1
  2
  3
  4
  5
  6
  7
  8
  9
 10
 11
 12
 13
 14
 15
 16
 17
 18
 19
 20
 21
 22
 23
 24
 25
 26
 27
 28
 29
 30
 31
 32
 33
 34
 35
 36
 37
 38
 39
 40
 41
 42
 43
 44
 45
 46
 47
 48
 49
 50
 51
 52
 53
 54
 55
 56
 57
 58
 59
 60
 61
 62
 63
 64
 65
 66
 67
 68
 69
 70
 71
 72
 73
 74
 75
 76
 77
 78
 79
 80
 81
 82
 83
 84
 85
 86
 87
 88
 89
 90
 91
 92
 93
 94
 95
 96
 97
 98
 99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
/**************************************************************************/
/*  render_scene_data_rd.cpp                                              */
/**************************************************************************/
/*                         This file is part of:                          */
/*                             GODOT ENGINE                               */
/*                        https://godotengine.org                         */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
/*                                                                        */
/* Permission is hereby granted, free of charge, to any person obtaining  */
/* a copy of this software and associated documentation files (the        */
/* "Software"), to deal in the Software without restriction, including    */
/* without limitation the rights to use, copy, modify, merge, publish,    */
/* distribute, sublicense, and/or sell copies of the Software, and to     */
/* permit persons to whom the Software is furnished to do so, subject to  */
/* the following conditions:                                              */
/*                                                                        */
/* The above copyright notice and this permission notice shall be         */
/* included in all copies or substantial portions of the Software.        */
/*                                                                        */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,        */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF     */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY   */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,   */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE      */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                 */
/**************************************************************************/

#include "render_scene_data_rd.h"
#include "servers/rendering/renderer_rd/renderer_scene_render_rd.h"
#include "servers/rendering/renderer_rd/storage_rd/light_storage.h"
#include "servers/rendering/renderer_rd/storage_rd/texture_storage.h"

Transform3D RenderSceneDataRD::get_cam_transform() const {
	return cam_transform;
}

Projection RenderSceneDataRD::get_cam_projection() const {
	Projection correction;
	correction.set_depth_correction(flip_y);
	correction.add_jitter_offset(taa_jitter);

	return correction * cam_projection;
}

uint32_t RenderSceneDataRD::get_view_count() const {
	return view_count;
}

Vector3 RenderSceneDataRD::get_view_eye_offset(uint32_t p_view) const {
	ERR_FAIL_UNSIGNED_INDEX_V(p_view, view_count, Vector3());

	return view_eye_offset[p_view];
}

Projection RenderSceneDataRD::get_view_projection(uint32_t p_view) const {
	ERR_FAIL_UNSIGNED_INDEX_V(p_view, view_count, Projection());

	Projection correction;
	correction.set_depth_correction(flip_y);
	correction.add_jitter_offset(taa_jitter);

	return correction * view_projection[p_view];
}

RID RenderSceneDataRD::create_uniform_buffer() {
	return RD::get_singleton()->uniform_buffer_create(sizeof(UBODATA));
}

void RenderSceneDataRD::update_ubo(RID p_uniform_buffer, RS::ViewportDebugDraw p_debug_mode, RID p_env, RID p_reflection_probe_instance, RID p_camera_attributes, bool p_pancake_shadows, const Size2i &p_screen_size, const Color &p_default_bg_color, float p_luminance_multiplier, bool p_opaque_render_buffers, bool p_apply_alpha_multiplier) {
	RendererSceneRenderRD *render_scene_render = RendererSceneRenderRD::get_singleton();

	UBODATA ubo_data;
	memset(&ubo_data, 0, sizeof(UBODATA));

	// just for easy access..
	UBO &ubo = ubo_data.ubo;
	UBO &prev_ubo = ubo_data.prev_ubo;

	Projection correction;
	correction.set_depth_correction(flip_y);
	correction.add_jitter_offset(taa_jitter);
	Projection projection = correction * cam_projection;

	//store camera into ubo
	RendererRD::MaterialStorage::store_camera(projection, ubo.projection_matrix);
	RendererRD::MaterialStorage::store_camera(projection.inverse(), ubo.inv_projection_matrix);
	RendererRD::MaterialStorage::store_transform(cam_transform, ubo.inv_view_matrix);
	RendererRD::MaterialStorage::store_transform(cam_transform.affine_inverse(), ubo.view_matrix);

#ifdef REAL_T_IS_DOUBLE
	RendererRD::MaterialStorage::split_double(-cam_transform.origin.x, &ubo.inv_view_matrix[12], &ubo.inv_view_matrix[3]);
	RendererRD::MaterialStorage::split_double(-cam_transform.origin.y, &ubo.inv_view_matrix[13], &ubo.inv_view_matrix[7]);
	RendererRD::MaterialStorage::split_double(-cam_transform.origin.z, &ubo.inv_view_matrix[14], &ubo.inv_view_matrix[11]);
#endif

	for (uint32_t v = 0; v < view_count; v++) {
		projection = correction * view_projection[v];
		RendererRD::MaterialStorage::store_camera(projection, ubo.projection_matrix_view[v]);
		RendererRD::MaterialStorage::store_camera(projection.inverse(), ubo.inv_projection_matrix_view[v]);

		ubo.eye_offset[v][0] = view_eye_offset[v].x;
		ubo.eye_offset[v][1] = view_eye_offset[v].y;
		ubo.eye_offset[v][2] = view_eye_offset[v].z;
		ubo.eye_offset[v][3] = 0.0;
	}

	RendererRD::MaterialStorage::store_transform(main_cam_transform, ubo.main_cam_inv_view_matrix);

	ubo.taa_jitter[0] = taa_jitter.x;
	ubo.taa_jitter[1] = taa_jitter.y;
	ubo.taa_frame_count = taa_frame_count;

	ubo.z_far = z_far;
	ubo.z_near = z_near;

	ubo.pancake_shadows = p_pancake_shadows;

	RendererRD::MaterialStorage::store_soft_shadow_kernel(render_scene_render->directional_penumbra_shadow_kernel_get(), ubo.directional_penumbra_shadow_kernel);
	RendererRD::MaterialStorage::store_soft_shadow_kernel(render_scene_render->directional_soft_shadow_kernel_get(), ubo.directional_soft_shadow_kernel);
	RendererRD::MaterialStorage::store_soft_shadow_kernel(render_scene_render->penumbra_shadow_kernel_get(), ubo.penumbra_shadow_kernel);
	RendererRD::MaterialStorage::store_soft_shadow_kernel(render_scene_render->soft_shadow_kernel_get(), ubo.soft_shadow_kernel);
	ubo.camera_visible_layers = camera_visible_layers;
	ubo.pass_alpha_multiplier = p_opaque_render_buffers && p_apply_alpha_multiplier ? 0.0f : 1.0f;

	ubo.viewport_size[0] = p_screen_size.x;
	ubo.viewport_size[1] = p_screen_size.y;

	Size2 screen_pixel_size = Vector2(1.0, 1.0) / Size2(p_screen_size);
	ubo.screen_pixel_size[0] = screen_pixel_size.x;
	ubo.screen_pixel_size[1] = screen_pixel_size.y;

	ubo.shadow_atlas_pixel_size[0] = shadow_atlas_pixel_size.x;
	ubo.shadow_atlas_pixel_size[1] = shadow_atlas_pixel_size.y;

	ubo.directional_shadow_pixel_size[0] = directional_shadow_pixel_size.x;
	ubo.directional_shadow_pixel_size[1] = directional_shadow_pixel_size.y;

	ubo.time = time;

	ubo.directional_light_count = directional_light_count;
	ubo.dual_paraboloid_side = dual_paraboloid_side;
	ubo.opaque_prepass_threshold = opaque_prepass_threshold;
	ubo.material_uv2_mode = material_uv2_mode;

	ubo.fog_enabled = false;

	if (p_debug_mode == RS::VIEWPORT_DEBUG_DRAW_UNSHADED) {
		ubo.use_ambient_light = true;
		ubo.ambient_light_color_energy[0] = 1;
		ubo.ambient_light_color_energy[1] = 1;
		ubo.ambient_light_color_energy[2] = 1;
		ubo.ambient_light_color_energy[3] = 1.0;
		ubo.use_ambient_cubemap = false;
		ubo.use_reflection_cubemap = false;
	} else if (p_env.is_valid()) {
		RS::EnvironmentBG env_bg = render_scene_render->environment_get_background(p_env);
		RS::EnvironmentAmbientSource ambient_src = render_scene_render->environment_get_ambient_source(p_env);

		float bg_energy_multiplier = render_scene_render->environment_get_bg_energy_multiplier(p_env);

		ubo.ambient_light_color_energy[3] = bg_energy_multiplier;

		ubo.ambient_color_sky_mix = render_scene_render->environment_get_ambient_sky_contribution(p_env);

		//ambient
		if (ambient_src == RS::ENV_AMBIENT_SOURCE_BG && (env_bg == RS::ENV_BG_CLEAR_COLOR || env_bg == RS::ENV_BG_COLOR)) {
			Color color = env_bg == RS::ENV_BG_CLEAR_COLOR ? p_default_bg_color : render_scene_render->environment_get_bg_color(p_env);
			color = color.srgb_to_linear();

			ubo.ambient_light_color_energy[0] = color.r * bg_energy_multiplier;
			ubo.ambient_light_color_energy[1] = color.g * bg_energy_multiplier;
			ubo.ambient_light_color_energy[2] = color.b * bg_energy_multiplier;
			ubo.use_ambient_light = true;
			ubo.use_ambient_cubemap = false;
		} else {
			float energy = render_scene_render->environment_get_ambient_light_energy(p_env);
			Color color = render_scene_render->environment_get_ambient_light(p_env);
			color = color.srgb_to_linear();
			ubo.ambient_light_color_energy[0] = color.r * energy;
			ubo.ambient_light_color_energy[1] = color.g * energy;
			ubo.ambient_light_color_energy[2] = color.b * energy;

			Basis sky_transform = render_scene_render->environment_get_sky_orientation(p_env);
			sky_transform = sky_transform.inverse() * cam_transform.basis;
			RendererRD::MaterialStorage::store_transform_3x3(sky_transform, ubo.radiance_inverse_xform);

			ubo.use_ambient_cubemap = (ambient_src == RS::ENV_AMBIENT_SOURCE_BG && env_bg == RS::ENV_BG_SKY) || ambient_src == RS::ENV_AMBIENT_SOURCE_SKY;
			ubo.use_ambient_light = ubo.use_ambient_cubemap || ambient_src == RS::ENV_AMBIENT_SOURCE_COLOR;
		}

		//specular
		RS::EnvironmentReflectionSource ref_src = render_scene_render->environment_get_reflection_source(p_env);
		if ((ref_src == RS::ENV_REFLECTION_SOURCE_BG && env_bg == RS::ENV_BG_SKY) || ref_src == RS::ENV_REFLECTION_SOURCE_SKY) {
			ubo.use_reflection_cubemap = true;
		} else {
			ubo.use_reflection_cubemap = false;
		}

		ubo.fog_enabled = render_scene_render->environment_get_fog_enabled(p_env);
		ubo.fog_mode = render_scene_render->environment_get_fog_mode(p_env);
		ubo.fog_density = render_scene_render->environment_get_fog_density(p_env);
		ubo.fog_height = render_scene_render->environment_get_fog_height(p_env);
		ubo.fog_height_density = render_scene_render->environment_get_fog_height_density(p_env);
		ubo.fog_aerial_perspective = render_scene_render->environment_get_fog_aerial_perspective(p_env);

		ubo.fog_depth_curve = render_scene_render->environment_get_fog_depth_curve(p_env);
		ubo.fog_depth_end = render_scene_render->environment_get_fog_depth_end(p_env) > 0.0 ? render_scene_render->environment_get_fog_depth_end(p_env) : ubo.z_far;
		ubo.fog_depth_begin = MIN(render_scene_render->environment_get_fog_depth_begin(p_env), ubo.fog_depth_end - 0.001);

		Color fog_color = render_scene_render->environment_get_fog_light_color(p_env).srgb_to_linear();
		float fog_energy = render_scene_render->environment_get_fog_light_energy(p_env);

		ubo.fog_light_color[0] = fog_color.r * fog_energy;
		ubo.fog_light_color[1] = fog_color.g * fog_energy;
		ubo.fog_light_color[2] = fog_color.b * fog_energy;

		ubo.fog_sun_scatter = render_scene_render->environment_get_fog_sun_scatter(p_env);
	} else {
		if (p_reflection_probe_instance.is_valid() && RendererRD::LightStorage::get_singleton()->reflection_probe_is_interior(p_reflection_probe_instance)) {
			ubo.use_ambient_light = false;
		} else {
			ubo.use_ambient_light = true;
			Color clear_color = p_default_bg_color;
			clear_color = clear_color.srgb_to_linear();
			ubo.ambient_light_color_energy[0] = clear_color.r;
			ubo.ambient_light_color_energy[1] = clear_color.g;
			ubo.ambient_light_color_energy[2] = clear_color.b;
			ubo.ambient_light_color_energy[3] = 1.0;
		}

		ubo.use_ambient_cubemap = false;
		ubo.use_reflection_cubemap = false;
	}

	if (p_camera_attributes.is_valid()) {
		ubo.emissive_exposure_normalization = RSG::camera_attributes->camera_attributes_get_exposure_normalization_factor(p_camera_attributes);
		ubo.IBL_exposure_normalization = 1.0;
		if (p_env.is_valid()) {
			RID sky_rid = render_scene_render->environment_get_sky(p_env);
			if (sky_rid.is_valid()) {
				float current_exposure = RSG::camera_attributes->camera_attributes_get_exposure_normalization_factor(p_camera_attributes) * render_scene_render->environment_get_bg_intensity(p_env) / p_luminance_multiplier;
				ubo.IBL_exposure_normalization = current_exposure / MAX(0.001, render_scene_render->get_sky()->sky_get_baked_exposure(sky_rid));
			}
		}
	} else if (emissive_exposure_normalization > 0.0) {
		// This branch is triggered when using render_material().
		// Emissive is set outside the function.
		ubo.emissive_exposure_normalization = emissive_exposure_normalization;
		// IBL isn't used don't set it.
	} else {
		ubo.emissive_exposure_normalization = 1.0;
		ubo.IBL_exposure_normalization = 1.0;
	}

	ubo.roughness_limiter_enabled = p_opaque_render_buffers && render_scene_render->screen_space_roughness_limiter_is_active();
	ubo.roughness_limiter_amount = render_scene_render->screen_space_roughness_limiter_get_amount();
	ubo.roughness_limiter_limit = render_scene_render->screen_space_roughness_limiter_get_limit();

	if (calculate_motion_vectors) {
		// Q : Should we make a complete copy or should we define a separate UBO with just the components we need?
		memcpy(&prev_ubo, &ubo, sizeof(UBO));

		Projection prev_correction;
		prev_correction.set_depth_correction(true);
		prev_correction.add_jitter_offset(prev_taa_jitter);
		Projection prev_projection = prev_correction * prev_cam_projection;

		//store camera into ubo
		RendererRD::MaterialStorage::store_camera(prev_projection, prev_ubo.projection_matrix);
		RendererRD::MaterialStorage::store_camera(prev_projection.inverse(), prev_ubo.inv_projection_matrix);
		RendererRD::MaterialStorage::store_transform(prev_cam_transform, prev_ubo.inv_view_matrix);
		RendererRD::MaterialStorage::store_transform(prev_cam_transform.affine_inverse(), prev_ubo.view_matrix);

#ifdef REAL_T_IS_DOUBLE
		RendererRD::MaterialStorage::split_double(-prev_cam_transform.origin.x, &prev_ubo.inv_view_matrix[12], &prev_ubo.inv_view_matrix[3]);
		RendererRD::MaterialStorage::split_double(-prev_cam_transform.origin.y, &prev_ubo.inv_view_matrix[13], &prev_ubo.inv_view_matrix[7]);
		RendererRD::MaterialStorage::split_double(-prev_cam_transform.origin.z, &prev_ubo.inv_view_matrix[14], &prev_ubo.inv_view_matrix[11]);
#endif

		for (uint32_t v = 0; v < view_count; v++) {
			prev_projection = prev_correction * view_projection[v];
			RendererRD::MaterialStorage::store_camera(prev_projection, prev_ubo.projection_matrix_view[v]);
			RendererRD::MaterialStorage::store_camera(prev_projection.inverse(), prev_ubo.inv_projection_matrix_view[v]);
		}
		prev_ubo.taa_jitter[0] = prev_taa_jitter.x;
		prev_ubo.taa_jitter[1] = prev_taa_jitter.y;
		prev_ubo.time -= time_step;
	}

	uniform_buffer = p_uniform_buffer;
	RD::get_singleton()->buffer_update(uniform_buffer, 0, sizeof(UBODATA), &ubo);
}

RID RenderSceneDataRD::get_uniform_buffer() const {
	return uniform_buffer;
}