir.z, //l2n1
- 0.315392 * (3.0 * ray_dir2.z - 1.0), //l20
- 1.092548 * ray_dir.x * ray_dir.z, //l2p1
- 0.546274 * (ray_dir2.x - ray_dir2.y) //l2p2
+
+#define SH_ACCUM(m_idx, m_value) \
+ { \
+ vec3 l = light.rgb * (m_value); \
+ sh_accum[probe_index].c[m_idx * 3 + 0] += l.r; \
+ sh_accum[probe_index].c[m_idx * 3 + 1] += l.g; \
+ sh_accum[probe_index].c[m_idx * 3 + 2] += l.b; \
+ }
+ SH_ACCUM(0, 0.282095); //l0
+ SH_ACCUM(1, 0.488603 * ray_dir.y); //l1n1
+ SH_ACCUM(2, 0.488603 * ray_dir.z); //l1n0
+ SH_ACCUM(3, 0.488603 * ray_dir.x); //l1p1
+ SH_ACCUM(4, 1.092548 * ray_dir.x * ray_dir.y); //l2n2
+ SH_ACCUM(5, 1.092548 * ray_dir.y * ray_dir.z); //l2n1
+ SH_ACCUM(6, 0.315392 * (3.0 * ray_dir2.z - 1.0)); //l20
+ SH_ACCUM(7, 1.092548 * ray_dir.x * ray_dir.z); //l2p1
+ SH_ACCUM(8, 0.546274 * (ray_dir2.x - ray_dir2.y)); //l2p2
#if (SH_SIZE == 16)
- ,
- 0.590043 * ray_dir.y * (3.0f * ray_dir2.x - ray_dir2.y),
- 2.890611 * ray_dir.y * ray_dir.x * ray_dir.z,
- 0.646360 * ray_dir.y * (-1.0f + 5.0f * ray_dir2.z),
- 0.373176 * (5.0f * ray_dir2.z * ray_dir.z - 3.0f * ray_dir.z),
- 0.457045 * ray_dir.x * (-1.0f + 5.0f * ray_dir2.z),
- 1.445305 * (ray_dir2.x - ray_dir2.y) * ray_dir.z,
- 0.590043 * ray_dir.x * (ray_dir2.x - 3.0f * ray_dir2.y)
+ SH_ACCUM(9, 0.590043 * ray_dir.y * (3.0f * ray_dir2.x - ray_dir2.y));
+ SH_ACCUM(10, 2.890611 * ray_dir.y * ray_dir.x * ray_dir.z);
+ SH_ACCUM(11, 0.646360 * ray_dir.y * (-1.0f + 5.0f * ray_dir2.z));
+ SH_ACCUM(12, 0.373176 * (5.0f * ray_dir2.z * ray_dir.z - 3.0f * ray_dir.z));
+ SH_ACCUM(13, 0.457045 * ray_dir.x * (-1.0f + 5.0f * ray_dir2.z));
+ SH_ACCUM(14, 1.445305 * (ray_dir2.x - ray_dir2.y) * ray_dir.z);
+ SH_ACCUM(15, 0.590043 * ray_dir.x * (ray_dir2.x - 3.0f * ray_dir2.y));
#endif
- );
-
- for (uint j = 0; j < SH_SIZE; j++) {
- probe_sh_accum[j] += light * c[j];
- }
}
for (uint i = 0; i < SH_SIZE; i++) {
@@ -312,7 +316,7 @@ void main() {
ivec3 prev_pos = ivec3(pos.x, pos.y * SH_SIZE + i, int(params.history_index));
ivec2 average_pos = prev_pos.xy;
- vec4 value = probe_sh_accum[i] * 4.0 / float(params.ray_count);
+ vec4 value = vec4(sh_accum[probe_index].c[i * 3 + 0], sh_accum[probe_index].c[i * 3 + 1], sh_accum[probe_index].c[i * 3 + 2], 1.0) * 4.0 / float(params.ray_count);
ivec4 ivalue = clamp(ivec4(value * float(1 << HISTORY_BITS)), -32768, 32767); //clamp to 16 bits, so higher values don't break average
@@ -344,37 +348,11 @@ void main() {
ivec2 oct_pos = (pos / OCT_SIZE) * (OCT_SIZE + 2) + ivec2(1);
ivec2 local_pos = pos % OCT_SIZE;
- //fill the spherical harmonic
- vec4 sh[SH_SIZE];
-
- for (uint i = 0; i < SH_SIZE; i++) {
- // store in history texture
- ivec2 average_pos = sh_pos + ivec2(0, i);
- ivec4 average = imageLoad(lightprobe_average_texture, average_pos);
-
- sh[i] = (vec4(average) / float(params.history_size)) / float(1 << HISTORY_BITS);
- }
-
//compute the octahedral normal for this texel
vec3 normal = octahedron_encode(vec2(local_pos) / float(OCT_SIZE));
- /*
+
// read the spherical harmonic
- const float c1 = 0.429043;
- const float c2 = 0.511664;
- const float c3 = 0.743125;
- const float c4 = 0.886227;
- const float c5 = 0.247708;
- vec4 light = (c1 * sh[8] * (normal.x * normal.x - normal.y * normal.y) +
- c3 * sh[6] * normal.z * normal.z +
- c4 * sh[0] -
- c5 * sh[6] +
- 2.0 * c1 * sh[4] * normal.x * normal.y +
- 2.0 * c1 * sh[7] * normal.x * normal.z +
- 2.0 * c1 * sh[5] * normal.y * normal.z +
- 2.0 * c2 * sh[3] * normal.x +
- 2.0 * c2 * sh[1] * normal.y +
- 2.0 * c2 * sh[2] * normal.z);
-*/
+
vec3 normal2 = normal * normal;
float c[SH_SIZE] = float[](
@@ -426,7 +404,14 @@ void main() {
vec3 radiance = vec3(0.0);
for (uint i = 0; i < SH_SIZE; i++) {
- vec3 m = sh[i].rgb * c[i] * 4.0;
+ // store in history texture
+ ivec2 average_pos = sh_pos + ivec2(0, i);
+ ivec4 average = imageLoad(lightprobe_average_texture, average_pos);
+
+ vec4 sh = (vec4(average) / float(params.history_size)) / float(1 << HISTORY_BITS);
+
+ vec3 m = sh.rgb * c[i] * 4.0;
+
irradiance += m * l_mult[i];
radiance += m;
}
@@ -515,13 +500,15 @@ void main() {
//can't scroll, must look for position in parent cascade
//to global coords
- float probe_cell_size = float(params.grid_size.x / float(params.probe_axis_size - 1)) / cascades.data[params.cascade].to_cell;
+ float cell_to_probe = float(params.grid_size.x / float(params.probe_axis_size - 1));
+
+ float probe_cell_size = cell_to_probe / cascades.data[params.cascade].to_cell;
vec3 probe_pos = cascades.data[params.cascade].offset + vec3(probe_cell) * probe_cell_size;
//to parent local coords
+ float probe_cell_size_next = cell_to_probe / cascades.data[params.cascade + 1].to_cell;
probe_pos -= cascades.data[params.cascade + 1].offset;
- probe_pos *= cascades.data[params.cascade + 1].to_cell;
- probe_pos = probe_pos * float(params.probe_axis_size - 1) / float(params.grid_size.x);
+ probe_pos /= probe_cell_size_next;
ivec3 probe_posi = ivec3(probe_pos);
//add up all light, no need to use occlusion here, since occlusion will do its work afterwards
@@ -574,20 +561,28 @@ void main() {
}
} else {
- // clear and let it re-raytrace, only for the last cascade, which happens very un-often
- //scroll
+ //scroll at the edge of the highest cascade, just copy what is there,
+ //since its the closest we have anyway
+
for (uint j = 0; j < params.history_size; j++) {
+ ivec2 tex_pos;
+ tex_pos = probe_cell.xy;
+ tex_pos.x += probe_cell.z * int(params.probe_axis_size);
+
for (int i = 0; i < SH_SIZE; i++) {
// copy from history texture
+ ivec3 src_pos = ivec3(tex_pos.x, tex_pos.y * SH_SIZE + i, int(j));
ivec3 dst_pos = ivec3(pos.x, pos.y * SH_SIZE + i, int(j));
- imageStore(lightprobe_history_scroll_texture, dst_pos, ivec4(0));
+ ivec4 value = imageLoad(lightprobe_history_texture, dst_pos);
+ imageStore(lightprobe_history_scroll_texture, dst_pos, value);
}
}
for (int i = 0; i < SH_SIZE; i++) {
// copy from average texture
- ivec2 dst_pos = ivec2(pos.x, pos.y * SH_SIZE + i);
- imageStore(lightprobe_average_scroll_texture, dst_pos, ivec4(0));
+ ivec2 spos = ivec2(pos.x, pos.y * SH_SIZE + i);
+ ivec4 average = imageLoad(lightprobe_average_texture, spos);
+ imageStore(lightprobe_average_scroll_texture, spos, average);
}
}
diff --git a/servers/rendering/renderer_rd/shaders/shadow_reduce.glsl b/servers/rendering/renderer_rd/shaders/shadow_reduce.glsl
deleted file mode 100644
index 29443ae7db..0000000000
--- a/servers/rendering/renderer_rd/shaders/shadow_reduce.glsl
+++ /dev/null
@@ -1,105 +0,0 @@
-#[compute]
-
-#version 450
-
-VERSION_DEFINES
-
-#define BLOCK_SIZE 8
-
-layout(local_size_x = BLOCK_SIZE, local_size_y = BLOCK_SIZE, local_size_z = 1) in;
-
-#ifdef MODE_REDUCE
-
-shared float tmp_data[BLOCK_SIZE * BLOCK_SIZE];
-const uint swizzle_table[BLOCK_SIZE] = uint[](0, 4, 2, 6, 1, 5, 3, 7);
-const uint unswizzle_table[BLOCK_SIZE] = uint[](0, 0, 0, 1, 0, 2, 1, 3);
-
-#endif
-
-layout(r32f, set = 0, binding = 0) uniform restrict readonly image2D source_depth;
-layout(r32f, set = 0, binding = 1) uniform restrict writeonly image2D dst_depth;
-
-layout(push_constant, binding = 1, std430) uniform Params {
- ivec2 source_size;
- ivec2 source_offset;
- uint min_size;
- uint gaussian_kernel_version;
- ivec2 filter_dir;
-}
-params;
-
-void main() {
-#ifdef MODE_REDUCE
-
- uvec2 pos = gl_LocalInvocationID.xy;
-
- ivec2 image_offset = params.source_offset;
- ivec2 image_pos = image_offset + ivec2(gl_GlobalInvocationID.xy);
- uint dst_t = swizzle_table[pos.y] * BLOCK_SIZE + swizzle_table[pos.x];
- tmp_data[dst_t] = imageLoad(source_depth, min(image_pos, params.source_size - ivec2(1))).r;
- ivec2 image_size = params.source_size;
-
- uint t = pos.y * BLOCK_SIZE + pos.x;
-
- //neighbours
- uint size = BLOCK_SIZE;
-
- do {
- groupMemoryBarrier();
- barrier();
-
- size >>= 1;
- image_size >>= 1;
- image_offset >>= 1;
-
- if (all(lessThan(pos, uvec2(size)))) {
- uint nx = t + size;
- uint ny = t + (BLOCK_SIZE * size);
- uint nxy = ny + size;
-
- tmp_data[t] += tmp_data[nx];
- tmp_data[t] += tmp_data[ny];
- tmp_data[t] += tmp_data[nxy];
- tmp_data[t] /= 4.0;
- }
-
- } while (size > params.min_size);
-
- if (all(lessThan(pos, uvec2(size)))) {
- image_pos = ivec2(unswizzle_table[size + pos.x], unswizzle_table[size + pos.y]);
- image_pos += image_offset + ivec2(gl_WorkGroupID.xy) * int(size);
-
- image_size = max(ivec2(1), image_size); //in case image size became 0
-
- if (all(lessThan(image_pos, uvec2(image_size)))) {
- imageStore(dst_depth, image_pos, vec4(tmp_data[t]));
- }
- }
-#endif
-
-#ifdef MODE_FILTER
-
- ivec2 image_pos = params.source_offset + ivec2(gl_GlobalInvocationID.xy);
- if (any(greaterThanEqual(image_pos, params.source_size))) {
- return;
- }
-
- ivec2 clamp_min = ivec2(params.source_offset);
- ivec2 clamp_max = ivec2(params.source_size) - 1;
-
- //gaussian kernel, size 9, sigma 4
- const int kernel_size = 9;
- const float gaussian_kernel[kernel_size * 3] = float[](
- 0.000229, 0.005977, 0.060598, 0.241732, 0.382928, 0.241732, 0.060598, 0.005977, 0.000229,
- 0.028532, 0.067234, 0.124009, 0.179044, 0.20236, 0.179044, 0.124009, 0.067234, 0.028532,
- 0.081812, 0.101701, 0.118804, 0.130417, 0.134535, 0.130417, 0.118804, 0.101701, 0.081812);
- float accum = 0.0;
- for (int i = 0; i < kernel_size; i++) {
- ivec2 ofs = clamp(image_pos + params.filter_dir * (i - kernel_size / 2), clamp_min, clamp_max);
- accum += imageLoad(source_depth, ofs).r * gaussian_kernel[params.gaussian_kernel_version + i];
- }
-
- imageStore(dst_depth, image_pos, vec4(accum));
-
-#endif
-}
diff --git a/servers/rendering/renderer_rd/shaders/skeleton.glsl b/servers/rendering/renderer_rd/shaders/skeleton.glsl
index b19f5a9ad3..680d1045cd 100644
--- a/servers/rendering/renderer_rd/shaders/skeleton.glsl
+++ b/servers/rendering/renderer_rd/shaders/skeleton.glsl
@@ -100,7 +100,7 @@ void main() {
for (uint i = 0; i < params.blend_shape_count; i++) {
float w = blend_shape_weights.data[i];
- if (w > 0.0001) {
+ if (abs(w) > 0.0001) {
uint base_offset = (params.vertex_count * i + index) * params.vertex_stride;
blend_vertex += uintBitsToFloat(uvec3(src_blend_shapes.data[base_offset + 0], src_blend_shapes.data[base_offset + 1], src_blend_shapes.data[base_offset + 2])) * w;
diff --git a/servers/rendering/renderer_rd/shaders/volumetric_fog.glsl b/servers/rendering/renderer_rd/shaders/volumetric_fog.glsl
index 498a6ddb5b..e7ba8feb80 100644
--- a/servers/rendering/renderer_rd/shaders/volumetric_fog.glsl
+++ b/servers/rendering/renderer_rd/shaders/volumetric_fog.glsl
@@ -4,6 +4,15 @@
VERSION_DEFINES
+/* Do not use subgroups here, seems there is not much advantage and causes glitches
+#extension GL_KHR_shader_subgroup_ballot: enable
+#extension GL_KHR_shader_subgroup_arithmetic: enable
+
+#if defined(GL_KHR_shader_subgroup_ballot) && defined(GL_KHR_shader_subgroup_arithmetic)
+#define USE_SUBGROUPS
+#endif
+*/
+
#if defined(MODE_FOG) || defined(MODE_FILTER)
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
@@ -23,22 +32,25 @@ layout(local_size_x = 4, local_size_y = 4, local_size_z = 4) in;
layout(set = 0, binding = 1) uniform texture2D shadow_atlas;
layout(set = 0, binding = 2) uniform texture2D directional_shadow_atlas;
-layout(set = 0, binding = 3, std430) restrict readonly buffer Lights {
+layout(set = 0, binding = 3, std430) restrict readonly buffer OmniLights {
LightData data[];
}
-lights;
+omni_lights;
-layout(set = 0, binding = 4, std140) uniform DirectionalLights {
+layout(set = 0, binding = 4, std430) restrict readonly buffer SpotLights {
+ LightData data[];
+}
+spot_lights;
+
+layout(set = 0, binding = 5, std140) uniform DirectionalLights {
DirectionalLightData data[MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS];
}
directional_lights;
-layout(set = 0, binding = 5) uniform utexture3D cluster_texture;
-
-layout(set = 0, binding = 6, std430) restrict readonly buffer ClusterData {
- uint indices[];
+layout(set = 0, binding = 6, std430) buffer restrict readonly ClusterBuffer {
+ uint data[];
}
-cluster_data;
+cluster_buffer;
layout(set = 0, binding = 7) uniform sampler linear_sampler;
@@ -132,7 +144,7 @@ layout(set = 1, binding = 2) uniform texture3D sdfgi_occlusion_texture;
#endif //SDFGI
-layout(push_constant, binding = 0, std430) uniform Params {
+layout(set = 0, binding = 14, std140) uniform Params {
vec2 fog_frustum_size_begin;
vec2 fog_frustum_size_end;
@@ -150,12 +162,24 @@ layout(push_constant, binding = 0, std430) uniform Params {
float detail_spread;
float gi_inject;
uint max_gi_probes;
- uint pad;
+ uint cluster_type_size;
+
+ vec2 screen_size;
+ uint cluster_shift;
+ uint cluster_width;
+
+ uint max_cluster_element_count_div_32;
+ bool use_temporal_reprojection;
+ uint temporal_frame;
+ float temporal_blend;
mat3x4 cam_rotation;
+ mat4 to_prev_view;
}
params;
+layout(set = 0, binding = 15) uniform texture3D prev_density_texture;
+
float get_depth_at_pos(float cell_depth_size, int z) {
float d = float(z) * cell_depth_size + cell_depth_size * 0.5; //center of voxels
d = pow(d, params.detail_spread);
@@ -178,6 +202,42 @@ float get_omni_attenuation(float distance, float inv_range, float decay) {
return nd * pow(max(distance, 0.0001), -decay);
}
+void cluster_get_item_range(uint p_offset, out uint item_min, out uint item_max, out uint item_from, out uint item_to) {
+ uint item_min_max = cluster_buffer.data[p_offset];
+ item_min = item_min_max & 0xFFFF;
+ item_max = item_min_max >> 16;
+ ;
+
+ item_from = item_min >> 5;
+ item_to = (item_max == 0) ? 0 : ((item_max - 1) >> 5) + 1; //side effect of how it is stored, as item_max 0 means no elements
+}
+
+uint cluster_get_range_clip_mask(uint i, uint z_min, uint z_max) {
+ int local_min = clamp(int(z_min) - int(i) * 32, 0, 31);
+ int mask_width = min(int(z_max) - int(z_min), 32 - local_min);
+ return bitfieldInsert(uint(0), uint(0xFFFFFFFF), local_min, mask_width);
+}
+
+#define TEMPORAL_FRAMES 16
+
+const vec3 halton_map[TEMPORAL_FRAMES] = vec3[](
+ vec3(0.5, 0.33333333, 0.2),
+ vec3(0.25, 0.66666667, 0.4),
+ vec3(0.75, 0.11111111, 0.6),
+ vec3(0.125, 0.44444444, 0.8),
+ vec3(0.625, 0.77777778, 0.04),
+ vec3(0.375, 0.22222222, 0.24),
+ vec3(0.875, 0.55555556, 0.44),
+ vec3(0.0625, 0.88888889, 0.64),
+ vec3(0.5625, 0.03703704, 0.84),
+ vec3(0.3125, 0.37037037, 0.08),
+ vec3(0.8125, 0.7037037, 0.28),
+ vec3(0.1875, 0.14814815, 0.48),
+ vec3(0.6875, 0.48148148, 0.68),
+ vec3(0.4375, 0.81481481, 0.88),
+ vec3(0.9375, 0.25925926, 0.12),
+ vec3(0.03125, 0.59259259, 0.32));
+
void main() {
vec3 fog_cell_size = 1.0 / vec3(params.fog_volume_size);
@@ -193,6 +253,12 @@ void main() {
//posf += mix(vec3(0.0),vec3(1.0),0.3) * hash3f(uvec3(pos)) * 2.0 - 1.0;
vec3 fog_unit_pos = posf * fog_cell_size + fog_cell_size * 0.5; //center of voxels
+
+ uvec2 screen_pos = uvec2(fog_unit_pos.xy * params.screen_size);
+ uvec2 cluster_pos = screen_pos >> params.cluster_shift;
+ uint cluster_offset = (params.cluster_width * cluster_pos.y + cluster_pos.x) * (params.max_cluster_element_count_div_32 + 32);
+ //positions in screen are too spread apart, no hopes for optimizing with subgroups
+
fog_unit_pos.z = pow(fog_unit_pos.z, params.detail_spread);
vec3 view_pos;
@@ -200,6 +266,47 @@ void main() {
view_pos.z = -params.fog_frustum_end * fog_unit_pos.z;
view_pos.y = -view_pos.y;
+ vec4 reprojected_density = vec4(0.0);
+ float reproject_amount = 0.0;
+
+ if (params.use_temporal_reprojection) {
+ vec3 prev_view = (params.to_prev_view * vec4(view_pos, 1.0)).xyz;
+ //undo transform into prev view
+ prev_view.y = -prev_view.y;
+ //z back to unit size
+ prev_view.z /= -params.fog_frustum_end;
+ //xy back to unit size
+ prev_view.xy /= mix(params.fog_frustum_size_begin, params.fog_frustum_size_end, vec2(prev_view.z));
+ prev_view.xy = prev_view.xy * 0.5 + 0.5;
+ //z back to unspread value
+ prev_view.z = pow(prev_view.z, 1.0 / params.detail_spread);
+
+ if (all(greaterThan(prev_view, vec3(0.0))) && all(lessThan(prev_view, vec3(1.0)))) {
+ //reprojectinon fits
+
+ reprojected_density = textureLod(sampler3D(prev_density_texture, linear_sampler), prev_view, 0.0);
+ reproject_amount = params.temporal_blend;
+
+ // Since we can reproject, now we must jitter the current view pos.
+ // This is done here because cells that can't reproject should not jitter.
+
+ fog_unit_pos = posf * fog_cell_size + fog_cell_size * halton_map[params.temporal_frame]; //center of voxels, offset by halton table
+
+ screen_pos = uvec2(fog_unit_pos.xy * params.screen_size);
+ cluster_pos = screen_pos >> params.cluster_shift;
+ cluster_offset = (params.cluster_width * cluster_pos.y + cluster_pos.x) * (params.max_cluster_element_count_div_32 + 32);
+ //positions in screen are too spread apart, no hopes for optimizing with subgroups
+
+ fog_unit_pos.z = pow(fog_unit_pos.z, params.detail_spread);
+
+ view_pos.xy = (fog_unit_pos.xy * 2.0 - 1.0) * mix(params.fog_frustum_size_begin, params.fog_frustum_size_end, vec2(fog_unit_pos.z));
+ view_pos.z = -params.fog_frustum_end * fog_unit_pos.z;
+ view_pos.y = -view_pos.y;
+ }
+ }
+
+ uint cluster_z = uint(clamp((abs(view_pos.z) / params.z_far) * 32.0, 0.0, 31.0));
+
vec3 total_light = params.light_color;
float total_density = params.base_density;
@@ -266,108 +373,160 @@ void main() {
//compute lights from cluster
- vec3 cluster_pos;
- cluster_pos.xy = fog_unit_pos.xy;
- cluster_pos.z = clamp((abs(view_pos.z) - params.z_near) / (params.z_far - params.z_near), 0.0, 1.0);
+ { //omni lights
- uvec4 cluster_cell = texture(usampler3D(cluster_texture, linear_sampler), cluster_pos);
+ uint cluster_omni_offset = cluster_offset;
- uint omni_light_count = cluster_cell.x >> CLUSTER_COUNTER_SHIFT;
- uint omni_light_pointer = cluster_cell.x & CLUSTER_POINTER_MASK;
+ uint item_min;
+ uint item_max;
+ uint item_from;
+ uint item_to;
- for (uint i = 0; i < omni_light_count; i++) {
- uint light_index = cluster_data.indices[omni_light_pointer + i];
+ cluster_get_item_range(cluster_omni_offset + params.max_cluster_element_count_div_32 + cluster_z, item_min, item_max, item_from, item_to);
- vec3 light_pos = lights.data[i].position;
- float d = distance(lights.data[i].position, view_pos);
- vec3 shadow_attenuation = vec3(1.0);
+#ifdef USE_SUBGROUPS
+ item_from = subgroupBroadcastFirst(subgroupMin(item_from));
+ item_to = subgroupBroadcastFirst(subgroupMax(item_to));
+#endif
+
+ for (uint i = item_from; i < item_to; i++) {
+ uint mask = cluster_buffer.data[cluster_omni_offset + i];
+ mask &= cluster_get_range_clip_mask(i, item_min, item_max);
+#ifdef USE_SUBGROUPS
+ uint merged_mask = subgroupBroadcastFirst(subgroupOr(mask));
+#else
+ uint merged_mask = mask;
+#endif
+
+ while (merged_mask != 0) {
+ uint bit = findMSB(merged_mask);
+ merged_mask &= ~(1 << bit);
+#ifdef USE_SUBGROUPS
+ if (((1 << bit) & mask) == 0) { //do not process if not originally here
+ continue;
+ }
+#endif
+ uint light_index = 32 * i + bit;
- if (d * lights.data[i].inv_radius < 1.0) {
- vec2 attenuation_energy = unpackHalf2x16(lights.data[i].attenuation_energy);
- vec4 color_specular = unpackUnorm4x8(lights.data[i].color_specular);
+ //if (!bool(omni_omni_lights.data[light_index].mask & draw_call.layer_mask)) {
+ // continue; //not masked
+ //}
- float attenuation = get_omni_attenuation(d, lights.data[i].inv_radius, attenuation_energy.x);
+ vec3 light_pos = omni_lights.data[light_index].position;
+ float d = distance(omni_lights.data[light_index].position, view_pos);
+ float shadow_attenuation = 1.0;
- vec3 light = attenuation_energy.y * color_specular.rgb / M_PI;
+ if (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);
- vec4 shadow_color_enabled = unpackUnorm4x8(lights.data[i].shadow_color_enabled);
+ vec3 light = omni_lights.data[light_index].color / M_PI;
- if (shadow_color_enabled.a > 0.5) {
- //has shadow
- vec4 v = vec4(view_pos, 1.0);
+ if (omni_lights.data[light_index].shadow_enabled) {
+ //has shadow
+ vec4 v = vec4(view_pos, 1.0);
- vec4 splane = (lights.data[i].shadow_matrix * v);
- float shadow_len = length(splane.xyz); //need to remember shadow len from here
+ vec4 splane = (omni_lights.data[light_index].shadow_matrix * v);
+ float shadow_len = length(splane.xyz); //need to remember shadow len from here
- splane.xyz = normalize(splane.xyz);
- vec4 clamp_rect = lights.data[i].atlas_rect;
+ splane.xyz = normalize(splane.xyz);
+ vec4 clamp_rect = omni_lights.data[light_index].atlas_rect;
- if (splane.z >= 0.0) {
- splane.z += 1.0;
+ if (splane.z >= 0.0) {
+ splane.z += 1.0;
- clamp_rect.y += clamp_rect.w;
+ clamp_rect.y += clamp_rect.w;
- } else {
- splane.z = 1.0 - splane.z;
- }
+ } else {
+ splane.z = 1.0 - splane.z;
+ }
- splane.xy /= splane.z;
+ splane.xy /= splane.z;
- splane.xy = splane.xy * 0.5 + 0.5;
- splane.z = shadow_len * lights.data[i].inv_radius;
- splane.xy = clamp_rect.xy + splane.xy * clamp_rect.zw;
- splane.w = 1.0; //needed? i think it should be 1 already
+ splane.xy = splane.xy * 0.5 + 0.5;
+ splane.z = shadow_len * omni_lights.data[light_index].inv_radius;
+ splane.xy = clamp_rect.xy + splane.xy * clamp_rect.zw;
+ splane.w = 1.0; //needed? i think it should be 1 already
- float depth = texture(sampler2D(shadow_atlas, linear_sampler), splane.xy).r;
- float shadow = exp(min(0.0, (depth - splane.z)) / lights.data[i].inv_radius * lights.data[i].shadow_volumetric_fog_fade);
+ float depth = texture(sampler2D(shadow_atlas, linear_sampler), splane.xy).r;
- shadow_attenuation = mix(shadow_color_enabled.rgb, vec3(1.0), shadow);
+ shadow_attenuation = exp(min(0.0, (depth - splane.z)) / omni_lights.data[light_index].inv_radius * omni_lights.data[light_index].shadow_volumetric_fog_fade);
+ }
+ total_light += light * attenuation * shadow_attenuation;
+ }
}
- total_light += light * attenuation * shadow_attenuation;
}
}
- uint spot_light_count = cluster_cell.y >> CLUSTER_COUNTER_SHIFT;
- uint spot_light_pointer = cluster_cell.y & CLUSTER_POINTER_MASK;
+ { //spot lights
- for (uint i = 0; i < spot_light_count; i++) {
- uint light_index = cluster_data.indices[spot_light_pointer + i];
+ uint cluster_spot_offset = cluster_offset + params.cluster_type_size;
- vec3 light_pos = lights.data[i].position;
- vec3 light_rel_vec = lights.data[i].position - view_pos;
- float d = length(light_rel_vec);
- vec3 shadow_attenuation = vec3(1.0);
+ uint item_min;
+ uint item_max;
+ uint item_from;
+ uint item_to;
+
+ cluster_get_item_range(cluster_spot_offset + params.max_cluster_element_count_div_32 + cluster_z, item_min, item_max, item_from, item_to);
- if (d * lights.data[i].inv_radius < 1.0) {
- vec2 attenuation_energy = unpackHalf2x16(lights.data[i].attenuation_energy);
- vec4 color_specular = unpackUnorm4x8(lights.data[i].color_specular);
+#ifdef USE_SUBGROUPS
+ item_from = subgroupBroadcastFirst(subgroupMin(item_from));
+ item_to = subgroupBroadcastFirst(subgroupMax(item_to));
+#endif
- float attenuation = get_omni_attenuation(d, lights.data[i].inv_radius, attenuation_energy.x);
+ for (uint i = item_from; i < item_to; i++) {
+ uint mask = cluster_buffer.data[cluster_spot_offset + i];
+ mask &= cluster_get_range_clip_mask(i, item_min, item_max);
+#ifdef USE_SUBGROUPS
+ uint merged_mask = subgroupBroadcastFirst(subgroupOr(mask));
+#else
+ uint merged_mask = mask;
+#endif
- vec3 spot_dir = lights.data[i].direction;
- vec2 spot_att_angle = unpackHalf2x16(lights.data[i].cone_attenuation_angle);
- float scos = max(dot(-normalize(light_rel_vec), spot_dir), spot_att_angle.y);
- float spot_rim = max(0.0001, (1.0 - scos) / (1.0 - spot_att_angle.y));
- attenuation *= 1.0 - pow(spot_rim, spot_att_angle.x);
+ while (merged_mask != 0) {
+ uint bit = findMSB(merged_mask);
+ merged_mask &= ~(1 << bit);
+#ifdef USE_SUBGROUPS
+ if (((1 << bit) & mask) == 0) { //do not process if not originally here
+ continue;
+ }
+#endif
- vec3 light = attenuation_energy.y * color_specular.rgb / M_PI;
+ //if (!bool(omni_lights.data[light_index].mask & draw_call.layer_mask)) {
+ // continue; //not masked
+ //}
- vec4 shadow_color_enabled = unpackUnorm4x8(lights.data[i].shadow_color_enabled);
+ uint light_index = 32 * i + bit;
- if (shadow_color_enabled.a > 0.5) {
- //has shadow
- vec4 v = vec4(view_pos, 1.0);
+ vec3 light_pos = spot_lights.data[light_index].position;
+ vec3 light_rel_vec = spot_lights.data[light_index].position - view_pos;
+ float d = length(light_rel_vec);
+ float shadow_attenuation = 1.0;
- vec4 splane = (lights.data[i].shadow_matrix * v);
- splane /= splane.w;
+ if (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);
- float depth = texture(sampler2D(shadow_atlas, linear_sampler), splane.xy).r;
- float shadow = exp(min(0.0, (depth - splane.z)) / lights.data[i].inv_radius * lights.data[i].shadow_volumetric_fog_fade);
+ vec3 spot_dir = spot_lights.data[light_index].direction;
+ float scos = max(dot(-normalize(light_rel_vec), spot_dir), spot_lights.data[light_index].cone_angle);
+ float spot_rim = max(0.0001, (1.0 - scos) / (1.0 - spot_lights.data[light_index].cone_angle));
+ attenuation *= 1.0 - pow(spot_rim, spot_lights.data[light_index].cone_attenuation);
- shadow_attenuation = mix(shadow_color_enabled.rgb, vec3(1.0), shadow);
- }
+ vec3 light = spot_lights.data[light_index].color / M_PI;
+
+ if (spot_lights.data[light_index].shadow_enabled) {
+ //has shadow
+ vec4 v = vec4(view_pos, 1.0);
+
+ vec4 splane = (spot_lights.data[light_index].shadow_matrix * v);
+ splane /= splane.w;
- total_light += light * attenuation * shadow_attenuation;
+ float depth = texture(sampler2D(shadow_atlas, linear_sampler), splane.xy).r;
+
+ shadow_attenuation = exp(min(0.0, (depth - splane.z)) / spot_lights.data[light_index].inv_radius * spot_lights.data[light_index].shadow_volumetric_fog_fade);
+ }
+
+ total_light += light * attenuation * shadow_attenuation;
+ }
+ }
}
}
@@ -470,7 +629,11 @@ void main() {
#endif
- imageStore(density_map, pos, vec4(total_light, total_density));
+ vec4 final_density = vec4(total_light, total_density);
+
+ final_density = mix(final_density, reprojected_density, reproject_amount);
+
+ imageStore(density_map, pos, final_density);
#endif
#ifdef MODE_FOG