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Diffstat (limited to 'servers/rendering/renderer_rd/renderer_scene_render_rd.cpp')
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_render_rd.cpp123
1 files changed, 71 insertions, 52 deletions
diff --git a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
index e2b06bc92f..7841e36244 100644
--- a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
@@ -1492,7 +1492,7 @@ void RendererSceneRenderRD::_render_buffers_copy_depth_texture(const RenderDataR
bool can_use_storage = _render_buffers_can_be_storage();
Size2i size = rb->get_internal_size();
- for (uint32_t v = 0; v < p_render_data->view_count; v++) {
+ 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);
@@ -1544,9 +1544,9 @@ void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const Rende
buffers.depth_texture = rb->get_depth_texture(i);
// In stereo p_render_data->z_near and p_render_data->z_far can be offset for our combined frustrum
- float z_near = p_render_data->view_projection[i].get_z_near();
- float z_far = p_render_data->view_projection[i].get_z_far();
- bokeh_dof->bokeh_dof_compute(buffers, p_render_data->camera_attributes, z_near, z_far, p_render_data->cam_orthogonal);
+ float z_near = p_render_data->scene_data->view_projection[i].get_z_near();
+ float z_far = p_render_data->scene_data->view_projection[i].get_z_far();
+ bokeh_dof->bokeh_dof_compute(buffers, p_render_data->camera_attributes, z_near, z_far, p_render_data->scene_data->cam_orthogonal);
};
} else {
// Set framebuffers.
@@ -1567,9 +1567,9 @@ void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const Rende
buffers.base_fb = FramebufferCacheRD::get_singleton()->get_cache(buffers.base_texture); // TODO move this into bokeh_dof_raster, we can do this internally
// In stereo p_render_data->z_near and p_render_data->z_far can be offset for our combined frustrum
- float z_near = p_render_data->view_projection[i].get_z_near();
- float z_far = p_render_data->view_projection[i].get_z_far();
- bokeh_dof->bokeh_dof_raster(buffers, p_render_data->camera_attributes, z_near, z_far, p_render_data->cam_orthogonal);
+ float z_near = p_render_data->scene_data->view_projection[i].get_z_near();
+ float z_far = p_render_data->scene_data->view_projection[i].get_z_far();
+ bokeh_dof->bokeh_dof_raster(buffers, p_render_data->camera_attributes, z_near, z_far, p_render_data->scene_data->cam_orthogonal);
}
}
RD::get_singleton()->draw_command_end_label();
@@ -2901,8 +2901,8 @@ void RendererSceneRenderRD::_pre_opaque_render(RenderDataRD *p_render_data, bool
render_state.shadows.clear();
render_state.directional_shadows.clear();
- Plane camera_plane(-p_render_data->cam_transform.basis.get_column(Vector3::AXIS_Z), p_render_data->cam_transform.origin);
- float lod_distance_multiplier = p_render_data->cam_projection.get_lod_multiplier();
+ Plane camera_plane(-p_render_data->scene_data->cam_transform.basis.get_column(Vector3::AXIS_Z), p_render_data->scene_data->cam_transform.origin);
+ float lod_distance_multiplier = p_render_data->scene_data->cam_projection.get_lod_multiplier();
{
for (int i = 0; i < render_state.render_shadow_count; i++) {
LightInstance *li = light_instance_owner.get_or_null(render_state.render_shadows[i].light);
@@ -2918,7 +2918,7 @@ void RendererSceneRenderRD::_pre_opaque_render(RenderDataRD *p_render_data, bool
//cube shadows are rendered in their own way
for (uint32_t i = 0; i < render_state.cube_shadows.size(); i++) {
- _render_shadow_pass(render_state.render_shadows[render_state.cube_shadows[i]].light, p_render_data->shadow_atlas, render_state.render_shadows[render_state.cube_shadows[i]].pass, render_state.render_shadows[render_state.cube_shadows[i]].instances, camera_plane, lod_distance_multiplier, p_render_data->screen_mesh_lod_threshold, true, true, true, p_render_data->render_info);
+ _render_shadow_pass(render_state.render_shadows[render_state.cube_shadows[i]].light, p_render_data->shadow_atlas, render_state.render_shadows[render_state.cube_shadows[i]].pass, render_state.render_shadows[render_state.cube_shadows[i]].instances, camera_plane, lod_distance_multiplier, p_render_data->scene_data->screen_mesh_lod_threshold, true, true, true, p_render_data->render_info);
}
if (render_state.directional_shadows.size()) {
@@ -2948,11 +2948,11 @@ void RendererSceneRenderRD::_pre_opaque_render(RenderDataRD *p_render_data, bool
//render directional shadows
for (uint32_t i = 0; i < render_state.directional_shadows.size(); i++) {
- _render_shadow_pass(render_state.render_shadows[render_state.directional_shadows[i]].light, p_render_data->shadow_atlas, render_state.render_shadows[render_state.directional_shadows[i]].pass, render_state.render_shadows[render_state.directional_shadows[i]].instances, camera_plane, lod_distance_multiplier, p_render_data->screen_mesh_lod_threshold, false, i == render_state.directional_shadows.size() - 1, false, p_render_data->render_info);
+ _render_shadow_pass(render_state.render_shadows[render_state.directional_shadows[i]].light, p_render_data->shadow_atlas, render_state.render_shadows[render_state.directional_shadows[i]].pass, render_state.render_shadows[render_state.directional_shadows[i]].instances, camera_plane, lod_distance_multiplier, p_render_data->scene_data->screen_mesh_lod_threshold, false, i == render_state.directional_shadows.size() - 1, false, p_render_data->render_info);
}
//render positional shadows
for (uint32_t i = 0; i < render_state.shadows.size(); i++) {
- _render_shadow_pass(render_state.render_shadows[render_state.shadows[i]].light, p_render_data->shadow_atlas, render_state.render_shadows[render_state.shadows[i]].pass, render_state.render_shadows[render_state.shadows[i]].instances, camera_plane, lod_distance_multiplier, p_render_data->screen_mesh_lod_threshold, i == 0, i == render_state.shadows.size() - 1, true, p_render_data->render_info);
+ _render_shadow_pass(render_state.render_shadows[render_state.shadows[i]].light, p_render_data->shadow_atlas, render_state.render_shadows[render_state.shadows[i]].pass, render_state.render_shadows[render_state.shadows[i]].instances, camera_plane, lod_distance_multiplier, p_render_data->scene_data->screen_mesh_lod_threshold, i == 0, i == render_state.shadows.size() - 1, true, p_render_data->render_info);
}
_render_shadow_process();
@@ -2960,7 +2960,7 @@ void RendererSceneRenderRD::_pre_opaque_render(RenderDataRD *p_render_data, bool
//start GI
if (render_gi) {
- gi.process_gi(p_render_data->render_buffers, p_normal_roughness_slices, p_voxel_gi_buffer, p_render_data->environment, p_render_data->view_count, p_render_data->view_projection, p_render_data->view_eye_offset, p_render_data->cam_transform, *p_render_data->voxel_gi_instances);
+ gi.process_gi(p_render_data->render_buffers, p_normal_roughness_slices, p_voxel_gi_buffer, p_render_data->environment, p_render_data->scene_data->view_count, p_render_data->scene_data->view_projection, p_render_data->scene_data->view_eye_offset, p_render_data->scene_data->cam_transform, *p_render_data->voxel_gi_instances);
}
//Do shadow rendering (in parallel with GI)
@@ -2999,17 +2999,17 @@ void RendererSceneRenderRD::_pre_opaque_render(RenderDataRD *p_render_data, bool
}
RID depth_texture = rb->get_depth_texture();
- ss_effects->downsample_depth(depth_texture, rb->ss_effects.linear_depth_slices, ssao_quality, ssil_quality, invalidate_uniform_set, ssao_half_size, ssil_half_size, size, p_render_data->cam_projection);
+ ss_effects->downsample_depth(depth_texture, rb->ss_effects.linear_depth_slices, ssao_quality, ssil_quality, invalidate_uniform_set, ssao_half_size, ssil_half_size, size, p_render_data->scene_data->cam_projection);
}
if (p_use_ssao) {
// TODO make these proper stereo
- _process_ssao(p_render_data->render_buffers, p_render_data->environment, p_normal_roughness_slices[0], p_render_data->cam_projection);
+ _process_ssao(p_render_data->render_buffers, p_render_data->environment, p_normal_roughness_slices[0], p_render_data->scene_data->cam_projection);
}
if (p_use_ssil) {
// TODO make these proper stereo
- _process_ssil(p_render_data->render_buffers, p_render_data->environment, p_normal_roughness_slices[0], p_render_data->cam_projection, p_render_data->cam_transform);
+ _process_ssil(p_render_data->render_buffers, p_render_data->environment, p_normal_roughness_slices[0], p_render_data->scene_data->cam_projection, p_render_data->scene_data->cam_transform);
}
}
@@ -3017,7 +3017,7 @@ void RendererSceneRenderRD::_pre_opaque_render(RenderDataRD *p_render_data, bool
RD::get_singleton()->barrier(RD::BARRIER_MASK_ALL, RD::BARRIER_MASK_ALL);
if (current_cluster_builder) {
- current_cluster_builder->begin(p_render_data->cam_transform, p_render_data->cam_projection, !p_render_data->reflection_probe.is_valid());
+ current_cluster_builder->begin(p_render_data->scene_data->cam_transform, p_render_data->scene_data->cam_projection, !p_render_data->reflection_probe.is_valid());
}
bool using_shadows = true;
@@ -3028,13 +3028,13 @@ void RendererSceneRenderRD::_pre_opaque_render(RenderDataRD *p_render_data, bool
}
} else {
//do not render reflections when rendering a reflection probe
- _setup_reflections(p_render_data, *p_render_data->reflection_probes, p_render_data->cam_transform.affine_inverse(), p_render_data->environment);
+ _setup_reflections(p_render_data, *p_render_data->reflection_probes, p_render_data->scene_data->cam_transform.affine_inverse(), p_render_data->environment);
}
uint32_t directional_light_count = 0;
uint32_t positional_light_count = 0;
- _setup_lights(p_render_data, *p_render_data->lights, p_render_data->cam_transform, p_render_data->shadow_atlas, using_shadows, directional_light_count, positional_light_count, p_render_data->directional_light_soft_shadows);
- _setup_decals(*p_render_data->decals, p_render_data->cam_transform.affine_inverse());
+ _setup_lights(p_render_data, *p_render_data->lights, p_render_data->scene_data->cam_transform, p_render_data->shadow_atlas, using_shadows, directional_light_count, positional_light_count, p_render_data->directional_light_soft_shadows);
+ _setup_decals(*p_render_data->decals, p_render_data->scene_data->cam_transform.affine_inverse());
p_render_data->directional_light_count = directional_light_count;
@@ -3051,7 +3051,7 @@ void RendererSceneRenderRD::_pre_opaque_render(RenderDataRD *p_render_data, bool
}
}
if (is_volumetric_supported()) {
- _update_volumetric_fog(p_render_data->render_buffers, p_render_data->environment, p_render_data->cam_projection, p_render_data->cam_transform, p_render_data->prev_cam_transform.affine_inverse(), p_render_data->shadow_atlas, directional_light_count, directional_shadows, positional_light_count, render_state.voxel_gi_count, *p_render_data->fog_volumes);
+ _update_volumetric_fog(p_render_data->render_buffers, p_render_data->environment, p_render_data->scene_data->cam_projection, p_render_data->scene_data->cam_transform, p_render_data->scene_data->prev_cam_transform.affine_inverse(), p_render_data->shadow_atlas, directional_light_count, directional_shadows, positional_light_count, render_state.voxel_gi_count, *p_render_data->fog_volumes);
}
}
}
@@ -3066,33 +3066,62 @@ void RendererSceneRenderRD::render_scene(const Ref<RenderSceneBuffers> &p_render
ERR_FAIL_COND(rb.is_null());
}
- //assign render data
- RenderDataRD render_data;
+ // setup scene data
+ RenderSceneDataRD scene_data;
{
- render_data.render_buffers = rb;
-
// Our first camera is used by default
- render_data.cam_transform = p_camera_data->main_transform;
- render_data.cam_projection = p_camera_data->main_projection;
- render_data.cam_orthogonal = p_camera_data->is_orthogonal;
- render_data.taa_jitter = p_camera_data->taa_jitter;
+ scene_data.cam_transform = p_camera_data->main_transform;
+ scene_data.cam_projection = p_camera_data->main_projection;
+ scene_data.cam_orthogonal = p_camera_data->is_orthogonal;
+ scene_data.taa_jitter = p_camera_data->taa_jitter;
- render_data.view_count = p_camera_data->view_count;
+ scene_data.view_count = p_camera_data->view_count;
for (uint32_t v = 0; v < p_camera_data->view_count; v++) {
- render_data.view_eye_offset[v] = p_camera_data->view_offset[v].origin;
- render_data.view_projection[v] = p_camera_data->view_projection[v];
+ scene_data.view_eye_offset[v] = p_camera_data->view_offset[v].origin;
+ scene_data.view_projection[v] = p_camera_data->view_projection[v];
}
- render_data.prev_cam_transform = p_prev_camera_data->main_transform;
- render_data.prev_cam_projection = p_prev_camera_data->main_projection;
- render_data.prev_taa_jitter = p_prev_camera_data->taa_jitter;
+ 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++) {
- render_data.prev_view_projection[v] = p_prev_camera_data->view_projection[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..
+ scene_data.lod_distance_multiplier = p_camera_data->main_projection.get_lod_multiplier();
+ scene_data.lod_camera_plane = Plane(-p_camera_data->main_transform.basis.get_column(Vector3::AXIS_Z), p_camera_data->main_transform.get_origin());
+
+ if (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()) {
+ Vector2 sas = shadow_atlas_get_size(p_shadow_atlas);
+ scene_data.shadow_atlas_pixel_size.x = 1.0 / sas.x;
+ scene_data.shadow_atlas_pixel_size.y = 1.0 / sas.y;
}
+ {
+ Vector2 dss = directional_shadow_get_size();
+ scene_data.directional_shadow_pixel_size.x = 1.0 / dss.x;
+ scene_data.directional_shadow_pixel_size.y = 1.0 / dss.y;
+ }
+
+ scene_data.time = time;
+ scene_data.time_step = time_step;
+ }
- render_data.z_near = p_camera_data->main_projection.get_z_near();
- render_data.z_far = p_camera_data->main_projection.get_z_far();
+ //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;
@@ -3108,16 +3137,6 @@ void RendererSceneRenderRD::render_scene(const Ref<RenderSceneBuffers> &p_render
render_data.reflection_probe = p_reflection_probe;
render_data.reflection_probe_pass = p_reflection_probe_pass;
- // this should be the same for all cameras..
- render_data.lod_distance_multiplier = p_camera_data->main_projection.get_lod_multiplier();
- render_data.lod_camera_plane = Plane(-p_camera_data->main_transform.basis.get_column(Vector3::AXIS_Z), p_camera_data->main_transform.get_origin());
-
- if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_DISABLE_LOD) {
- render_data.screen_mesh_lod_threshold = 0.0;
- } else {
- render_data.screen_mesh_lod_threshold = p_screen_mesh_lod_threshold;
- }
-
render_state.render_shadows = p_render_shadows;
render_state.render_shadow_count = p_render_shadow_count;
render_state.render_sdfgi_regions = p_render_sdfgi_regions;
@@ -3134,7 +3153,7 @@ void RendererSceneRenderRD::render_scene(const Ref<RenderSceneBuffers> &p_render
render_data.voxel_gi_instances = &empty;
}
- //sdfgi first
+ // sdfgi first
if (rb.is_valid() && rb->has_custom_data(RB_SCOPE_SDFGI)) {
Ref<RendererRD::GI::SDFGI> sdfgi = rb->get_custom_data(RB_SCOPE_SDFGI);
float exposure_normalization = 1.0;
@@ -3191,12 +3210,12 @@ void RendererSceneRenderRD::render_scene(const Ref<RenderSceneBuffers> &p_render
Ref<RendererRD::GI::SDFGI> sdfgi = rb->get_custom_data(RB_SCOPE_SDFGI);
if (sdfgi.is_valid()) {
sdfgi->update_cascades();
- sdfgi->pre_process_gi(render_data.cam_transform, &render_data, this);
+ sdfgi->pre_process_gi(scene_data.cam_transform, &render_data, this);
sdfgi->update_light();
}
}
- gi.setup_voxel_gi_instances(&render_data, render_data.render_buffers, render_data.cam_transform, *render_data.voxel_gi_instances, render_state.voxel_gi_count, this);
+ gi.setup_voxel_gi_instances(&render_data, render_data.render_buffers, scene_data.cam_transform, *render_data.voxel_gi_instances, render_state.voxel_gi_count, this);
}
render_state.depth_prepass_used = false;
@@ -3246,7 +3265,7 @@ void RendererSceneRenderRD::render_scene(const Ref<RenderSceneBuffers> &p_render
view_rids.push_back(rb->get_internal_texture(v));
}
- sdfgi->debug_draw(render_data.view_count, render_data.view_projection, render_data.cam_transform, size.x, size.y, rb->get_render_target(), source_texture, view_rids);
+ sdfgi->debug_draw(scene_data.view_count, scene_data.view_projection, scene_data.cam_transform, size.x, size.y, rb->get_render_target(), source_texture, view_rids);
}
}
}