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			1374 lines
		
	
	
	
		
			58 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			1374 lines
		
	
	
	
		
			58 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /**************************************************************************/
 | |
| /*  renderer_scene_render_rd.cpp                                          */
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| /**************************************************************************/
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| /*                         This file is part of:                          */
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| /*                             GODOT ENGINE                               */
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| /*                        https://godotengine.org                         */
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| /**************************************************************************/
 | |
| /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
 | |
| /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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| /*                                                                        */
 | |
| /* Permission is hereby granted, free of charge, to any person obtaining  */
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| /* a copy of this software and associated documentation files (the        */
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| /* "Software"), to deal in the Software without restriction, including    */
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| /* without limitation the rights to use, copy, modify, merge, publish,    */
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| /* distribute, sublicense, and/or sell copies of the Software, and to     */
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| /* permit persons to whom the Software is furnished to do so, subject to  */
 | |
| /* the following conditions:                                              */
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| /*                                                                        */
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| /* The above copyright notice and this permission notice shall be         */
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| /* included in all copies or substantial portions of the Software.        */
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| /*                                                                        */
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| /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,        */
 | |
| /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF     */
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| /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
 | |
| /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY   */
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| /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,   */
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| /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE      */
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| /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                 */
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| /**************************************************************************/
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| 
 | |
| #include "renderer_scene_render_rd.h"
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| 
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| #include "core/config/project_settings.h"
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| #include "core/os/os.h"
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| #include "renderer_compositor_rd.h"
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| #include "servers/rendering/renderer_rd/environment/fog.h"
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| #include "servers/rendering/renderer_rd/storage_rd/material_storage.h"
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| #include "servers/rendering/renderer_rd/storage_rd/texture_storage.h"
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| #include "servers/rendering/rendering_server_default.h"
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| #include "servers/rendering/storage/camera_attributes_storage.h"
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| 
 | |
| void get_vogel_disk(float *r_kernel, int p_sample_count) {
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| 	const float golden_angle = 2.4;
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| 
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| 	for (int i = 0; i < p_sample_count; i++) {
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| 		float r = Math::sqrt(float(i) + 0.5) / Math::sqrt(float(p_sample_count));
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| 		float theta = float(i) * golden_angle;
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| 
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| 		r_kernel[i * 4] = Math::cos(theta) * r;
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| 		r_kernel[i * 4 + 1] = Math::sin(theta) * r;
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| 	}
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| }
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| 
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| RID RendererSceneRenderRD::sky_allocate() {
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| 	return sky.allocate_sky_rid();
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| }
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| void RendererSceneRenderRD::sky_initialize(RID p_rid) {
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| 	sky.initialize_sky_rid(p_rid);
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| }
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| 
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| void RendererSceneRenderRD::sky_set_radiance_size(RID p_sky, int p_radiance_size) {
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| 	sky.sky_set_radiance_size(p_sky, p_radiance_size);
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| }
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| 
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| void RendererSceneRenderRD::sky_set_mode(RID p_sky, RS::SkyMode p_mode) {
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| 	sky.sky_set_mode(p_sky, p_mode);
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| }
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| 
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| void RendererSceneRenderRD::sky_set_material(RID p_sky, RID p_material) {
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| 	sky.sky_set_material(p_sky, p_material);
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| }
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| 
 | |
| Ref<Image> RendererSceneRenderRD::sky_bake_panorama(RID p_sky, float p_energy, bool p_bake_irradiance, const Size2i &p_size) {
 | |
| 	return sky.sky_bake_panorama(p_sky, p_energy, p_bake_irradiance, p_size);
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| }
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| 
 | |
| void RendererSceneRenderRD::environment_glow_set_use_bicubic_upscale(bool p_enable) {
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| 	glow_bicubic_upscale = p_enable;
 | |
| }
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| 
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| void RendererSceneRenderRD::environment_set_volumetric_fog_volume_size(int p_size, int p_depth) {
 | |
| 	volumetric_fog_size = p_size;
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| 	volumetric_fog_depth = p_depth;
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| }
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| 
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| void RendererSceneRenderRD::environment_set_volumetric_fog_filter_active(bool p_enable) {
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| 	volumetric_fog_filter_active = p_enable;
 | |
| }
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| 
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| void RendererSceneRenderRD::environment_set_sdfgi_ray_count(RS::EnvironmentSDFGIRayCount p_ray_count) {
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| 	gi.sdfgi_ray_count = p_ray_count;
 | |
| }
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| 
 | |
| void RendererSceneRenderRD::environment_set_sdfgi_frames_to_converge(RS::EnvironmentSDFGIFramesToConverge p_frames) {
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| 	gi.sdfgi_frames_to_converge = p_frames;
 | |
| }
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| void RendererSceneRenderRD::environment_set_sdfgi_frames_to_update_light(RS::EnvironmentSDFGIFramesToUpdateLight p_update) {
 | |
| 	gi.sdfgi_frames_to_update_light = p_update;
 | |
| }
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| 
 | |
| Ref<Image> RendererSceneRenderRD::environment_bake_panorama(RID p_env, bool p_bake_irradiance, const Size2i &p_size) {
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| 	ERR_FAIL_COND_V(p_env.is_null(), Ref<Image>());
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| 
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| 	RS::EnvironmentBG environment_background = environment_get_background(p_env);
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| 
 | |
| 	if (environment_background == RS::ENV_BG_CAMERA_FEED || environment_background == RS::ENV_BG_CANVAS || environment_background == RS::ENV_BG_KEEP) {
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| 		return Ref<Image>(); //nothing to bake
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| 	}
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| 
 | |
| 	RS::EnvironmentAmbientSource ambient_source = environment_get_ambient_source(p_env);
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| 
 | |
| 	bool use_ambient_light = false;
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| 	bool use_cube_map = false;
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| 	if (ambient_source == RS::ENV_AMBIENT_SOURCE_BG && (environment_background == RS::ENV_BG_CLEAR_COLOR || environment_background == RS::ENV_BG_COLOR)) {
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| 		use_ambient_light = true;
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| 	} else {
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| 		use_cube_map = (ambient_source == RS::ENV_AMBIENT_SOURCE_BG && environment_background == RS::ENV_BG_SKY) || ambient_source == RS::ENV_AMBIENT_SOURCE_SKY;
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| 		use_ambient_light = use_cube_map || ambient_source == RS::ENV_AMBIENT_SOURCE_COLOR;
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| 	}
 | |
| 	use_cube_map = use_cube_map || (environment_background == RS::ENV_BG_SKY && environment_get_sky(p_env).is_valid());
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| 
 | |
| 	Color ambient_color;
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| 	float ambient_color_sky_mix = 0.0;
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| 	if (use_ambient_light) {
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| 		ambient_color_sky_mix = environment_get_ambient_sky_contribution(p_env);
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| 		const float ambient_energy = environment_get_ambient_light_energy(p_env);
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| 		ambient_color = environment_get_ambient_light(p_env);
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| 		ambient_color = ambient_color.srgb_to_linear();
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| 		ambient_color.r *= ambient_energy;
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| 		ambient_color.g *= ambient_energy;
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| 		ambient_color.b *= ambient_energy;
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| 	}
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| 
 | |
| 	if (use_cube_map) {
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| 		Ref<Image> panorama = sky_bake_panorama(environment_get_sky(p_env), environment_get_bg_energy_multiplier(p_env), p_bake_irradiance, p_size);
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| 		if (use_ambient_light) {
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| 			for (int x = 0; x < p_size.width; x++) {
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| 				for (int y = 0; y < p_size.height; y++) {
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| 					panorama->set_pixel(x, y, ambient_color.lerp(panorama->get_pixel(x, y), ambient_color_sky_mix));
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| 				}
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| 			}
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| 		}
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| 		return panorama;
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| 	} else {
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| 		const float bg_energy_multiplier = environment_get_bg_energy_multiplier(p_env);
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| 		Color panorama_color = ((environment_background == RS::ENV_BG_CLEAR_COLOR) ? RSG::texture_storage->get_default_clear_color() : environment_get_bg_color(p_env));
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| 		panorama_color = panorama_color.srgb_to_linear();
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| 		panorama_color.r *= bg_energy_multiplier;
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| 		panorama_color.g *= bg_energy_multiplier;
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| 		panorama_color.b *= bg_energy_multiplier;
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| 
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| 		if (use_ambient_light) {
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| 			panorama_color = ambient_color.lerp(panorama_color, ambient_color_sky_mix);
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| 		}
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| 
 | |
| 		Ref<Image> panorama = Image::create_empty(p_size.width, p_size.height, false, Image::FORMAT_RGBAF);
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| 		panorama->fill(panorama_color);
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| 		return panorama;
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| 	}
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| }
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| 
 | |
| /* REFLECTION PROBE */
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| 
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| RID RendererSceneRenderRD::reflection_probe_create_framebuffer(RID p_color, RID p_depth) {
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| 	Vector<RID> fb;
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| 	fb.push_back(p_color);
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| 	fb.push_back(p_depth);
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| 	return RD::get_singleton()->framebuffer_create(fb);
 | |
| }
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| 
 | |
| /* FOG VOLUME INSTANCE */
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| 
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| RID RendererSceneRenderRD::fog_volume_instance_create(RID p_fog_volume) {
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| 	return RendererRD::Fog::get_singleton()->fog_volume_instance_create(p_fog_volume);
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| }
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| 
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| void RendererSceneRenderRD::fog_volume_instance_set_transform(RID p_fog_volume_instance, const Transform3D &p_transform) {
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| 	RendererRD::Fog::get_singleton()->fog_volume_instance_set_transform(p_fog_volume_instance, p_transform);
 | |
| }
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| 
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| void RendererSceneRenderRD::fog_volume_instance_set_active(RID p_fog_volume_instance, bool p_active) {
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| 	RendererRD::Fog::get_singleton()->fog_volume_instance_set_active(p_fog_volume_instance, p_active);
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| }
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| 
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| RID RendererSceneRenderRD::fog_volume_instance_get_volume(RID p_fog_volume_instance) const {
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| 	return RendererRD::Fog::get_singleton()->fog_volume_instance_get_volume(p_fog_volume_instance);
 | |
| }
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| 
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| Vector3 RendererSceneRenderRD::fog_volume_instance_get_position(RID p_fog_volume_instance) const {
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| 	return RendererRD::Fog::get_singleton()->fog_volume_instance_get_position(p_fog_volume_instance);
 | |
| }
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| 
 | |
| /* VOXEL GI */
 | |
| 
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| RID RendererSceneRenderRD::voxel_gi_instance_create(RID p_base) {
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| 	return gi.voxel_gi_instance_create(p_base);
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| }
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| 
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| void RendererSceneRenderRD::voxel_gi_instance_set_transform_to_data(RID p_probe, const Transform3D &p_xform) {
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| 	if (!is_dynamic_gi_supported()) {
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| 		return;
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| 	}
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| 
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| 	gi.voxel_gi_instance_set_transform_to_data(p_probe, p_xform);
 | |
| }
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| 
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| bool RendererSceneRenderRD::voxel_gi_needs_update(RID p_probe) const {
 | |
| 	if (!is_dynamic_gi_supported()) {
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| 		return false;
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| 	}
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| 
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| 	return gi.voxel_gi_needs_update(p_probe);
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| }
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| 
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| void RendererSceneRenderRD::voxel_gi_update(RID p_probe, bool p_update_light_instances, const Vector<RID> &p_light_instances, const PagedArray<RenderGeometryInstance *> &p_dynamic_objects) {
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| 	if (!is_dynamic_gi_supported()) {
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| 		return;
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| 	}
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| 
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| 	gi.voxel_gi_update(p_probe, p_update_light_instances, p_light_instances, p_dynamic_objects);
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| }
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| 
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| void RendererSceneRenderRD::_debug_sdfgi_probes(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_framebuffer, const uint32_t p_view_count, const Projection *p_camera_with_transforms, bool p_will_continue_color, bool p_will_continue_depth) {
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| 	ERR_FAIL_COND(p_render_buffers.is_null());
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| 
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| 	if (!p_render_buffers->has_custom_data(RB_SCOPE_SDFGI)) {
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| 		return; //nothing to debug
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| 	}
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| 
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| 	Ref<RendererRD::GI::SDFGI> sdfgi = p_render_buffers->get_custom_data(RB_SCOPE_SDFGI);
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| 
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| 	sdfgi->debug_probes(p_framebuffer, p_view_count, p_camera_with_transforms, p_will_continue_color, p_will_continue_depth);
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| }
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| 
 | |
| ////////////////////////////////
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| Ref<RenderSceneBuffers> RendererSceneRenderRD::render_buffers_create() {
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| 	Ref<RenderSceneBuffersRD> rb;
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| 	rb.instantiate();
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| 
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| 	rb->set_can_be_storage(_render_buffers_can_be_storage());
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| 	rb->set_max_cluster_elements(max_cluster_elements);
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| 	rb->set_base_data_format(_render_buffers_get_color_format());
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| 	if (vrs) {
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| 		rb->set_vrs(vrs);
 | |
| 	}
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| 
 | |
| 	setup_render_buffer_data(rb);
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| 
 | |
| 	return rb;
 | |
| }
 | |
| 
 | |
| void RendererSceneRenderRD::_render_buffers_copy_screen_texture(const RenderDataRD *p_render_data) {
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| 	Ref<RenderSceneBuffersRD> rb = p_render_data->render_buffers;
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| 	ERR_FAIL_COND(rb.is_null());
 | |
| 
 | |
| 	if (!rb->has_internal_texture()) {
 | |
| 		// We're likely rendering reflection probes where we can't use our backbuffers.
 | |
| 		return;
 | |
| 	}
 | |
| 
 | |
| 	RD::get_singleton()->draw_command_begin_label("Copy screen texture");
 | |
| 
 | |
| 	rb->allocate_blur_textures();
 | |
| 
 | |
| 	bool can_use_storage = _render_buffers_can_be_storage();
 | |
| 	Size2i size = rb->get_internal_size();
 | |
| 
 | |
| 	for (uint32_t v = 0; v < rb->get_view_count(); v++) {
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| 		RID texture = rb->get_internal_texture(v);
 | |
| 		int mipmaps = int(rb->get_texture_format(RB_SCOPE_BUFFERS, RB_TEX_BLUR_0).mipmaps);
 | |
| 		RID dest = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BLUR_0, v, 0);
 | |
| 
 | |
| 		if (can_use_storage) {
 | |
| 			copy_effects->copy_to_rect(texture, dest, Rect2i(0, 0, size.x, size.y));
 | |
| 		} else {
 | |
| 			RID fb = FramebufferCacheRD::get_singleton()->get_cache(dest);
 | |
| 			copy_effects->copy_to_fb_rect(texture, fb, Rect2i(0, 0, size.x, size.y));
 | |
| 		}
 | |
| 
 | |
| 		for (int i = 1; i < mipmaps; i++) {
 | |
| 			RID source = dest;
 | |
| 			dest = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BLUR_0, v, i);
 | |
| 			Size2i msize = rb->get_texture_slice_size(RB_SCOPE_BUFFERS, RB_TEX_BLUR_0, i);
 | |
| 
 | |
| 			if (can_use_storage) {
 | |
| 				copy_effects->make_mipmap(source, dest, msize);
 | |
| 			} else {
 | |
| 				copy_effects->make_mipmap_raster(source, dest, msize);
 | |
| 			}
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	RD::get_singleton()->draw_command_end_label();
 | |
| }
 | |
| 
 | |
| void RendererSceneRenderRD::_render_buffers_copy_depth_texture(const RenderDataRD *p_render_data) {
 | |
| 	Ref<RenderSceneBuffersRD> rb = p_render_data->render_buffers;
 | |
| 	ERR_FAIL_COND(rb.is_null());
 | |
| 
 | |
| 	if (!rb->has_depth_texture()) {
 | |
| 		// We're likely rendering reflection probes where we can't use our backbuffers.
 | |
| 		return;
 | |
| 	}
 | |
| 
 | |
| 	RD::get_singleton()->draw_command_begin_label("Copy depth texture");
 | |
| 
 | |
| 	// note, this only creates our back depth texture if we haven't already created it.
 | |
| 	uint32_t usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT;
 | |
| 	usage_bits |= RD::TEXTURE_USAGE_CAN_COPY_TO_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
 | |
| 	usage_bits |= RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT; // set this as color attachment because we're copying data into it, it's not actually used as a depth buffer
 | |
| 
 | |
| 	rb->create_texture(RB_SCOPE_BUFFERS, RB_TEX_BACK_DEPTH, RD::DATA_FORMAT_R32_SFLOAT, usage_bits, RD::TEXTURE_SAMPLES_1);
 | |
| 
 | |
| 	bool can_use_storage = _render_buffers_can_be_storage();
 | |
| 	Size2i size = rb->get_internal_size();
 | |
| 	for (uint32_t v = 0; v < p_render_data->scene_data->view_count; v++) {
 | |
| 		RID depth_texture = rb->get_depth_texture(v);
 | |
| 		RID depth_back_texture = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BACK_DEPTH, v, 0);
 | |
| 
 | |
| 		if (can_use_storage) {
 | |
| 			copy_effects->copy_to_rect(depth_texture, depth_back_texture, Rect2i(0, 0, size.x, size.y));
 | |
| 		} else {
 | |
| 			RID depth_back_fb = FramebufferCacheRD::get_singleton()->get_cache(depth_back_texture);
 | |
| 			copy_effects->copy_to_fb_rect(depth_texture, depth_back_fb, Rect2i(0, 0, size.x, size.y));
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	RD::get_singleton()->draw_command_end_label();
 | |
| }
 | |
| 
 | |
| void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const RenderDataRD *p_render_data) {
 | |
| 	RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
 | |
| 
 | |
| 	ERR_FAIL_NULL(p_render_data);
 | |
| 
 | |
| 	Ref<RenderSceneBuffersRD> rb = p_render_data->render_buffers;
 | |
| 	ERR_FAIL_COND(rb.is_null());
 | |
| 
 | |
| 	ERR_FAIL_COND_MSG(p_render_data->reflection_probe.is_valid(), "Post processes should not be applied on reflection probes.");
 | |
| 
 | |
| 	// Glow, auto exposure and DoF (if enabled).
 | |
| 
 | |
| 	Size2i internal_size = rb->get_internal_size();
 | |
| 	Size2i target_size = rb->get_target_size();
 | |
| 
 | |
| 	bool can_use_effects = target_size.x >= 8 && target_size.y >= 8; // FIXME I think this should check internal size, we do all our post processing at this size...
 | |
| 	bool can_use_storage = _render_buffers_can_be_storage();
 | |
| 
 | |
| 	RID render_target = rb->get_render_target();
 | |
| 	RID internal_texture = rb->get_internal_texture();
 | |
| 
 | |
| 	if (can_use_effects && RSG::camera_attributes->camera_attributes_uses_dof(p_render_data->camera_attributes)) {
 | |
| 		RENDER_TIMESTAMP("Depth of Field");
 | |
| 		RD::get_singleton()->draw_command_begin_label("DOF");
 | |
| 
 | |
| 		rb->allocate_blur_textures();
 | |
| 
 | |
| 		RendererRD::BokehDOF::BokehBuffers buffers;
 | |
| 
 | |
| 		// Textures we use
 | |
| 		buffers.base_texture_size = rb->get_internal_size();
 | |
| 		buffers.secondary_texture = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BLUR_0, 0, 0);
 | |
| 		buffers.half_texture[0] = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1, 0, 0);
 | |
| 		buffers.half_texture[1] = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BLUR_0, 0, 1);
 | |
| 
 | |
| 		if (can_use_storage) {
 | |
| 			for (uint32_t i = 0; i < rb->get_view_count(); i++) {
 | |
| 				buffers.base_texture = rb->get_internal_texture(i);
 | |
| 				buffers.depth_texture = rb->get_depth_texture(i);
 | |
| 
 | |
| 				// In stereo p_render_data->z_near and p_render_data->z_far can be offset for our combined frustrum
 | |
| 				float z_near = p_render_data->scene_data->view_projection[i].get_z_near();
 | |
| 				float z_far = p_render_data->scene_data->view_projection[i].get_z_far();
 | |
| 				bokeh_dof->bokeh_dof_compute(buffers, p_render_data->camera_attributes, z_near, z_far, p_render_data->scene_data->cam_orthogonal);
 | |
| 			};
 | |
| 		} else {
 | |
| 			// Set framebuffers.
 | |
| 			buffers.secondary_fb = rb->weight_buffers[1].fb;
 | |
| 			buffers.half_fb[0] = rb->weight_buffers[2].fb;
 | |
| 			buffers.half_fb[1] = rb->weight_buffers[3].fb;
 | |
| 			buffers.weight_texture[0] = rb->weight_buffers[0].weight;
 | |
| 			buffers.weight_texture[1] = rb->weight_buffers[1].weight;
 | |
| 			buffers.weight_texture[2] = rb->weight_buffers[2].weight;
 | |
| 			buffers.weight_texture[3] = rb->weight_buffers[3].weight;
 | |
| 
 | |
| 			// Set weight buffers.
 | |
| 			buffers.base_weight_fb = rb->weight_buffers[0].fb;
 | |
| 
 | |
| 			for (uint32_t i = 0; i < rb->get_view_count(); i++) {
 | |
| 				buffers.base_texture = rb->get_internal_texture(i);
 | |
| 				buffers.depth_texture = rb->get_depth_texture(i);
 | |
| 				buffers.base_fb = FramebufferCacheRD::get_singleton()->get_cache(buffers.base_texture); // TODO move this into bokeh_dof_raster, we can do this internally
 | |
| 
 | |
| 				// In stereo p_render_data->z_near and p_render_data->z_far can be offset for our combined frustrum
 | |
| 				float z_near = p_render_data->scene_data->view_projection[i].get_z_near();
 | |
| 				float z_far = p_render_data->scene_data->view_projection[i].get_z_far();
 | |
| 				bokeh_dof->bokeh_dof_raster(buffers, p_render_data->camera_attributes, z_near, z_far, p_render_data->scene_data->cam_orthogonal);
 | |
| 			}
 | |
| 		}
 | |
| 		RD::get_singleton()->draw_command_end_label();
 | |
| 	}
 | |
| 
 | |
| 	float auto_exposure_scale = 1.0;
 | |
| 
 | |
| 	if (can_use_effects && RSG::camera_attributes->camera_attributes_uses_auto_exposure(p_render_data->camera_attributes)) {
 | |
| 		RENDER_TIMESTAMP("Auto exposure");
 | |
| 
 | |
| 		RD::get_singleton()->draw_command_begin_label("Auto exposure");
 | |
| 
 | |
| 		Ref<RendererRD::Luminance::LuminanceBuffers> luminance_buffers = luminance->get_luminance_buffers(rb);
 | |
| 
 | |
| 		uint64_t auto_exposure_version = RSG::camera_attributes->camera_attributes_get_auto_exposure_version(p_render_data->camera_attributes);
 | |
| 		bool set_immediate = auto_exposure_version != rb->get_auto_exposure_version();
 | |
| 		rb->set_auto_exposure_version(auto_exposure_version);
 | |
| 
 | |
| 		double step = RSG::camera_attributes->camera_attributes_get_auto_exposure_adjust_speed(p_render_data->camera_attributes) * time_step;
 | |
| 		float auto_exposure_min_sensitivity = RSG::camera_attributes->camera_attributes_get_auto_exposure_min_sensitivity(p_render_data->camera_attributes);
 | |
| 		float auto_exposure_max_sensitivity = RSG::camera_attributes->camera_attributes_get_auto_exposure_max_sensitivity(p_render_data->camera_attributes);
 | |
| 		luminance->luminance_reduction(internal_texture, internal_size, luminance_buffers, auto_exposure_min_sensitivity, auto_exposure_max_sensitivity, step, set_immediate);
 | |
| 
 | |
| 		// Swap final reduce with prev luminance.
 | |
| 
 | |
| 		auto_exposure_scale = RSG::camera_attributes->camera_attributes_get_auto_exposure_scale(p_render_data->camera_attributes);
 | |
| 
 | |
| 		RenderingServerDefault::redraw_request(); // Redraw all the time if auto exposure rendering is on.
 | |
| 		RD::get_singleton()->draw_command_end_label();
 | |
| 	}
 | |
| 
 | |
| 	int max_glow_level = -1;
 | |
| 
 | |
| 	if (can_use_effects && p_render_data->environment.is_valid() && environment_get_glow_enabled(p_render_data->environment)) {
 | |
| 		RENDER_TIMESTAMP("Glow");
 | |
| 		RD::get_singleton()->draw_command_begin_label("Gaussian Glow");
 | |
| 
 | |
| 		rb->allocate_blur_textures();
 | |
| 
 | |
| 		for (int i = 0; i < RS::MAX_GLOW_LEVELS; i++) {
 | |
| 			if (environment_get_glow_levels(p_render_data->environment)[i] > 0.0) {
 | |
| 				int mipmaps = int(rb->get_texture_format(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1).mipmaps);
 | |
| 				if (i >= mipmaps) {
 | |
| 					max_glow_level = mipmaps - 1;
 | |
| 				} else {
 | |
| 					max_glow_level = i;
 | |
| 				}
 | |
| 			}
 | |
| 		}
 | |
| 
 | |
| 		float luminance_multiplier = _render_buffers_get_luminance_multiplier();
 | |
| 		for (uint32_t l = 0; l < rb->get_view_count(); l++) {
 | |
| 			for (int i = 0; i < (max_glow_level + 1); i++) {
 | |
| 				Size2i vp_size = rb->get_texture_slice_size(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1, i);
 | |
| 
 | |
| 				if (i == 0) {
 | |
| 					RID luminance_texture;
 | |
| 					if (RSG::camera_attributes->camera_attributes_uses_auto_exposure(p_render_data->camera_attributes)) {
 | |
| 						luminance_texture = luminance->get_current_luminance_buffer(rb); // this will return and empty RID if we don't have an auto exposure buffer
 | |
| 					}
 | |
| 					RID source = rb->get_internal_texture(l);
 | |
| 					RID dest = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1, l, i);
 | |
| 					if (can_use_storage) {
 | |
| 						copy_effects->gaussian_glow(source, dest, vp_size, environment_get_glow_strength(p_render_data->environment), true, environment_get_glow_hdr_luminance_cap(p_render_data->environment), environment_get_exposure(p_render_data->environment), environment_get_glow_bloom(p_render_data->environment), environment_get_glow_hdr_bleed_threshold(p_render_data->environment), environment_get_glow_hdr_bleed_scale(p_render_data->environment), luminance_texture, auto_exposure_scale);
 | |
| 					} else {
 | |
| 						RID half = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_HALF_BLUR, 0, i); // we can reuse this for each view
 | |
| 						copy_effects->gaussian_glow_raster(source, half, dest, luminance_multiplier, vp_size, environment_get_glow_strength(p_render_data->environment), true, environment_get_glow_hdr_luminance_cap(p_render_data->environment), environment_get_exposure(p_render_data->environment), environment_get_glow_bloom(p_render_data->environment), environment_get_glow_hdr_bleed_threshold(p_render_data->environment), environment_get_glow_hdr_bleed_scale(p_render_data->environment), luminance_texture, auto_exposure_scale);
 | |
| 					}
 | |
| 				} else {
 | |
| 					RID source = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1, l, i - 1);
 | |
| 					RID dest = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1, l, i);
 | |
| 
 | |
| 					if (can_use_storage) {
 | |
| 						copy_effects->gaussian_glow(source, dest, vp_size, environment_get_glow_strength(p_render_data->environment));
 | |
| 					} else {
 | |
| 						RID half = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_HALF_BLUR, 0, i); // we can reuse this for each view
 | |
| 						copy_effects->gaussian_glow_raster(source, half, dest, luminance_multiplier, vp_size, environment_get_glow_strength(p_render_data->environment));
 | |
| 					}
 | |
| 				}
 | |
| 			}
 | |
| 		}
 | |
| 
 | |
| 		RD::get_singleton()->draw_command_end_label();
 | |
| 	}
 | |
| 
 | |
| 	{
 | |
| 		RENDER_TIMESTAMP("Tonemap");
 | |
| 		RD::get_singleton()->draw_command_begin_label("Tonemap");
 | |
| 
 | |
| 		RendererRD::ToneMapper::TonemapSettings tonemap;
 | |
| 
 | |
| 		tonemap.exposure_texture = luminance->get_current_luminance_buffer(rb);
 | |
| 		if (can_use_effects && RSG::camera_attributes->camera_attributes_uses_auto_exposure(p_render_data->camera_attributes) && tonemap.exposure_texture.is_valid()) {
 | |
| 			tonemap.use_auto_exposure = true;
 | |
| 			tonemap.auto_exposure_scale = auto_exposure_scale;
 | |
| 		} else {
 | |
| 			tonemap.exposure_texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE);
 | |
| 		}
 | |
| 
 | |
| 		if (can_use_effects && p_render_data->environment.is_valid() && environment_get_glow_enabled(p_render_data->environment)) {
 | |
| 			tonemap.use_glow = true;
 | |
| 			tonemap.glow_mode = RendererRD::ToneMapper::TonemapSettings::GlowMode(environment_get_glow_blend_mode(p_render_data->environment));
 | |
| 			tonemap.glow_intensity = environment_get_glow_blend_mode(p_render_data->environment) == RS::ENV_GLOW_BLEND_MODE_MIX ? environment_get_glow_mix(p_render_data->environment) : environment_get_glow_intensity(p_render_data->environment);
 | |
| 			for (int i = 0; i < RS::MAX_GLOW_LEVELS; i++) {
 | |
| 				tonemap.glow_levels[i] = environment_get_glow_levels(p_render_data->environment)[i];
 | |
| 			}
 | |
| 
 | |
| 			Size2i msize = rb->get_texture_slice_size(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1, 0);
 | |
| 			tonemap.glow_texture_size.x = msize.width;
 | |
| 			tonemap.glow_texture_size.y = msize.height;
 | |
| 			tonemap.glow_use_bicubic_upscale = glow_bicubic_upscale;
 | |
| 			tonemap.glow_texture = rb->get_texture(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1);
 | |
| 			if (environment_get_glow_map(p_render_data->environment).is_valid()) {
 | |
| 				tonemap.glow_map_strength = environment_get_glow_map_strength(p_render_data->environment);
 | |
| 				tonemap.glow_map = texture_storage->texture_get_rd_texture(environment_get_glow_map(p_render_data->environment));
 | |
| 			} else {
 | |
| 				tonemap.glow_map_strength = 0.0f;
 | |
| 				tonemap.glow_map = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE);
 | |
| 			}
 | |
| 
 | |
| 		} else {
 | |
| 			tonemap.glow_texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK);
 | |
| 			tonemap.glow_map = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE);
 | |
| 		}
 | |
| 
 | |
| 		if (rb->get_screen_space_aa() == RS::VIEWPORT_SCREEN_SPACE_AA_FXAA) {
 | |
| 			tonemap.use_fxaa = true;
 | |
| 		}
 | |
| 
 | |
| 		tonemap.use_debanding = rb->get_use_debanding();
 | |
| 		tonemap.texture_size = Vector2i(rb->get_internal_size().x, rb->get_internal_size().y);
 | |
| 
 | |
| 		if (p_render_data->environment.is_valid()) {
 | |
| 			tonemap.tonemap_mode = environment_get_tone_mapper(p_render_data->environment);
 | |
| 			tonemap.white = environment_get_white(p_render_data->environment);
 | |
| 			tonemap.exposure = environment_get_exposure(p_render_data->environment);
 | |
| 		}
 | |
| 
 | |
| 		tonemap.use_color_correction = false;
 | |
| 		tonemap.use_1d_color_correction = false;
 | |
| 		tonemap.color_correction_texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE);
 | |
| 
 | |
| 		if (can_use_effects && p_render_data->environment.is_valid()) {
 | |
| 			tonemap.use_bcs = environment_get_adjustments_enabled(p_render_data->environment);
 | |
| 			tonemap.brightness = environment_get_adjustments_brightness(p_render_data->environment);
 | |
| 			tonemap.contrast = environment_get_adjustments_contrast(p_render_data->environment);
 | |
| 			tonemap.saturation = environment_get_adjustments_saturation(p_render_data->environment);
 | |
| 			if (environment_get_adjustments_enabled(p_render_data->environment) && environment_get_color_correction(p_render_data->environment).is_valid()) {
 | |
| 				tonemap.use_color_correction = true;
 | |
| 				tonemap.use_1d_color_correction = environment_get_use_1d_color_correction(p_render_data->environment);
 | |
| 				tonemap.color_correction_texture = texture_storage->texture_get_rd_texture(environment_get_color_correction(p_render_data->environment));
 | |
| 			}
 | |
| 		}
 | |
| 
 | |
| 		tonemap.luminance_multiplier = _render_buffers_get_luminance_multiplier();
 | |
| 		tonemap.view_count = rb->get_view_count();
 | |
| 
 | |
| 		RID dest_fb;
 | |
| 		if (fsr && can_use_effects && rb->get_scaling_3d_mode() == RS::VIEWPORT_SCALING_3D_MODE_FSR) {
 | |
| 			// If we use FSR to upscale we need to write our result into an intermediate buffer.
 | |
| 			// Note that this is cached so we only create the texture the first time.
 | |
| 			RID dest_texture = rb->create_texture(SNAME("Tonemapper"), SNAME("destination"), _render_buffers_get_color_format(), RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT);
 | |
| 			dest_fb = FramebufferCacheRD::get_singleton()->get_cache(dest_texture);
 | |
| 		} else {
 | |
| 			// If we do a bilinear upscale we just render into our render target and our shader will upscale automatically.
 | |
| 			// Target size in this case is lying as we never get our real target size communicated.
 | |
| 			// Bit nasty but...
 | |
| 			dest_fb = texture_storage->render_target_get_rd_framebuffer(render_target);
 | |
| 		}
 | |
| 
 | |
| 		tone_mapper->tonemapper(internal_texture, dest_fb, tonemap);
 | |
| 
 | |
| 		RD::get_singleton()->draw_command_end_label();
 | |
| 	}
 | |
| 
 | |
| 	if (fsr && can_use_effects && rb->get_scaling_3d_mode() == RS::VIEWPORT_SCALING_3D_MODE_FSR) {
 | |
| 		RD::get_singleton()->draw_command_begin_label("FSR 1.0 Upscale");
 | |
| 
 | |
| 		for (uint32_t v = 0; v < rb->get_view_count(); v++) {
 | |
| 			RID source_texture = rb->get_texture_slice(SNAME("Tonemapper"), SNAME("destination"), v, 0);
 | |
| 			RID dest_texture = texture_storage->render_target_get_rd_texture_slice(render_target, v);
 | |
| 
 | |
| 			fsr->fsr_upscale(rb, source_texture, dest_texture);
 | |
| 		}
 | |
| 
 | |
| 		RD::get_singleton()->draw_command_end_label();
 | |
| 	}
 | |
| 
 | |
| 	texture_storage->render_target_disable_clear_request(render_target);
 | |
| }
 | |
| 
 | |
| void RendererSceneRenderRD::_post_process_subpass(RID p_source_texture, RID p_framebuffer, const RenderDataRD *p_render_data) {
 | |
| 	RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
 | |
| 	RD::get_singleton()->draw_command_begin_label("Post Process Subpass");
 | |
| 
 | |
| 	Ref<RenderSceneBuffersRD> rb = p_render_data->render_buffers;
 | |
| 	ERR_FAIL_COND(rb.is_null());
 | |
| 
 | |
| 	// FIXME: Our input it our internal_texture, shouldn't this be using internal_size ??
 | |
| 	// Seeing we don't support FSR in our mobile renderer right now target_size = internal_size...
 | |
| 	Size2i target_size = rb->get_target_size();
 | |
| 	bool can_use_effects = target_size.x >= 8 && target_size.y >= 8;
 | |
| 
 | |
| 	RD::DrawListID draw_list = RD::get_singleton()->draw_list_switch_to_next_pass();
 | |
| 
 | |
| 	RendererRD::ToneMapper::TonemapSettings tonemap;
 | |
| 
 | |
| 	if (p_render_data->environment.is_valid()) {
 | |
| 		tonemap.tonemap_mode = environment_get_tone_mapper(p_render_data->environment);
 | |
| 		tonemap.exposure = environment_get_exposure(p_render_data->environment);
 | |
| 		tonemap.white = environment_get_white(p_render_data->environment);
 | |
| 	}
 | |
| 
 | |
| 	// We don't support glow or auto exposure here, if they are needed, don't use subpasses!
 | |
| 	// The problem is that we need to use the result so far and process them before we can
 | |
| 	// apply this to our results.
 | |
| 	if (can_use_effects && p_render_data->environment.is_valid() && environment_get_glow_enabled(p_render_data->environment)) {
 | |
| 		ERR_FAIL_MSG("Glow is not supported when using subpasses.");
 | |
| 	}
 | |
| 
 | |
| 	if (can_use_effects && RSG::camera_attributes->camera_attributes_uses_auto_exposure(p_render_data->camera_attributes)) {
 | |
| 		ERR_FAIL_MSG("Auto Exposure is not supported when using subpasses.");
 | |
| 	}
 | |
| 
 | |
| 	tonemap.use_glow = false;
 | |
| 	tonemap.glow_texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK);
 | |
| 	tonemap.glow_map = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE);
 | |
| 	tonemap.use_auto_exposure = false;
 | |
| 	tonemap.exposure_texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE);
 | |
| 
 | |
| 	tonemap.use_color_correction = false;
 | |
| 	tonemap.use_1d_color_correction = false;
 | |
| 	tonemap.color_correction_texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE);
 | |
| 
 | |
| 	if (can_use_effects && p_render_data->environment.is_valid()) {
 | |
| 		tonemap.use_bcs = environment_get_adjustments_enabled(p_render_data->environment);
 | |
| 		tonemap.brightness = environment_get_adjustments_brightness(p_render_data->environment);
 | |
| 		tonemap.contrast = environment_get_adjustments_contrast(p_render_data->environment);
 | |
| 		tonemap.saturation = environment_get_adjustments_saturation(p_render_data->environment);
 | |
| 		if (environment_get_adjustments_enabled(p_render_data->environment) && environment_get_color_correction(p_render_data->environment).is_valid()) {
 | |
| 			tonemap.use_color_correction = true;
 | |
| 			tonemap.use_1d_color_correction = environment_get_use_1d_color_correction(p_render_data->environment);
 | |
| 			tonemap.color_correction_texture = texture_storage->texture_get_rd_texture(environment_get_color_correction(p_render_data->environment));
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	tonemap.use_debanding = rb->get_use_debanding();
 | |
| 	tonemap.texture_size = Vector2i(target_size.x, target_size.y);
 | |
| 
 | |
| 	tonemap.luminance_multiplier = _render_buffers_get_luminance_multiplier();
 | |
| 	tonemap.view_count = rb->get_view_count();
 | |
| 
 | |
| 	tone_mapper->tonemapper(draw_list, p_source_texture, RD::get_singleton()->framebuffer_get_format(p_framebuffer), tonemap);
 | |
| 
 | |
| 	RD::get_singleton()->draw_command_end_label();
 | |
| }
 | |
| 
 | |
| void RendererSceneRenderRD::_disable_clear_request(const RenderDataRD *p_render_data) {
 | |
| 	ERR_FAIL_COND(p_render_data->render_buffers.is_null());
 | |
| 
 | |
| 	RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
 | |
| 	texture_storage->render_target_disable_clear_request(p_render_data->render_buffers->get_render_target());
 | |
| }
 | |
| 
 | |
| void RendererSceneRenderRD::_render_buffers_debug_draw(const RenderDataRD *p_render_data) {
 | |
| 	RendererRD::LightStorage *light_storage = RendererRD::LightStorage::get_singleton();
 | |
| 	RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
 | |
| 
 | |
| 	Ref<RenderSceneBuffersRD> rb = p_render_data->render_buffers;
 | |
| 	ERR_FAIL_COND(rb.is_null());
 | |
| 
 | |
| 	RID render_target = rb->get_render_target();
 | |
| 
 | |
| 	if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SHADOW_ATLAS) {
 | |
| 		if (p_render_data->shadow_atlas.is_valid()) {
 | |
| 			RID shadow_atlas_texture = RendererRD::LightStorage::get_singleton()->shadow_atlas_get_texture(p_render_data->shadow_atlas);
 | |
| 
 | |
| 			if (shadow_atlas_texture.is_null()) {
 | |
| 				shadow_atlas_texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK);
 | |
| 			}
 | |
| 
 | |
| 			Size2 rtsize = texture_storage->render_target_get_size(render_target);
 | |
| 			copy_effects->copy_to_fb_rect(shadow_atlas_texture, texture_storage->render_target_get_rd_framebuffer(render_target), Rect2i(Vector2(), rtsize / 2), false, true);
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_DIRECTIONAL_SHADOW_ATLAS) {
 | |
| 		if (RendererRD::LightStorage::get_singleton()->directional_shadow_get_texture().is_valid()) {
 | |
| 			RID shadow_atlas_texture = RendererRD::LightStorage::get_singleton()->directional_shadow_get_texture();
 | |
| 			Size2i rtsize = texture_storage->render_target_get_size(render_target);
 | |
| 			RID dest_fb = texture_storage->render_target_get_rd_framebuffer(render_target);
 | |
| 
 | |
| 			// Determine our display size, try and keep square by using the smallest edge.
 | |
| 			Size2i size = 2 * rtsize / 3;
 | |
| 			if (size.x < size.y) {
 | |
| 				size.y = size.x;
 | |
| 			} else if (size.y < size.x) {
 | |
| 				size.x = size.y;
 | |
| 			}
 | |
| 
 | |
| 			copy_effects->copy_to_fb_rect(shadow_atlas_texture, dest_fb, Rect2i(Vector2(), size), false, true);
 | |
| 
 | |
| 			// Visualise our view frustum to show coverage.
 | |
| 			for (int i = 0; i < p_render_data->render_shadow_count; i++) {
 | |
| 				RID light = p_render_data->render_shadows[i].light;
 | |
| 				RID base = light_storage->light_instance_get_base_light(light);
 | |
| 
 | |
| 				if (light_storage->light_get_type(base) == RS::LIGHT_DIRECTIONAL) {
 | |
| 					debug_effects->draw_shadow_frustum(light, p_render_data->scene_data->cam_projection, p_render_data->scene_data->cam_transform, dest_fb, Rect2(Size2(), size));
 | |
| 				}
 | |
| 			}
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_DECAL_ATLAS) {
 | |
| 		RID decal_atlas = RendererRD::TextureStorage::get_singleton()->decal_atlas_get_texture();
 | |
| 
 | |
| 		if (decal_atlas.is_valid()) {
 | |
| 			Size2i rtsize = texture_storage->render_target_get_size(render_target);
 | |
| 
 | |
| 			copy_effects->copy_to_fb_rect(decal_atlas, texture_storage->render_target_get_rd_framebuffer(render_target), Rect2i(Vector2(), rtsize / 2), false, false, true);
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SCENE_LUMINANCE) {
 | |
| 		RID luminance_texture = luminance->get_current_luminance_buffer(rb);
 | |
| 		if (luminance_texture.is_valid()) {
 | |
| 			Size2i rtsize = texture_storage->render_target_get_size(render_target);
 | |
| 
 | |
| 			copy_effects->copy_to_fb_rect(luminance_texture, texture_storage->render_target_get_rd_framebuffer(render_target), Rect2(Vector2(), rtsize / 8), false, true);
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_NORMAL_BUFFER && _render_buffers_get_normal_texture(rb).is_valid()) {
 | |
| 		Size2 rtsize = texture_storage->render_target_get_size(render_target);
 | |
| 		copy_effects->copy_to_fb_rect(_render_buffers_get_normal_texture(rb), texture_storage->render_target_get_rd_framebuffer(render_target), Rect2(Vector2(), rtsize), false, false);
 | |
| 	}
 | |
| 
 | |
| 	if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_OCCLUDERS) {
 | |
| 		if (p_render_data->occluder_debug_tex.is_valid()) {
 | |
| 			Size2i rtsize = texture_storage->render_target_get_size(render_target);
 | |
| 			copy_effects->copy_to_fb_rect(texture_storage->texture_get_rd_texture(p_render_data->occluder_debug_tex), texture_storage->render_target_get_rd_framebuffer(render_target), Rect2i(Vector2(), rtsize), true, false);
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_MOTION_VECTORS && _render_buffers_get_velocity_texture(rb).is_valid()) {
 | |
| 		Size2i rtsize = texture_storage->render_target_get_size(render_target);
 | |
| 		copy_effects->copy_to_fb_rect(_render_buffers_get_velocity_texture(rb), texture_storage->render_target_get_rd_framebuffer(render_target), Rect2(Vector2(), rtsize), false, false);
 | |
| 	}
 | |
| }
 | |
| 
 | |
| RID RendererSceneRenderRD::render_buffers_get_default_voxel_gi_buffer() {
 | |
| 	return gi.default_voxel_gi_buffer;
 | |
| }
 | |
| 
 | |
| float RendererSceneRenderRD::_render_buffers_get_luminance_multiplier() {
 | |
| 	return 1.0;
 | |
| }
 | |
| 
 | |
| RD::DataFormat RendererSceneRenderRD::_render_buffers_get_color_format() {
 | |
| 	return RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
 | |
| }
 | |
| 
 | |
| bool RendererSceneRenderRD::_render_buffers_can_be_storage() {
 | |
| 	return true;
 | |
| }
 | |
| 
 | |
| void RendererSceneRenderRD::gi_set_use_half_resolution(bool p_enable) {
 | |
| 	gi.half_resolution = p_enable;
 | |
| }
 | |
| 
 | |
| void RendererSceneRenderRD::positional_soft_shadow_filter_set_quality(RS::ShadowQuality p_quality) {
 | |
| 	ERR_FAIL_INDEX_MSG(p_quality, RS::SHADOW_QUALITY_MAX, "Shadow quality too high, please see RenderingServer's ShadowQuality enum");
 | |
| 
 | |
| 	if (shadows_quality != p_quality) {
 | |
| 		shadows_quality = p_quality;
 | |
| 
 | |
| 		switch (shadows_quality) {
 | |
| 			case RS::SHADOW_QUALITY_HARD: {
 | |
| 				penumbra_shadow_samples = 4;
 | |
| 				soft_shadow_samples = 0;
 | |
| 				shadows_quality_radius = 1.0;
 | |
| 			} break;
 | |
| 			case RS::SHADOW_QUALITY_SOFT_VERY_LOW: {
 | |
| 				penumbra_shadow_samples = 4;
 | |
| 				soft_shadow_samples = 1;
 | |
| 				shadows_quality_radius = 1.5;
 | |
| 			} break;
 | |
| 			case RS::SHADOW_QUALITY_SOFT_LOW: {
 | |
| 				penumbra_shadow_samples = 8;
 | |
| 				soft_shadow_samples = 4;
 | |
| 				shadows_quality_radius = 2.0;
 | |
| 			} break;
 | |
| 			case RS::SHADOW_QUALITY_SOFT_MEDIUM: {
 | |
| 				penumbra_shadow_samples = 12;
 | |
| 				soft_shadow_samples = 8;
 | |
| 				shadows_quality_radius = 2.0;
 | |
| 			} break;
 | |
| 			case RS::SHADOW_QUALITY_SOFT_HIGH: {
 | |
| 				penumbra_shadow_samples = 24;
 | |
| 				soft_shadow_samples = 16;
 | |
| 				shadows_quality_radius = 3.0;
 | |
| 			} break;
 | |
| 			case RS::SHADOW_QUALITY_SOFT_ULTRA: {
 | |
| 				penumbra_shadow_samples = 32;
 | |
| 				soft_shadow_samples = 32;
 | |
| 				shadows_quality_radius = 4.0;
 | |
| 			} break;
 | |
| 			case RS::SHADOW_QUALITY_MAX:
 | |
| 				break;
 | |
| 		}
 | |
| 		get_vogel_disk(penumbra_shadow_kernel, penumbra_shadow_samples);
 | |
| 		get_vogel_disk(soft_shadow_kernel, soft_shadow_samples);
 | |
| 	}
 | |
| 
 | |
| 	_update_shader_quality_settings();
 | |
| }
 | |
| 
 | |
| void RendererSceneRenderRD::directional_soft_shadow_filter_set_quality(RS::ShadowQuality p_quality) {
 | |
| 	ERR_FAIL_INDEX_MSG(p_quality, RS::SHADOW_QUALITY_MAX, "Shadow quality too high, please see RenderingServer's ShadowQuality enum");
 | |
| 
 | |
| 	if (directional_shadow_quality != p_quality) {
 | |
| 		directional_shadow_quality = p_quality;
 | |
| 
 | |
| 		switch (directional_shadow_quality) {
 | |
| 			case RS::SHADOW_QUALITY_HARD: {
 | |
| 				directional_penumbra_shadow_samples = 4;
 | |
| 				directional_soft_shadow_samples = 0;
 | |
| 				directional_shadow_quality_radius = 1.0;
 | |
| 			} break;
 | |
| 			case RS::SHADOW_QUALITY_SOFT_VERY_LOW: {
 | |
| 				directional_penumbra_shadow_samples = 4;
 | |
| 				directional_soft_shadow_samples = 1;
 | |
| 				directional_shadow_quality_radius = 1.5;
 | |
| 			} break;
 | |
| 			case RS::SHADOW_QUALITY_SOFT_LOW: {
 | |
| 				directional_penumbra_shadow_samples = 8;
 | |
| 				directional_soft_shadow_samples = 4;
 | |
| 				directional_shadow_quality_radius = 2.0;
 | |
| 			} break;
 | |
| 			case RS::SHADOW_QUALITY_SOFT_MEDIUM: {
 | |
| 				directional_penumbra_shadow_samples = 12;
 | |
| 				directional_soft_shadow_samples = 8;
 | |
| 				directional_shadow_quality_radius = 2.0;
 | |
| 			} break;
 | |
| 			case RS::SHADOW_QUALITY_SOFT_HIGH: {
 | |
| 				directional_penumbra_shadow_samples = 24;
 | |
| 				directional_soft_shadow_samples = 16;
 | |
| 				directional_shadow_quality_radius = 3.0;
 | |
| 			} break;
 | |
| 			case RS::SHADOW_QUALITY_SOFT_ULTRA: {
 | |
| 				directional_penumbra_shadow_samples = 32;
 | |
| 				directional_soft_shadow_samples = 32;
 | |
| 				directional_shadow_quality_radius = 4.0;
 | |
| 			} break;
 | |
| 			case RS::SHADOW_QUALITY_MAX:
 | |
| 				break;
 | |
| 		}
 | |
| 		get_vogel_disk(directional_penumbra_shadow_kernel, directional_penumbra_shadow_samples);
 | |
| 		get_vogel_disk(directional_soft_shadow_kernel, directional_soft_shadow_samples);
 | |
| 	}
 | |
| 
 | |
| 	_update_shader_quality_settings();
 | |
| }
 | |
| 
 | |
| void RendererSceneRenderRD::decals_set_filter(RenderingServer::DecalFilter p_filter) {
 | |
| 	if (decals_filter == p_filter) {
 | |
| 		return;
 | |
| 	}
 | |
| 	decals_filter = p_filter;
 | |
| 	_update_shader_quality_settings();
 | |
| }
 | |
| void RendererSceneRenderRD::light_projectors_set_filter(RenderingServer::LightProjectorFilter p_filter) {
 | |
| 	if (light_projectors_filter == p_filter) {
 | |
| 		return;
 | |
| 	}
 | |
| 	light_projectors_filter = p_filter;
 | |
| 	_update_shader_quality_settings();
 | |
| }
 | |
| 
 | |
| int RendererSceneRenderRD::get_roughness_layers() const {
 | |
| 	return sky.roughness_layers;
 | |
| }
 | |
| 
 | |
| bool RendererSceneRenderRD::is_using_radiance_cubemap_array() const {
 | |
| 	return sky.sky_use_cubemap_array;
 | |
| }
 | |
| 
 | |
| void RendererSceneRenderRD::_update_vrs(Ref<RenderSceneBuffersRD> p_render_buffers) {
 | |
| 	if (p_render_buffers.is_null()) {
 | |
| 		return;
 | |
| 	}
 | |
| 
 | |
| 	RID render_target = p_render_buffers->get_render_target();
 | |
| 	if (render_target.is_null()) {
 | |
| 		// must be rendering reflection probes
 | |
| 		return;
 | |
| 	}
 | |
| 
 | |
| 	if (vrs) {
 | |
| 		RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
 | |
| 
 | |
| 		RS::ViewportVRSMode vrs_mode = texture_storage->render_target_get_vrs_mode(render_target);
 | |
| 		if (vrs_mode != RS::VIEWPORT_VRS_DISABLED) {
 | |
| 			RID vrs_texture = p_render_buffers->get_texture(RB_SCOPE_VRS, RB_TEXTURE);
 | |
| 
 | |
| 			// We use get_cache_multipass instead of get_cache_multiview because the default behavior is for
 | |
| 			// our vrs_texture to be used as the VRS attachment. In this particular case we're writing to it
 | |
| 			// so it needs to be set as our color attachment
 | |
| 
 | |
| 			Vector<RID> textures;
 | |
| 			textures.push_back(vrs_texture);
 | |
| 
 | |
| 			Vector<RD::FramebufferPass> passes;
 | |
| 			RD::FramebufferPass pass;
 | |
| 			pass.color_attachments.push_back(0);
 | |
| 			passes.push_back(pass);
 | |
| 
 | |
| 			RID vrs_fb = FramebufferCacheRD::get_singleton()->get_cache_multipass(textures, passes, p_render_buffers->get_view_count());
 | |
| 
 | |
| 			vrs->update_vrs_texture(vrs_fb, p_render_buffers->get_render_target());
 | |
| 		}
 | |
| 	}
 | |
| }
 | |
| 
 | |
| bool RendererSceneRenderRD::_needs_post_prepass_render(RenderDataRD *p_render_data, bool p_use_gi) {
 | |
| 	if (p_render_data->render_buffers.is_valid()) {
 | |
| 		if (p_render_data->render_buffers->has_custom_data(RB_SCOPE_SDFGI)) {
 | |
| 			return true;
 | |
| 		}
 | |
| 	}
 | |
| 	return false;
 | |
| }
 | |
| 
 | |
| void RendererSceneRenderRD::_post_prepass_render(RenderDataRD *p_render_data, bool p_use_gi) {
 | |
| 	if (p_render_data->render_buffers.is_valid() && p_use_gi) {
 | |
| 		if (!p_render_data->render_buffers->has_custom_data(RB_SCOPE_SDFGI)) {
 | |
| 			return;
 | |
| 		}
 | |
| 
 | |
| 		Ref<RendererRD::GI::SDFGI> sdfgi = p_render_data->render_buffers->get_custom_data(RB_SCOPE_SDFGI);
 | |
| 		sdfgi->update_probes(p_render_data->environment, sky.sky_owner.get_or_null(environment_get_sky(p_render_data->environment)));
 | |
| 	}
 | |
| }
 | |
| 
 | |
| void RendererSceneRenderRD::_pre_resolve_render(RenderDataRD *p_render_data, bool p_use_gi) {
 | |
| 	if (p_render_data->render_buffers.is_valid()) {
 | |
| 		if (p_use_gi) {
 | |
| 			RD::get_singleton()->compute_list_end();
 | |
| 		}
 | |
| 	}
 | |
| }
 | |
| 
 | |
| void RendererSceneRenderRD::render_scene(const Ref<RenderSceneBuffers> &p_render_buffers, const CameraData *p_camera_data, const CameraData *p_prev_camera_data, const PagedArray<RenderGeometryInstance *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_voxel_gi_instances, const PagedArray<RID> &p_decals, const PagedArray<RID> &p_lightmaps, const PagedArray<RID> &p_fog_volumes, RID p_environment, RID p_camera_attributes, RID p_shadow_atlas, RID p_occluder_debug_tex, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_mesh_lod_threshold, const RenderShadowData *p_render_shadows, int p_render_shadow_count, const RenderSDFGIData *p_render_sdfgi_regions, int p_render_sdfgi_region_count, const RenderSDFGIUpdateData *p_sdfgi_update_data, RenderingMethod::RenderInfo *r_render_info) {
 | |
| 	RendererRD::LightStorage *light_storage = RendererRD::LightStorage::get_singleton();
 | |
| 	RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
 | |
| 
 | |
| 	// getting this here now so we can direct call a bunch of things more easily
 | |
| 	ERR_FAIL_COND(p_render_buffers.is_null());
 | |
| 	Ref<RenderSceneBuffersRD> rb = p_render_buffers;
 | |
| 	ERR_FAIL_COND(rb.is_null());
 | |
| 
 | |
| 	// setup scene data
 | |
| 	RenderSceneDataRD scene_data;
 | |
| 	{
 | |
| 		// Our first camera is used by default
 | |
| 		scene_data.cam_transform = p_camera_data->main_transform;
 | |
| 		scene_data.cam_projection = p_camera_data->main_projection;
 | |
| 		scene_data.cam_orthogonal = p_camera_data->is_orthogonal;
 | |
| 		scene_data.camera_visible_layers = p_camera_data->visible_layers;
 | |
| 		scene_data.taa_jitter = p_camera_data->taa_jitter;
 | |
| 
 | |
| 		scene_data.view_count = p_camera_data->view_count;
 | |
| 		for (uint32_t v = 0; v < p_camera_data->view_count; v++) {
 | |
| 			scene_data.view_eye_offset[v] = p_camera_data->view_offset[v].origin;
 | |
| 			scene_data.view_projection[v] = p_camera_data->view_projection[v];
 | |
| 		}
 | |
| 
 | |
| 		scene_data.prev_cam_transform = p_prev_camera_data->main_transform;
 | |
| 		scene_data.prev_cam_projection = p_prev_camera_data->main_projection;
 | |
| 		scene_data.prev_taa_jitter = p_prev_camera_data->taa_jitter;
 | |
| 
 | |
| 		for (uint32_t v = 0; v < p_camera_data->view_count; v++) {
 | |
| 			scene_data.prev_view_projection[v] = p_prev_camera_data->view_projection[v];
 | |
| 		}
 | |
| 
 | |
| 		scene_data.z_near = p_camera_data->main_projection.get_z_near();
 | |
| 		scene_data.z_far = p_camera_data->main_projection.get_z_far();
 | |
| 
 | |
| 		// this should be the same for all cameras..
 | |
| 		const float lod_distance_multiplier = p_camera_data->main_projection.get_lod_multiplier();
 | |
| 
 | |
| 		// Also, take into account resolution scaling for the multiplier, since we have more leeway with quality
 | |
| 		// degradation visibility. Conversely, allow upwards scaling, too, for increased mesh detail at high res.
 | |
| 		const float scaling_3d_scale = GLOBAL_GET("rendering/scaling_3d/scale");
 | |
| 		scene_data.lod_distance_multiplier = lod_distance_multiplier * (1.0 / scaling_3d_scale);
 | |
| 
 | |
| 		if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_DISABLE_LOD) {
 | |
| 			scene_data.screen_mesh_lod_threshold = 0.0;
 | |
| 		} else {
 | |
| 			scene_data.screen_mesh_lod_threshold = p_screen_mesh_lod_threshold;
 | |
| 		}
 | |
| 
 | |
| 		if (p_shadow_atlas.is_valid()) {
 | |
| 			int shadow_atlas_size = light_storage->shadow_atlas_get_size(p_shadow_atlas);
 | |
| 			scene_data.shadow_atlas_pixel_size.x = 1.0 / shadow_atlas_size;
 | |
| 			scene_data.shadow_atlas_pixel_size.y = 1.0 / shadow_atlas_size;
 | |
| 		}
 | |
| 		{
 | |
| 			int directional_shadow_size = light_storage->directional_shadow_get_size();
 | |
| 			scene_data.directional_shadow_pixel_size.x = 1.0 / directional_shadow_size;
 | |
| 			scene_data.directional_shadow_pixel_size.y = 1.0 / directional_shadow_size;
 | |
| 		}
 | |
| 
 | |
| 		scene_data.time = time;
 | |
| 		scene_data.time_step = time_step;
 | |
| 	}
 | |
| 
 | |
| 	//assign render data
 | |
| 	RenderDataRD render_data;
 | |
| 	{
 | |
| 		render_data.render_buffers = rb;
 | |
| 		render_data.scene_data = &scene_data;
 | |
| 
 | |
| 		render_data.instances = &p_instances;
 | |
| 		render_data.lights = &p_lights;
 | |
| 		render_data.reflection_probes = &p_reflection_probes;
 | |
| 		render_data.voxel_gi_instances = &p_voxel_gi_instances;
 | |
| 		render_data.decals = &p_decals;
 | |
| 		render_data.lightmaps = &p_lightmaps;
 | |
| 		render_data.fog_volumes = &p_fog_volumes;
 | |
| 		render_data.environment = p_environment;
 | |
| 		render_data.camera_attributes = p_camera_attributes;
 | |
| 		render_data.shadow_atlas = p_shadow_atlas;
 | |
| 		render_data.occluder_debug_tex = p_occluder_debug_tex;
 | |
| 		render_data.reflection_atlas = p_reflection_atlas;
 | |
| 		render_data.reflection_probe = p_reflection_probe;
 | |
| 		render_data.reflection_probe_pass = p_reflection_probe_pass;
 | |
| 
 | |
| 		render_data.render_shadows = p_render_shadows;
 | |
| 		render_data.render_shadow_count = p_render_shadow_count;
 | |
| 		render_data.render_sdfgi_regions = p_render_sdfgi_regions;
 | |
| 		render_data.render_sdfgi_region_count = p_render_sdfgi_region_count;
 | |
| 		render_data.sdfgi_update_data = p_sdfgi_update_data;
 | |
| 
 | |
| 		render_data.render_info = r_render_info;
 | |
| 	}
 | |
| 
 | |
| 	PagedArray<RID> empty;
 | |
| 
 | |
| 	if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_UNSHADED) {
 | |
| 		render_data.lights = ∅
 | |
| 		render_data.reflection_probes = ∅
 | |
| 		render_data.voxel_gi_instances = ∅
 | |
| 	}
 | |
| 
 | |
| 	Color clear_color;
 | |
| 	if (p_render_buffers.is_valid() && p_reflection_probe.is_null()) {
 | |
| 		clear_color = texture_storage->render_target_get_clear_request_color(rb->get_render_target());
 | |
| 	} else {
 | |
| 		clear_color = RSG::texture_storage->get_default_clear_color();
 | |
| 	}
 | |
| 
 | |
| 	//calls _pre_opaque_render between depth pre-pass and opaque pass
 | |
| 	_render_scene(&render_data, clear_color);
 | |
| }
 | |
| 
 | |
| void RendererSceneRenderRD::render_material(const Transform3D &p_cam_transform, const Projection &p_cam_projection, bool p_cam_orthogonal, const PagedArray<RenderGeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) {
 | |
| 	_render_material(p_cam_transform, p_cam_projection, p_cam_orthogonal, p_instances, p_framebuffer, p_region, 1.0);
 | |
| }
 | |
| 
 | |
| void RendererSceneRenderRD::render_particle_collider_heightfield(RID p_collider, const Transform3D &p_transform, const PagedArray<RenderGeometryInstance *> &p_instances) {
 | |
| 	RendererRD::ParticlesStorage *particles_storage = RendererRD::ParticlesStorage::get_singleton();
 | |
| 
 | |
| 	ERR_FAIL_COND(!particles_storage->particles_collision_is_heightfield(p_collider));
 | |
| 	Vector3 extents = particles_storage->particles_collision_get_extents(p_collider) * p_transform.basis.get_scale();
 | |
| 	Projection cm;
 | |
| 	cm.set_orthogonal(-extents.x, extents.x, -extents.z, extents.z, 0, extents.y * 2.0);
 | |
| 
 | |
| 	Vector3 cam_pos = p_transform.origin;
 | |
| 	cam_pos.y += extents.y;
 | |
| 
 | |
| 	Transform3D cam_xform;
 | |
| 	cam_xform.set_look_at(cam_pos, cam_pos - p_transform.basis.get_column(Vector3::AXIS_Y), -p_transform.basis.get_column(Vector3::AXIS_Z).normalized());
 | |
| 
 | |
| 	RID fb = particles_storage->particles_collision_get_heightfield_framebuffer(p_collider);
 | |
| 
 | |
| 	_render_particle_collider_heightfield(fb, cam_xform, cm, p_instances);
 | |
| }
 | |
| 
 | |
| bool RendererSceneRenderRD::free(RID p_rid) {
 | |
| 	if (is_environment(p_rid)) {
 | |
| 		environment_free(p_rid);
 | |
| 	} else if (RSG::camera_attributes->owns_camera_attributes(p_rid)) {
 | |
| 		RSG::camera_attributes->camera_attributes_free(p_rid);
 | |
| 	} else if (gi.voxel_gi_instance_owns(p_rid)) {
 | |
| 		gi.voxel_gi_instance_free(p_rid);
 | |
| 	} else if (sky.sky_owner.owns(p_rid)) {
 | |
| 		sky.update_dirty_skys();
 | |
| 		sky.free_sky(p_rid);
 | |
| 	} else if (RendererRD::Fog::get_singleton()->owns_fog_volume_instance(p_rid)) {
 | |
| 		RendererRD::Fog::get_singleton()->fog_instance_free(p_rid);
 | |
| 	} else {
 | |
| 		return false;
 | |
| 	}
 | |
| 
 | |
| 	return true;
 | |
| }
 | |
| 
 | |
| void RendererSceneRenderRD::set_debug_draw_mode(RS::ViewportDebugDraw p_debug_draw) {
 | |
| 	debug_draw = p_debug_draw;
 | |
| }
 | |
| 
 | |
| void RendererSceneRenderRD::update() {
 | |
| 	sky.update_dirty_skys();
 | |
| }
 | |
| 
 | |
| void RendererSceneRenderRD::set_time(double p_time, double p_step) {
 | |
| 	time = p_time;
 | |
| 	time_step = p_step;
 | |
| }
 | |
| 
 | |
| void RendererSceneRenderRD::screen_space_roughness_limiter_set_active(bool p_enable, float p_amount, float p_limit) {
 | |
| 	screen_space_roughness_limiter = p_enable;
 | |
| 	screen_space_roughness_limiter_amount = p_amount;
 | |
| 	screen_space_roughness_limiter_limit = p_limit;
 | |
| }
 | |
| 
 | |
| bool RendererSceneRenderRD::screen_space_roughness_limiter_is_active() const {
 | |
| 	return screen_space_roughness_limiter;
 | |
| }
 | |
| 
 | |
| float RendererSceneRenderRD::screen_space_roughness_limiter_get_amount() const {
 | |
| 	return screen_space_roughness_limiter_amount;
 | |
| }
 | |
| 
 | |
| float RendererSceneRenderRD::screen_space_roughness_limiter_get_limit() const {
 | |
| 	return screen_space_roughness_limiter_limit;
 | |
| }
 | |
| 
 | |
| TypedArray<Image> RendererSceneRenderRD::bake_render_uv2(RID p_base, const TypedArray<RID> &p_material_overrides, const Size2i &p_image_size) {
 | |
| 	ERR_FAIL_COND_V_MSG(p_image_size.width <= 0, TypedArray<Image>(), "Image width must be greater than 0.");
 | |
| 	ERR_FAIL_COND_V_MSG(p_image_size.height <= 0, TypedArray<Image>(), "Image height must be greater than 0.");
 | |
| 	RD::TextureFormat tf;
 | |
| 	tf.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
 | |
| 	tf.width = p_image_size.width; // Always 64x64
 | |
| 	tf.height = p_image_size.height;
 | |
| 	tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
 | |
| 
 | |
| 	RID albedo_alpha_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
 | |
| 	RID normal_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
 | |
| 	RID orm_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
 | |
| 
 | |
| 	tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
 | |
| 	RID emission_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
 | |
| 
 | |
| 	tf.format = RD::DATA_FORMAT_R32_SFLOAT;
 | |
| 	RID depth_write_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
 | |
| 
 | |
| 	tf.usage_bits = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
 | |
| 	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;
 | |
| 	RID depth_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
 | |
| 
 | |
| 	Vector<RID> fb_tex;
 | |
| 	fb_tex.push_back(albedo_alpha_tex);
 | |
| 	fb_tex.push_back(normal_tex);
 | |
| 	fb_tex.push_back(orm_tex);
 | |
| 	fb_tex.push_back(emission_tex);
 | |
| 	fb_tex.push_back(depth_write_tex);
 | |
| 	fb_tex.push_back(depth_tex);
 | |
| 
 | |
| 	RID fb = RD::get_singleton()->framebuffer_create(fb_tex);
 | |
| 
 | |
| 	//RID sampled_light;
 | |
| 
 | |
| 	RenderGeometryInstance *gi_inst = geometry_instance_create(p_base);
 | |
| 	ERR_FAIL_NULL_V(gi_inst, TypedArray<Image>());
 | |
| 
 | |
| 	uint32_t sc = RSG::mesh_storage->mesh_get_surface_count(p_base);
 | |
| 	Vector<RID> materials;
 | |
| 	materials.resize(sc);
 | |
| 
 | |
| 	for (uint32_t i = 0; i < sc; i++) {
 | |
| 		if (i < (uint32_t)p_material_overrides.size()) {
 | |
| 			materials.write[i] = p_material_overrides[i];
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	gi_inst->set_surface_materials(materials);
 | |
| 
 | |
| 	if (cull_argument.size() == 0) {
 | |
| 		cull_argument.push_back(nullptr);
 | |
| 	}
 | |
| 	cull_argument[0] = gi_inst;
 | |
| 	_render_uv2(cull_argument, fb, Rect2i(0, 0, p_image_size.width, p_image_size.height));
 | |
| 
 | |
| 	geometry_instance_free(gi_inst);
 | |
| 
 | |
| 	TypedArray<Image> ret;
 | |
| 
 | |
| 	{
 | |
| 		PackedByteArray data = RD::get_singleton()->texture_get_data(albedo_alpha_tex, 0);
 | |
| 		Ref<Image> img = Image::create_from_data(p_image_size.width, p_image_size.height, false, Image::FORMAT_RGBA8, data);
 | |
| 		RD::get_singleton()->free(albedo_alpha_tex);
 | |
| 		ret.push_back(img);
 | |
| 	}
 | |
| 
 | |
| 	{
 | |
| 		PackedByteArray data = RD::get_singleton()->texture_get_data(normal_tex, 0);
 | |
| 		Ref<Image> img = Image::create_from_data(p_image_size.width, p_image_size.height, false, Image::FORMAT_RGBA8, data);
 | |
| 		RD::get_singleton()->free(normal_tex);
 | |
| 		ret.push_back(img);
 | |
| 	}
 | |
| 
 | |
| 	{
 | |
| 		PackedByteArray data = RD::get_singleton()->texture_get_data(orm_tex, 0);
 | |
| 		Ref<Image> img = Image::create_from_data(p_image_size.width, p_image_size.height, false, Image::FORMAT_RGBA8, data);
 | |
| 		RD::get_singleton()->free(orm_tex);
 | |
| 		ret.push_back(img);
 | |
| 	}
 | |
| 
 | |
| 	{
 | |
| 		PackedByteArray data = RD::get_singleton()->texture_get_data(emission_tex, 0);
 | |
| 		Ref<Image> img = Image::create_from_data(p_image_size.width, p_image_size.height, false, Image::FORMAT_RGBAH, data);
 | |
| 		RD::get_singleton()->free(emission_tex);
 | |
| 		ret.push_back(img);
 | |
| 	}
 | |
| 
 | |
| 	RD::get_singleton()->free(depth_write_tex);
 | |
| 	RD::get_singleton()->free(depth_tex);
 | |
| 
 | |
| 	return ret;
 | |
| }
 | |
| 
 | |
| void RendererSceneRenderRD::sdfgi_set_debug_probe_select(const Vector3 &p_position, const Vector3 &p_dir) {
 | |
| 	gi.sdfgi_debug_probe_pos = p_position;
 | |
| 	gi.sdfgi_debug_probe_dir = p_dir;
 | |
| }
 | |
| 
 | |
| RendererSceneRenderRD *RendererSceneRenderRD::singleton = nullptr;
 | |
| 
 | |
| bool RendererSceneRenderRD::is_vrs_supported() const {
 | |
| 	return RD::get_singleton()->has_feature(RD::SUPPORTS_ATTACHMENT_VRS);
 | |
| }
 | |
| 
 | |
| bool RendererSceneRenderRD::is_dynamic_gi_supported() const {
 | |
| 	// usable by default (unless low end = true)
 | |
| 	return true;
 | |
| }
 | |
| 
 | |
| bool RendererSceneRenderRD::is_volumetric_supported() const {
 | |
| 	// usable by default (unless low end = true)
 | |
| 	return true;
 | |
| }
 | |
| 
 | |
| uint32_t RendererSceneRenderRD::get_max_elements() const {
 | |
| 	return GLOBAL_GET("rendering/limits/cluster_builder/max_clustered_elements");
 | |
| }
 | |
| 
 | |
| RendererSceneRenderRD::RendererSceneRenderRD() {
 | |
| 	singleton = this;
 | |
| }
 | |
| 
 | |
| void RendererSceneRenderRD::init() {
 | |
| 	max_cluster_elements = get_max_elements();
 | |
| 	RendererRD::LightStorage::get_singleton()->set_max_cluster_elements(max_cluster_elements);
 | |
| 
 | |
| 	/* Forward ID */
 | |
| 	forward_id_storage = create_forward_id_storage();
 | |
| 
 | |
| 	/* SKY SHADER */
 | |
| 
 | |
| 	sky.init();
 | |
| 
 | |
| 	/* GI */
 | |
| 
 | |
| 	if (is_dynamic_gi_supported()) {
 | |
| 		gi.init(&sky);
 | |
| 	}
 | |
| 
 | |
| 	{ //decals
 | |
| 		RendererRD::TextureStorage::get_singleton()->set_max_decals(max_cluster_elements);
 | |
| 	}
 | |
| 
 | |
| 	{ //lights
 | |
| 	}
 | |
| 
 | |
| 	if (is_volumetric_supported()) {
 | |
| 		RendererRD::Fog::get_singleton()->init_fog_shader(RendererRD::LightStorage::get_singleton()->get_max_directional_lights(), get_roughness_layers(), is_using_radiance_cubemap_array());
 | |
| 	}
 | |
| 
 | |
| 	RSG::camera_attributes->camera_attributes_set_dof_blur_bokeh_shape(RS::DOFBokehShape(int(GLOBAL_GET("rendering/camera/depth_of_field/depth_of_field_bokeh_shape"))));
 | |
| 	RSG::camera_attributes->camera_attributes_set_dof_blur_quality(RS::DOFBlurQuality(int(GLOBAL_GET("rendering/camera/depth_of_field/depth_of_field_bokeh_quality"))), GLOBAL_GET("rendering/camera/depth_of_field/depth_of_field_use_jitter"));
 | |
| 	use_physical_light_units = GLOBAL_GET("rendering/lights_and_shadows/use_physical_light_units");
 | |
| 
 | |
| 	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;
 | |
| 
 | |
| 	directional_penumbra_shadow_kernel = memnew_arr(float, 128);
 | |
| 	directional_soft_shadow_kernel = memnew_arr(float, 128);
 | |
| 	penumbra_shadow_kernel = memnew_arr(float, 128);
 | |
| 	soft_shadow_kernel = memnew_arr(float, 128);
 | |
| 	positional_soft_shadow_filter_set_quality(RS::ShadowQuality(int(GLOBAL_GET("rendering/lights_and_shadows/positional_shadow/soft_shadow_filter_quality"))));
 | |
| 	directional_soft_shadow_filter_set_quality(RS::ShadowQuality(int(GLOBAL_GET("rendering/lights_and_shadows/directional_shadow/soft_shadow_filter_quality"))));
 | |
| 
 | |
| 	environment_set_volumetric_fog_volume_size(GLOBAL_GET("rendering/environment/volumetric_fog/volume_size"), GLOBAL_GET("rendering/environment/volumetric_fog/volume_depth"));
 | |
| 	environment_set_volumetric_fog_filter_active(GLOBAL_GET("rendering/environment/volumetric_fog/use_filter"));
 | |
| 
 | |
| 	decals_set_filter(RS::DecalFilter(int(GLOBAL_GET("rendering/textures/decals/filter"))));
 | |
| 	light_projectors_set_filter(RS::LightProjectorFilter(int(GLOBAL_GET("rendering/textures/light_projectors/filter"))));
 | |
| 
 | |
| 	cull_argument.set_page_pool(&cull_argument_pool);
 | |
| 
 | |
| 	bool can_use_storage = _render_buffers_can_be_storage();
 | |
| 	bool can_use_vrs = is_vrs_supported();
 | |
| 	bokeh_dof = memnew(RendererRD::BokehDOF(!can_use_storage));
 | |
| 	copy_effects = memnew(RendererRD::CopyEffects(!can_use_storage));
 | |
| 	debug_effects = memnew(RendererRD::DebugEffects);
 | |
| 	luminance = memnew(RendererRD::Luminance(!can_use_storage));
 | |
| 	tone_mapper = memnew(RendererRD::ToneMapper);
 | |
| 	if (can_use_vrs) {
 | |
| 		vrs = memnew(RendererRD::VRS);
 | |
| 	}
 | |
| 	if (can_use_storage) {
 | |
| 		fsr = memnew(RendererRD::FSR);
 | |
| 	}
 | |
| }
 | |
| 
 | |
| RendererSceneRenderRD::~RendererSceneRenderRD() {
 | |
| 	if (forward_id_storage) {
 | |
| 		memdelete(forward_id_storage);
 | |
| 	}
 | |
| 
 | |
| 	if (bokeh_dof) {
 | |
| 		memdelete(bokeh_dof);
 | |
| 	}
 | |
| 	if (copy_effects) {
 | |
| 		memdelete(copy_effects);
 | |
| 	}
 | |
| 	if (debug_effects) {
 | |
| 		memdelete(debug_effects);
 | |
| 	}
 | |
| 	if (luminance) {
 | |
| 		memdelete(luminance);
 | |
| 	}
 | |
| 	if (tone_mapper) {
 | |
| 		memdelete(tone_mapper);
 | |
| 	}
 | |
| 	if (vrs) {
 | |
| 		memdelete(vrs);
 | |
| 	}
 | |
| 	if (fsr) {
 | |
| 		memdelete(fsr);
 | |
| 	}
 | |
| 
 | |
| 	if (sky.sky_scene_state.uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(sky.sky_scene_state.uniform_set)) {
 | |
| 		RD::get_singleton()->free(sky.sky_scene_state.uniform_set);
 | |
| 	}
 | |
| 
 | |
| 	if (is_dynamic_gi_supported()) {
 | |
| 		gi.free();
 | |
| 	}
 | |
| 
 | |
| 	if (is_volumetric_supported()) {
 | |
| 		RendererRD::Fog::get_singleton()->free_fog_shader();
 | |
| 	}
 | |
| 
 | |
| 	memdelete_arr(directional_penumbra_shadow_kernel);
 | |
| 	memdelete_arr(directional_soft_shadow_kernel);
 | |
| 	memdelete_arr(penumbra_shadow_kernel);
 | |
| 	memdelete_arr(soft_shadow_kernel);
 | |
| 
 | |
| 	RSG::light_storage->directional_shadow_atlas_set_size(0);
 | |
| 	cull_argument.reset(); //avoid exit error
 | |
| }
 | 
