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- /**************************************************************************/
- /* sky.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 "sky.h"
- #include "core/config/project_settings.h"
- #include "core/math/math_defs.h"
- #include "servers/rendering/renderer_rd/effects/copy_effects.h"
- #include "servers/rendering/renderer_rd/framebuffer_cache_rd.h"
- #include "servers/rendering/renderer_rd/renderer_compositor_rd.h"
- #include "servers/rendering/renderer_rd/renderer_scene_render_rd.h"
- #include "servers/rendering/renderer_rd/storage_rd/material_storage.h"
- #include "servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.h"
- #include "servers/rendering/renderer_rd/storage_rd/texture_storage.h"
- #include "servers/rendering/renderer_rd/uniform_set_cache_rd.h"
- #include "servers/rendering/rendering_server_default.h"
- #include "servers/rendering/rendering_server_globals.h"
- using namespace RendererRD;
- #define RB_SCOPE_SKY SNAME("sky_buffers")
- #define RB_HALF_TEXTURE SNAME("half_texture")
- #define RB_QUARTER_TEXTURE SNAME("quarter_texture")
- ////////////////////////////////////////////////////////////////////////////////
- // SKY SHADER
- void SkyRD::SkyShaderData::set_code(const String &p_code) {
- //compile
- code = p_code;
- valid = false;
- ubo_size = 0;
- uniforms.clear();
- if (code.is_empty()) {
- return; //just invalid, but no error
- }
- ShaderCompiler::GeneratedCode gen_code;
- ShaderCompiler::IdentifierActions actions;
- actions.entry_point_stages["sky"] = ShaderCompiler::STAGE_FRAGMENT;
- uses_time = false;
- uses_half_res = false;
- uses_quarter_res = false;
- uses_position = false;
- uses_light = false;
- actions.render_mode_flags["use_half_res_pass"] = &uses_half_res;
- actions.render_mode_flags["use_quarter_res_pass"] = &uses_quarter_res;
- actions.usage_flag_pointers["TIME"] = &uses_time;
- actions.usage_flag_pointers["POSITION"] = &uses_position;
- actions.usage_flag_pointers["LIGHT0_ENABLED"] = &uses_light;
- actions.usage_flag_pointers["LIGHT0_ENERGY"] = &uses_light;
- actions.usage_flag_pointers["LIGHT0_DIRECTION"] = &uses_light;
- actions.usage_flag_pointers["LIGHT0_COLOR"] = &uses_light;
- actions.usage_flag_pointers["LIGHT0_SIZE"] = &uses_light;
- actions.usage_flag_pointers["LIGHT1_ENABLED"] = &uses_light;
- actions.usage_flag_pointers["LIGHT1_ENERGY"] = &uses_light;
- actions.usage_flag_pointers["LIGHT1_DIRECTION"] = &uses_light;
- actions.usage_flag_pointers["LIGHT1_COLOR"] = &uses_light;
- actions.usage_flag_pointers["LIGHT1_SIZE"] = &uses_light;
- actions.usage_flag_pointers["LIGHT2_ENABLED"] = &uses_light;
- actions.usage_flag_pointers["LIGHT2_ENERGY"] = &uses_light;
- actions.usage_flag_pointers["LIGHT2_DIRECTION"] = &uses_light;
- actions.usage_flag_pointers["LIGHT2_COLOR"] = &uses_light;
- actions.usage_flag_pointers["LIGHT2_SIZE"] = &uses_light;
- actions.usage_flag_pointers["LIGHT3_ENABLED"] = &uses_light;
- actions.usage_flag_pointers["LIGHT3_ENERGY"] = &uses_light;
- actions.usage_flag_pointers["LIGHT3_DIRECTION"] = &uses_light;
- actions.usage_flag_pointers["LIGHT3_COLOR"] = &uses_light;
- actions.usage_flag_pointers["LIGHT3_SIZE"] = &uses_light;
- actions.uniforms = &uniforms;
- // !BAS! Contemplate making `SkyShader sky` accessible from this struct or even part of this struct.
- RendererSceneRenderRD *scene_singleton = static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton);
- Error err = scene_singleton->sky.sky_shader.compiler.compile(RS::SHADER_SKY, code, &actions, path, gen_code);
- ERR_FAIL_COND_MSG(err != OK, "Shader compilation failed.");
- if (version.is_null()) {
- version = scene_singleton->sky.sky_shader.shader.version_create();
- }
- #if 0
- print_line("**compiling shader:");
- print_line("**defines:\n");
- for (int i = 0; i < gen_code.defines.size(); i++) {
- print_line(gen_code.defines[i]);
- }
- HashMap<String, String>::Iterator el = gen_code.code.begin();
- while (el) {
- print_line("\n**code " + el->key + ":\n" + el->value);
- ++el;
- }
- print_line("\n**uniforms:\n" + gen_code.uniforms);
- print_line("\n**vertex_globals:\n" + gen_code.stage_globals[ShaderCompiler::STAGE_VERTEX]);
- print_line("\n**fragment_globals:\n" + gen_code.stage_globals[ShaderCompiler::STAGE_FRAGMENT]);
- #endif
- scene_singleton->sky.sky_shader.shader.version_set_code(version, gen_code.code, gen_code.uniforms, gen_code.stage_globals[ShaderCompiler::STAGE_VERTEX], gen_code.stage_globals[ShaderCompiler::STAGE_FRAGMENT], gen_code.defines);
- ERR_FAIL_COND(!scene_singleton->sky.sky_shader.shader.version_is_valid(version));
- ubo_size = gen_code.uniform_total_size;
- ubo_offsets = gen_code.uniform_offsets;
- texture_uniforms = gen_code.texture_uniforms;
- //update pipelines
- for (int i = 0; i < SKY_VERSION_MAX; i++) {
- RD::PipelineDepthStencilState depth_stencil_state;
- depth_stencil_state.enable_depth_test = true;
- depth_stencil_state.depth_compare_operator = RD::COMPARE_OP_GREATER_OR_EQUAL;
- if (scene_singleton->sky.sky_shader.shader.is_variant_enabled(i)) {
- RID shader_variant = scene_singleton->sky.sky_shader.shader.version_get_shader(version, i);
- pipelines[i].setup(shader_variant, RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), depth_stencil_state, RD::PipelineColorBlendState::create_disabled(), 0);
- } else {
- pipelines[i].clear();
- }
- }
- valid = true;
- }
- bool SkyRD::SkyShaderData::is_animated() const {
- return false;
- }
- bool SkyRD::SkyShaderData::casts_shadows() const {
- return false;
- }
- RS::ShaderNativeSourceCode SkyRD::SkyShaderData::get_native_source_code() const {
- RendererSceneRenderRD *scene_singleton = static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton);
- return scene_singleton->sky.sky_shader.shader.version_get_native_source_code(version);
- }
- SkyRD::SkyShaderData::~SkyShaderData() {
- RendererSceneRenderRD *scene_singleton = static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton);
- ERR_FAIL_NULL(scene_singleton);
- //pipeline variants will clear themselves if shader is gone
- if (version.is_valid()) {
- scene_singleton->sky.sky_shader.shader.version_free(version);
- }
- }
- ////////////////////////////////////////////////////////////////////////////////
- // Sky material
- bool SkyRD::SkyMaterialData::update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
- RendererSceneRenderRD *scene_singleton = static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton);
- uniform_set_updated = true;
- return update_parameters_uniform_set(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size, uniform_set, scene_singleton->sky.sky_shader.shader.version_get_shader(shader_data->version, 0), SKY_SET_MATERIAL, true, true);
- }
- SkyRD::SkyMaterialData::~SkyMaterialData() {
- free_parameters_uniform_set(uniform_set);
- }
- ////////////////////////////////////////////////////////////////////////////////
- // Render sky
- static _FORCE_INLINE_ void store_transform_3x3(const Basis &p_basis, float *p_array) {
- p_array[0] = p_basis.rows[0][0];
- p_array[1] = p_basis.rows[1][0];
- p_array[2] = p_basis.rows[2][0];
- p_array[3] = 0;
- p_array[4] = p_basis.rows[0][1];
- p_array[5] = p_basis.rows[1][1];
- p_array[6] = p_basis.rows[2][1];
- p_array[7] = 0;
- p_array[8] = p_basis.rows[0][2];
- p_array[9] = p_basis.rows[1][2];
- p_array[10] = p_basis.rows[2][2];
- p_array[11] = 0;
- }
- void SkyRD::_render_sky(RD::DrawListID p_list, float p_time, RID p_fb, PipelineCacheRD *p_pipeline, RID p_uniform_set, RID p_texture_set, const Projection &p_projection, const Basis &p_orientation, const Vector3 &p_position, float p_luminance_multiplier) {
- SkyPushConstant sky_push_constant;
- memset(&sky_push_constant, 0, sizeof(SkyPushConstant));
- // We only need key components of our projection matrix
- sky_push_constant.projection[0] = p_projection.columns[2][0];
- sky_push_constant.projection[1] = p_projection.columns[0][0];
- sky_push_constant.projection[2] = p_projection.columns[2][1];
- sky_push_constant.projection[3] = p_projection.columns[1][1];
- sky_push_constant.position[0] = p_position.x;
- sky_push_constant.position[1] = p_position.y;
- sky_push_constant.position[2] = p_position.z;
- sky_push_constant.time = p_time;
- sky_push_constant.luminance_multiplier = p_luminance_multiplier;
- store_transform_3x3(p_orientation, sky_push_constant.orientation);
- RenderingDevice::FramebufferFormatID fb_format = RD::get_singleton()->framebuffer_get_format(p_fb);
- RD::DrawListID draw_list = p_list;
- RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, p_pipeline->get_render_pipeline(RD::INVALID_ID, fb_format, false, RD::get_singleton()->draw_list_get_current_pass()));
- // Update uniform sets.
- {
- RD::get_singleton()->draw_list_bind_uniform_set(draw_list, sky_scene_state.uniform_set, SKY_SET_UNIFORMS);
- if (p_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(p_uniform_set)) { // Material may not have a uniform set.
- RD::get_singleton()->draw_list_bind_uniform_set(draw_list, p_uniform_set, SKY_SET_MATERIAL);
- }
- RD::get_singleton()->draw_list_bind_uniform_set(draw_list, p_texture_set, SKY_SET_TEXTURES);
- // Fog uniform set can be invalidated before drawing, so validate at draw time
- if (sky_scene_state.fog_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(sky_scene_state.fog_uniform_set)) {
- RD::get_singleton()->draw_list_bind_uniform_set(draw_list, sky_scene_state.fog_uniform_set, SKY_SET_FOG);
- } else {
- RD::get_singleton()->draw_list_bind_uniform_set(draw_list, sky_scene_state.default_fog_uniform_set, SKY_SET_FOG);
- }
- }
- RD::get_singleton()->draw_list_set_push_constant(draw_list, &sky_push_constant, sizeof(SkyPushConstant));
- RD::get_singleton()->draw_list_draw(draw_list, false, 1u, 3u);
- }
- ////////////////////////////////////////////////////////////////////////////////
- // ReflectionData
- void SkyRD::ReflectionData::clear_reflection_data() {
- layers.clear();
- radiance_base_cubemap = RID();
- if (downsampled_radiance_cubemap.is_valid()) {
- RD::get_singleton()->free(downsampled_radiance_cubemap);
- }
- downsampled_radiance_cubemap = RID();
- downsampled_layer.mipmaps.clear();
- coefficient_buffer = RID();
- }
- void SkyRD::ReflectionData::update_reflection_data(int p_size, int p_mipmaps, bool p_use_array, RID p_base_cube, int p_base_layer, bool p_low_quality, int p_roughness_layers, RD::DataFormat p_texture_format) {
- //recreate radiance and all data
- int mipmaps = p_mipmaps;
- uint32_t w = p_size, h = p_size;
- bool render_buffers_can_be_storage = RendererSceneRenderRD::get_singleton()->_render_buffers_can_be_storage();
- if (p_use_array) {
- int num_layers = p_low_quality ? 8 : p_roughness_layers;
- for (int i = 0; i < num_layers; i++) {
- ReflectionData::Layer layer;
- uint32_t mmw = w;
- uint32_t mmh = h;
- layer.mipmaps.resize(mipmaps);
- layer.views.resize(mipmaps);
- for (int j = 0; j < mipmaps; j++) {
- ReflectionData::Layer::Mipmap &mm = layer.mipmaps.write[j];
- mm.size.width = mmw;
- mm.size.height = mmh;
- for (int k = 0; k < 6; k++) {
- mm.views[k] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_base_cube, p_base_layer + i * 6 + k, j);
- Vector<RID> fbtex;
- fbtex.push_back(mm.views[k]);
- mm.framebuffers[k] = RD::get_singleton()->framebuffer_create(fbtex);
- }
- layer.views.write[j] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_base_cube, p_base_layer + i * 6, j, 1, RD::TEXTURE_SLICE_CUBEMAP);
- mmw = MAX(1u, mmw >> 1);
- mmh = MAX(1u, mmh >> 1);
- }
- layers.push_back(layer);
- }
- } else {
- mipmaps = p_low_quality ? 8 : mipmaps;
- //regular cubemap, lower quality (aliasing, less memory)
- ReflectionData::Layer layer;
- uint32_t mmw = w;
- uint32_t mmh = h;
- layer.mipmaps.resize(mipmaps);
- layer.views.resize(mipmaps);
- for (int j = 0; j < mipmaps; j++) {
- ReflectionData::Layer::Mipmap &mm = layer.mipmaps.write[j];
- mm.size.width = mmw;
- mm.size.height = mmh;
- for (int k = 0; k < 6; k++) {
- mm.views[k] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_base_cube, p_base_layer + k, j);
- Vector<RID> fbtex;
- fbtex.push_back(mm.views[k]);
- mm.framebuffers[k] = RD::get_singleton()->framebuffer_create(fbtex);
- }
- layer.views.write[j] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_base_cube, p_base_layer, j, 1, RD::TEXTURE_SLICE_CUBEMAP);
- mmw = MAX(1u, mmw >> 1);
- mmh = MAX(1u, mmh >> 1);
- }
- layers.push_back(layer);
- }
- radiance_base_cubemap = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_base_cube, p_base_layer, 0, 1, RD::TEXTURE_SLICE_CUBEMAP);
- RD::get_singleton()->set_resource_name(radiance_base_cubemap, "radiance base cubemap");
- RD::TextureFormat tf;
- tf.format = p_texture_format;
- tf.width = p_low_quality ? 64 : p_size >> 1; // Always 64x64 when using REALTIME.
- tf.height = p_low_quality ? 64 : p_size >> 1;
- tf.texture_type = RD::TEXTURE_TYPE_CUBE;
- tf.array_layers = 6;
- tf.mipmaps = p_low_quality ? 7 : mipmaps - 1;
- tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
- if (render_buffers_can_be_storage) {
- tf.usage_bits |= RD::TEXTURE_USAGE_STORAGE_BIT;
- }
- downsampled_radiance_cubemap = RD::get_singleton()->texture_create(tf, RD::TextureView());
- RD::get_singleton()->set_resource_name(downsampled_radiance_cubemap, "downsampled radiance cubemap");
- {
- uint32_t mmw = tf.width;
- uint32_t mmh = tf.height;
- downsampled_layer.mipmaps.resize(tf.mipmaps);
- for (int j = 0; j < downsampled_layer.mipmaps.size(); j++) {
- ReflectionData::DownsampleLayer::Mipmap &mm = downsampled_layer.mipmaps.write[j];
- mm.size.width = mmw;
- mm.size.height = mmh;
- mm.view = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), downsampled_radiance_cubemap, 0, j, 1, RD::TEXTURE_SLICE_CUBEMAP);
- RD::get_singleton()->set_resource_name(mm.view, "Downsampled Radiance Cubemap Mip " + itos(j) + " ");
- if (!render_buffers_can_be_storage) {
- // we need a framebuffer for each side of our cubemap
- for (int k = 0; k < 6; k++) {
- mm.views[k] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), downsampled_radiance_cubemap, k, j);
- RD::get_singleton()->set_resource_name(mm.view, "Downsampled Radiance Cubemap Mip: " + itos(j) + " Face: " + itos(k) + " ");
- Vector<RID> fbtex;
- fbtex.push_back(mm.views[k]);
- mm.framebuffers[k] = RD::get_singleton()->framebuffer_create(fbtex);
- }
- }
- mmw = MAX(1u, mmw >> 1);
- mmh = MAX(1u, mmh >> 1);
- }
- }
- }
- void SkyRD::ReflectionData::create_reflection_fast_filter(bool p_use_arrays) {
- RendererRD::CopyEffects *copy_effects = RendererRD::CopyEffects::get_singleton();
- ERR_FAIL_NULL_MSG(copy_effects, "Effects haven't been initialized");
- bool prefer_raster_effects = copy_effects->get_prefer_raster_effects();
- if (prefer_raster_effects) {
- RD::get_singleton()->draw_command_begin_label("Downsample radiance map");
- for (int k = 0; k < 6; k++) {
- copy_effects->cubemap_downsample_raster(radiance_base_cubemap, downsampled_layer.mipmaps[0].framebuffers[k], k, downsampled_layer.mipmaps[0].size);
- }
- for (int i = 1; i < downsampled_layer.mipmaps.size(); i++) {
- for (int k = 0; k < 6; k++) {
- copy_effects->cubemap_downsample_raster(downsampled_layer.mipmaps[i - 1].view, downsampled_layer.mipmaps[i].framebuffers[k], k, downsampled_layer.mipmaps[i].size);
- }
- }
- RD::get_singleton()->draw_command_end_label(); // Downsample Radiance
- if (p_use_arrays) {
- RD::get_singleton()->draw_command_begin_label("filter radiance map into array heads");
- for (int i = 0; i < layers.size(); i++) {
- for (int k = 0; k < 6; k++) {
- copy_effects->cubemap_filter_raster(downsampled_radiance_cubemap, layers[i].mipmaps[0].framebuffers[k], k, i);
- }
- }
- } else {
- RD::get_singleton()->draw_command_begin_label("filter radiance map into mipmaps directly");
- for (int j = 0; j < layers[0].mipmaps.size(); j++) {
- for (int k = 0; k < 6; k++) {
- copy_effects->cubemap_filter_raster(downsampled_radiance_cubemap, layers[0].mipmaps[j].framebuffers[k], k, j);
- }
- }
- }
- RD::get_singleton()->draw_command_end_label(); // Filter radiance
- } else {
- RD::get_singleton()->draw_command_begin_label("Downsample radiance map");
- copy_effects->cubemap_downsample(radiance_base_cubemap, downsampled_layer.mipmaps[0].view, downsampled_layer.mipmaps[0].size);
- for (int i = 1; i < downsampled_layer.mipmaps.size(); i++) {
- copy_effects->cubemap_downsample(downsampled_layer.mipmaps[i - 1].view, downsampled_layer.mipmaps[i].view, downsampled_layer.mipmaps[i].size);
- }
- RD::get_singleton()->draw_command_end_label(); // Downsample Radiance
- Vector<RID> views;
- if (p_use_arrays) {
- for (int i = 1; i < layers.size(); i++) {
- views.push_back(layers[i].views[0]);
- }
- } else {
- for (int i = 1; i < layers[0].views.size(); i++) {
- views.push_back(layers[0].views[i]);
- }
- }
- RD::get_singleton()->draw_command_begin_label("Fast filter radiance");
- copy_effects->cubemap_filter(downsampled_radiance_cubemap, views, p_use_arrays);
- RD::get_singleton()->draw_command_end_label(); // Filter radiance
- }
- }
- void SkyRD::ReflectionData::create_reflection_importance_sample(bool p_use_arrays, int p_cube_side, int p_base_layer, uint32_t p_sky_ggx_samples_quality) {
- RendererRD::CopyEffects *copy_effects = RendererRD::CopyEffects::get_singleton();
- ERR_FAIL_NULL_MSG(copy_effects, "Effects haven't been initialized");
- bool prefer_raster_effects = copy_effects->get_prefer_raster_effects();
- if (prefer_raster_effects) {
- if (p_base_layer == 1) {
- RD::get_singleton()->draw_command_begin_label("Downsample radiance map");
- for (int k = 0; k < 6; k++) {
- copy_effects->cubemap_downsample_raster(radiance_base_cubemap, downsampled_layer.mipmaps[0].framebuffers[k], k, downsampled_layer.mipmaps[0].size);
- }
- for (int i = 1; i < downsampled_layer.mipmaps.size(); i++) {
- for (int k = 0; k < 6; k++) {
- copy_effects->cubemap_downsample_raster(downsampled_layer.mipmaps[i - 1].view, downsampled_layer.mipmaps[i].framebuffers[k], k, downsampled_layer.mipmaps[i].size);
- }
- }
- RD::get_singleton()->draw_command_end_label(); // Downsample Radiance
- }
- RD::get_singleton()->draw_command_begin_label("High Quality filter radiance");
- if (p_use_arrays) {
- for (int k = 0; k < 6; k++) {
- copy_effects->cubemap_roughness_raster(
- downsampled_radiance_cubemap,
- layers[p_base_layer].mipmaps[0].framebuffers[k],
- k,
- p_sky_ggx_samples_quality,
- float(p_base_layer) / (layers.size() - 1.0),
- layers[p_base_layer].mipmaps[0].size.x);
- }
- } else {
- for (int k = 0; k < 6; k++) {
- copy_effects->cubemap_roughness_raster(
- downsampled_radiance_cubemap,
- layers[0].mipmaps[p_base_layer].framebuffers[k],
- k,
- p_sky_ggx_samples_quality,
- float(p_base_layer) / (layers[0].mipmaps.size() - 1.0),
- layers[0].mipmaps[p_base_layer].size.x);
- }
- }
- } else {
- if (p_base_layer == 1) {
- RD::get_singleton()->draw_command_begin_label("Downsample radiance map");
- copy_effects->cubemap_downsample(radiance_base_cubemap, downsampled_layer.mipmaps[0].view, downsampled_layer.mipmaps[0].size);
- for (int i = 1; i < downsampled_layer.mipmaps.size(); i++) {
- copy_effects->cubemap_downsample(downsampled_layer.mipmaps[i - 1].view, downsampled_layer.mipmaps[i].view, downsampled_layer.mipmaps[i].size);
- }
- RD::get_singleton()->draw_command_end_label(); // Downsample Radiance
- }
- RD::get_singleton()->draw_command_begin_label("High Quality filter radiance");
- if (p_use_arrays) {
- copy_effects->cubemap_roughness(downsampled_radiance_cubemap, layers[p_base_layer].views[0], p_cube_side, p_sky_ggx_samples_quality, float(p_base_layer) / (layers.size() - 1.0), layers[p_base_layer].mipmaps[0].size.x);
- } else {
- copy_effects->cubemap_roughness(
- downsampled_radiance_cubemap,
- layers[0].views[p_base_layer],
- p_cube_side,
- p_sky_ggx_samples_quality,
- float(p_base_layer) / (layers[0].mipmaps.size() - 1.0),
- layers[0].mipmaps[p_base_layer].size.x);
- }
- }
- RD::get_singleton()->draw_command_end_label(); // Filter radiance
- }
- void SkyRD::ReflectionData::update_reflection_mipmaps(int p_start, int p_end) {
- RendererRD::CopyEffects *copy_effects = RendererRD::CopyEffects::get_singleton();
- ERR_FAIL_NULL_MSG(copy_effects, "Effects haven't been initialized");
- bool prefer_raster_effects = copy_effects->get_prefer_raster_effects();
- RD::get_singleton()->draw_command_begin_label("Update Radiance Cubemap Array Mipmaps");
- for (int i = p_start; i < p_end; i++) {
- for (int j = 0; j < layers[i].views.size() - 1; j++) {
- RID view = layers[i].views[j];
- Size2i size = layers[i].mipmaps[j + 1].size;
- if (prefer_raster_effects) {
- for (int k = 0; k < 6; k++) {
- RID framebuffer = layers[i].mipmaps[j + 1].framebuffers[k];
- copy_effects->cubemap_downsample_raster(view, framebuffer, k, size);
- }
- } else {
- RID texture = layers[i].views[j + 1];
- copy_effects->cubemap_downsample(view, texture, size);
- }
- }
- }
- RD::get_singleton()->draw_command_end_label();
- }
- ////////////////////////////////////////////////////////////////////////////////
- // SkyRD::Sky
- void SkyRD::Sky::free() {
- if (radiance.is_valid()) {
- RD::get_singleton()->free(radiance);
- radiance = RID();
- }
- reflection.clear_reflection_data();
- if (uniform_buffer.is_valid()) {
- RD::get_singleton()->free(uniform_buffer);
- uniform_buffer = RID();
- }
- if (material.is_valid()) {
- material = RID();
- }
- }
- RID SkyRD::Sky::get_textures(SkyTextureSetVersion p_version, RID p_default_shader_rd, Ref<RenderSceneBuffersRD> p_render_buffers) {
- RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
- Vector<RD::Uniform> uniforms;
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- u.binding = 0;
- if (radiance.is_valid() && p_version <= SKY_TEXTURE_SET_QUARTER_RES) {
- u.append_id(radiance);
- } else {
- u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK));
- }
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- u.binding = 1; // half res
- if (p_version >= SKY_TEXTURE_SET_CUBEMAP) {
- if (reflection.layers.size() && reflection.layers[0].views.size() >= 2 && reflection.layers[0].views[1].is_valid() && p_version != SKY_TEXTURE_SET_CUBEMAP_HALF_RES) {
- u.append_id(reflection.layers[0].views[1]);
- } else {
- u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK));
- }
- } else {
- RID half_texture = p_render_buffers->has_texture(RB_SCOPE_SKY, RB_HALF_TEXTURE) ? p_render_buffers->get_texture(RB_SCOPE_SKY, RB_HALF_TEXTURE) : RID();
- if (half_texture.is_valid() && p_version != SKY_TEXTURE_SET_HALF_RES) {
- u.append_id(half_texture);
- } else {
- u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE));
- }
- }
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- u.binding = 2; // quarter res
- if (p_version >= SKY_TEXTURE_SET_CUBEMAP) {
- if (reflection.layers.size() && reflection.layers[0].views.size() >= 3 && reflection.layers[0].views[2].is_valid() && p_version != SKY_TEXTURE_SET_CUBEMAP_QUARTER_RES) {
- u.append_id(reflection.layers[0].views[2]);
- } else {
- u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK));
- }
- } else {
- RID quarter_texture = p_render_buffers->has_texture(RB_SCOPE_SKY, RB_QUARTER_TEXTURE) ? p_render_buffers->get_texture(RB_SCOPE_SKY, RB_QUARTER_TEXTURE) : RID();
- if (quarter_texture.is_valid() && p_version != SKY_TEXTURE_SET_QUARTER_RES) {
- u.append_id(quarter_texture);
- } else {
- u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE));
- }
- }
- uniforms.push_back(u);
- }
- return UniformSetCacheRD::get_singleton()->get_cache_vec(p_default_shader_rd, SKY_SET_TEXTURES, uniforms);
- }
- bool SkyRD::Sky::set_radiance_size(int p_radiance_size) {
- ERR_FAIL_COND_V(p_radiance_size < 32 || p_radiance_size > 2048, false);
- if (radiance_size == p_radiance_size) {
- return false;
- }
- radiance_size = p_radiance_size;
- if (mode == RS::SKY_MODE_REALTIME && radiance_size != 256) {
- WARN_PRINT("Realtime Skies can only use a radiance size of 256. Radiance size will be set to 256 internally.");
- radiance_size = 256;
- }
- if (radiance.is_valid()) {
- RD::get_singleton()->free(radiance);
- radiance = RID();
- }
- reflection.clear_reflection_data();
- return true;
- }
- bool SkyRD::Sky::set_mode(RS::SkyMode p_mode) {
- if (mode == p_mode) {
- return false;
- }
- mode = p_mode;
- if (mode == RS::SKY_MODE_REALTIME && radiance_size != 256) {
- WARN_PRINT("Realtime Skies can only use a radiance size of 256. Radiance size will be set to 256 internally.");
- set_radiance_size(256);
- }
- if (radiance.is_valid()) {
- RD::get_singleton()->free(radiance);
- radiance = RID();
- }
- reflection.clear_reflection_data();
- return true;
- }
- bool SkyRD::Sky::set_material(RID p_material) {
- if (material == p_material) {
- return false;
- }
- material = p_material;
- return true;
- }
- Ref<Image> SkyRD::Sky::bake_panorama(float p_energy, int p_roughness_layers, const Size2i &p_size) {
- if (radiance.is_valid()) {
- RendererRD::CopyEffects *copy_effects = RendererRD::CopyEffects::get_singleton();
- RD::TextureFormat tf;
- tf.format = RD::DATA_FORMAT_R32G32B32A32_SFLOAT; // Could be RGBA16
- tf.width = p_size.width;
- tf.height = p_size.height;
- tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
- RID rad_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
- copy_effects->copy_cubemap_to_panorama(radiance, rad_tex, p_size, p_roughness_layers, reflection.layers.size() > 1);
- Vector<uint8_t> data = RD::get_singleton()->texture_get_data(rad_tex, 0);
- RD::get_singleton()->free(rad_tex);
- Ref<Image> img = Image::create_from_data(p_size.width, p_size.height, false, Image::FORMAT_RGBAF, data);
- for (int i = 0; i < p_size.width; i++) {
- for (int j = 0; j < p_size.height; j++) {
- Color c = img->get_pixel(i, j);
- c.r *= p_energy;
- c.g *= p_energy;
- c.b *= p_energy;
- img->set_pixel(i, j, c);
- }
- }
- return img;
- }
- return Ref<Image>();
- }
- ////////////////////////////////////////////////////////////////////////////////
- // SkyRD
- RendererRD::MaterialStorage::ShaderData *SkyRD::_create_sky_shader_func() {
- SkyShaderData *shader_data = memnew(SkyShaderData);
- return shader_data;
- }
- RendererRD::MaterialStorage::ShaderData *SkyRD::_create_sky_shader_funcs() {
- // !BAS! Why isn't _create_sky_shader_func not just static too?
- return static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton)->sky._create_sky_shader_func();
- };
- RendererRD::MaterialStorage::MaterialData *SkyRD::_create_sky_material_func(SkyShaderData *p_shader) {
- SkyMaterialData *material_data = memnew(SkyMaterialData);
- material_data->shader_data = p_shader;
- //update will happen later anyway so do nothing.
- return material_data;
- }
- RendererRD::MaterialStorage::MaterialData *SkyRD::_create_sky_material_funcs(RendererRD::MaterialStorage::ShaderData *p_shader) {
- // !BAS! same here, we could just make _create_sky_material_func static?
- return static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton)->sky._create_sky_material_func(static_cast<SkyShaderData *>(p_shader));
- };
- SkyRD::SkyRD() {
- roughness_layers = GLOBAL_GET("rendering/reflections/sky_reflections/roughness_layers");
- sky_ggx_samples_quality = GLOBAL_GET("rendering/reflections/sky_reflections/ggx_samples");
- sky_use_cubemap_array = GLOBAL_GET("rendering/reflections/sky_reflections/texture_array_reflections");
- }
- void SkyRD::init() {
- RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
- RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
- {
- // Start with the directional lights for the sky
- sky_scene_state.max_directional_lights = 4;
- uint32_t directional_light_buffer_size = sky_scene_state.max_directional_lights * sizeof(SkyDirectionalLightData);
- sky_scene_state.directional_lights = memnew_arr(SkyDirectionalLightData, sky_scene_state.max_directional_lights);
- sky_scene_state.last_frame_directional_lights = memnew_arr(SkyDirectionalLightData, sky_scene_state.max_directional_lights);
- sky_scene_state.last_frame_directional_light_count = sky_scene_state.max_directional_lights + 1;
- sky_scene_state.directional_light_buffer = RD::get_singleton()->uniform_buffer_create(directional_light_buffer_size);
- String defines = "\n#define MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS " + itos(sky_scene_state.max_directional_lights) + "\n";
- defines += "\n#define SAMPLERS_BINDING_FIRST_INDEX " + itos(SAMPLERS_BINDING_FIRST_INDEX) + "\n";
- // Initialize sky
- Vector<String> sky_modes;
- sky_modes.push_back(""); // Full size
- sky_modes.push_back("\n#define USE_HALF_RES_PASS\n"); // Half Res
- sky_modes.push_back("\n#define USE_QUARTER_RES_PASS\n"); // Quarter res
- sky_modes.push_back("\n#define USE_CUBEMAP_PASS\n"); // Cubemap
- sky_modes.push_back("\n#define USE_CUBEMAP_PASS\n#define USE_HALF_RES_PASS\n"); // Half Res Cubemap
- sky_modes.push_back("\n#define USE_CUBEMAP_PASS\n#define USE_QUARTER_RES_PASS\n"); // Quarter res Cubemap
- sky_modes.push_back("\n#define USE_MULTIVIEW\n"); // Full size multiview
- sky_modes.push_back("\n#define USE_HALF_RES_PASS\n#define USE_MULTIVIEW\n"); // Half Res multiview
- sky_modes.push_back("\n#define USE_QUARTER_RES_PASS\n#define USE_MULTIVIEW\n"); // Quarter res multiview
- sky_shader.shader.initialize(sky_modes, defines);
- if (!RendererCompositorRD::get_singleton()->is_xr_enabled()) {
- sky_shader.shader.set_variant_enabled(SKY_VERSION_BACKGROUND_MULTIVIEW, false);
- sky_shader.shader.set_variant_enabled(SKY_VERSION_HALF_RES_MULTIVIEW, false);
- sky_shader.shader.set_variant_enabled(SKY_VERSION_QUARTER_RES_MULTIVIEW, false);
- }
- }
- // register our shader funds
- material_storage->shader_set_data_request_function(RendererRD::MaterialStorage::SHADER_TYPE_SKY, _create_sky_shader_funcs);
- material_storage->material_set_data_request_function(RendererRD::MaterialStorage::SHADER_TYPE_SKY, _create_sky_material_funcs);
- {
- ShaderCompiler::DefaultIdentifierActions actions;
- actions.renames["COLOR"] = "color";
- actions.renames["ALPHA"] = "alpha";
- actions.renames["EYEDIR"] = "cube_normal";
- actions.renames["POSITION"] = "params.position";
- actions.renames["SKY_COORDS"] = "panorama_coords";
- actions.renames["SCREEN_UV"] = "uv";
- actions.renames["FRAGCOORD"] = "gl_FragCoord";
- actions.renames["TIME"] = "params.time";
- actions.renames["PI"] = _MKSTR(Math_PI);
- actions.renames["TAU"] = _MKSTR(Math_TAU);
- actions.renames["E"] = _MKSTR(Math_E);
- actions.renames["HALF_RES_COLOR"] = "half_res_color";
- actions.renames["QUARTER_RES_COLOR"] = "quarter_res_color";
- actions.renames["RADIANCE"] = "radiance";
- actions.renames["FOG"] = "custom_fog";
- actions.renames["LIGHT0_ENABLED"] = "directional_lights.data[0].enabled";
- actions.renames["LIGHT0_DIRECTION"] = "directional_lights.data[0].direction_energy.xyz";
- actions.renames["LIGHT0_ENERGY"] = "directional_lights.data[0].direction_energy.w";
- actions.renames["LIGHT0_COLOR"] = "directional_lights.data[0].color_size.xyz";
- actions.renames["LIGHT0_SIZE"] = "directional_lights.data[0].color_size.w";
- actions.renames["LIGHT1_ENABLED"] = "directional_lights.data[1].enabled";
- actions.renames["LIGHT1_DIRECTION"] = "directional_lights.data[1].direction_energy.xyz";
- actions.renames["LIGHT1_ENERGY"] = "directional_lights.data[1].direction_energy.w";
- actions.renames["LIGHT1_COLOR"] = "directional_lights.data[1].color_size.xyz";
- actions.renames["LIGHT1_SIZE"] = "directional_lights.data[1].color_size.w";
- actions.renames["LIGHT2_ENABLED"] = "directional_lights.data[2].enabled";
- actions.renames["LIGHT2_DIRECTION"] = "directional_lights.data[2].direction_energy.xyz";
- actions.renames["LIGHT2_ENERGY"] = "directional_lights.data[2].direction_energy.w";
- actions.renames["LIGHT2_COLOR"] = "directional_lights.data[2].color_size.xyz";
- actions.renames["LIGHT2_SIZE"] = "directional_lights.data[2].color_size.w";
- actions.renames["LIGHT3_ENABLED"] = "directional_lights.data[3].enabled";
- actions.renames["LIGHT3_DIRECTION"] = "directional_lights.data[3].direction_energy.xyz";
- actions.renames["LIGHT3_ENERGY"] = "directional_lights.data[3].direction_energy.w";
- actions.renames["LIGHT3_COLOR"] = "directional_lights.data[3].color_size.xyz";
- actions.renames["LIGHT3_SIZE"] = "directional_lights.data[3].color_size.w";
- actions.renames["AT_CUBEMAP_PASS"] = "AT_CUBEMAP_PASS";
- actions.renames["AT_HALF_RES_PASS"] = "AT_HALF_RES_PASS";
- actions.renames["AT_QUARTER_RES_PASS"] = "AT_QUARTER_RES_PASS";
- actions.custom_samplers["RADIANCE"] = "SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP";
- actions.usage_defines["HALF_RES_COLOR"] = "\n#define USES_HALF_RES_COLOR\n";
- actions.usage_defines["QUARTER_RES_COLOR"] = "\n#define USES_QUARTER_RES_COLOR\n";
- actions.render_mode_defines["disable_fog"] = "#define DISABLE_FOG\n";
- actions.render_mode_defines["use_debanding"] = "#define USE_DEBANDING\n";
- actions.base_texture_binding_index = 1;
- actions.texture_layout_set = 1;
- actions.base_uniform_string = "material.";
- actions.base_varying_index = 10;
- actions.default_filter = ShaderLanguage::FILTER_LINEAR_MIPMAP;
- actions.default_repeat = ShaderLanguage::REPEAT_ENABLE;
- actions.global_buffer_array_variable = "global_shader_uniforms.data";
- sky_shader.compiler.initialize(actions);
- }
- {
- // default material and shader for sky shader
- sky_shader.default_shader = material_storage->shader_allocate();
- material_storage->shader_initialize(sky_shader.default_shader);
- material_storage->shader_set_code(sky_shader.default_shader, R"(
- // Default sky shader.
- shader_type sky;
- void sky() {
- COLOR = vec3(0.0);
- }
- )");
- sky_shader.default_material = material_storage->material_allocate();
- material_storage->material_initialize(sky_shader.default_material);
- material_storage->material_set_shader(sky_shader.default_material, sky_shader.default_shader);
- SkyMaterialData *md = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_shader.default_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));
- sky_shader.default_shader_rd = sky_shader.shader.version_get_shader(md->shader_data->version, SKY_VERSION_BACKGROUND);
- sky_scene_state.uniform_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(SkySceneState::UBO));
- Vector<RD::Uniform> uniforms;
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
- u.binding = 1;
- u.append_id(RendererRD::MaterialStorage::get_singleton()->global_shader_uniforms_get_storage_buffer());
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.binding = 2;
- u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
- u.append_id(sky_scene_state.uniform_buffer);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.binding = 3;
- u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
- u.append_id(sky_scene_state.directional_light_buffer);
- uniforms.push_back(u);
- }
- uniforms.append_array(material_storage->samplers_rd_get_default().get_uniforms(SAMPLERS_BINDING_FIRST_INDEX));
- sky_scene_state.uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sky_shader.default_shader_rd, SKY_SET_UNIFORMS);
- }
- {
- Vector<RD::Uniform> uniforms;
- {
- RD::Uniform u;
- u.binding = 0;
- u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- RID vfog = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE);
- u.append_id(vfog);
- uniforms.push_back(u);
- }
- sky_scene_state.default_fog_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sky_shader.default_shader_rd, SKY_SET_FOG);
- }
- {
- // Need defaults for using fog with clear color
- sky_scene_state.fog_shader = material_storage->shader_allocate();
- material_storage->shader_initialize(sky_scene_state.fog_shader);
- material_storage->shader_set_code(sky_scene_state.fog_shader, R"(
- // Default clear color sky shader.
- shader_type sky;
- uniform vec4 clear_color;
- void sky() {
- COLOR = clear_color.rgb;
- }
- )");
- sky_scene_state.fog_material = material_storage->material_allocate();
- material_storage->material_initialize(sky_scene_state.fog_material);
- material_storage->material_set_shader(sky_scene_state.fog_material, sky_scene_state.fog_shader);
- Vector<RD::Uniform> uniforms;
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- u.binding = 0;
- u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK));
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- u.binding = 1;
- u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE));
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- u.binding = 2;
- u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE));
- uniforms.push_back(u);
- }
- sky_scene_state.fog_only_texture_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sky_shader.default_shader_rd, SKY_SET_TEXTURES);
- }
- }
- void SkyRD::set_texture_format(RD::DataFormat p_texture_format) {
- texture_format = p_texture_format;
- }
- SkyRD::~SkyRD() {
- // cleanup anything created in init...
- RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
- SkyMaterialData *md = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_shader.default_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));
- sky_shader.shader.version_free(md->shader_data->version);
- RD::get_singleton()->free(sky_scene_state.directional_light_buffer);
- RD::get_singleton()->free(sky_scene_state.uniform_buffer);
- memdelete_arr(sky_scene_state.directional_lights);
- memdelete_arr(sky_scene_state.last_frame_directional_lights);
- material_storage->shader_free(sky_shader.default_shader);
- material_storage->material_free(sky_shader.default_material);
- material_storage->shader_free(sky_scene_state.fog_shader);
- material_storage->material_free(sky_scene_state.fog_material);
- if (RD::get_singleton()->uniform_set_is_valid(sky_scene_state.uniform_set)) {
- RD::get_singleton()->free(sky_scene_state.uniform_set);
- }
- if (RD::get_singleton()->uniform_set_is_valid(sky_scene_state.default_fog_uniform_set)) {
- RD::get_singleton()->free(sky_scene_state.default_fog_uniform_set);
- }
- if (RD::get_singleton()->uniform_set_is_valid(sky_scene_state.fog_only_texture_uniform_set)) {
- RD::get_singleton()->free(sky_scene_state.fog_only_texture_uniform_set);
- }
- }
- void SkyRD::setup_sky(RID p_env, Ref<RenderSceneBuffersRD> p_render_buffers, const PagedArray<RID> &p_lights, RID p_camera_attributes, uint32_t p_view_count, const Projection *p_view_projections, const Vector3 *p_view_eye_offsets, const Transform3D &p_cam_transform, const Projection &p_cam_projection, const Size2i p_screen_size, Vector2 p_jitter, RendererSceneRenderRD *p_scene_render) {
- RendererRD::LightStorage *light_storage = RendererRD::LightStorage::get_singleton();
- RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
- ERR_FAIL_COND(p_env.is_null());
- ERR_FAIL_COND(p_render_buffers.is_null());
- // make sure we support our view count
- ERR_FAIL_COND(p_view_count == 0);
- ERR_FAIL_COND(p_view_count > RendererSceneRender::MAX_RENDER_VIEWS);
- SkyMaterialData *material = nullptr;
- Sky *sky = get_sky(RendererSceneRenderRD::get_singleton()->environment_get_sky(p_env));
- RID sky_material;
- SkyShaderData *shader_data = nullptr;
- if (sky) {
- sky_material = sky_get_material(RendererSceneRenderRD::get_singleton()->environment_get_sky(p_env));
- if (sky_material.is_valid()) {
- material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));
- if (!material || !material->shader_data->valid) {
- material = nullptr;
- }
- }
- }
- if (!material) {
- sky_material = sky_shader.default_material;
- material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));
- }
- ERR_FAIL_NULL(material);
- shader_data = material->shader_data;
- ERR_FAIL_NULL(shader_data);
- material->set_as_used();
- if (sky) {
- // Save our screen size; our buffers will already have been cleared.
- sky->screen_size.x = p_screen_size.x < 4 ? 4 : p_screen_size.x;
- sky->screen_size.y = p_screen_size.y < 4 ? 4 : p_screen_size.y;
- // Trigger updating radiance buffers.
- if (sky->radiance.is_null()) {
- invalidate_sky(sky);
- update_dirty_skys();
- }
- if (shader_data->uses_time && p_scene_render->time - sky->prev_time > 0.00001) {
- sky->prev_time = p_scene_render->time;
- sky->reflection.dirty = true;
- RenderingServerDefault::redraw_request();
- }
- if (material != sky->prev_material) {
- sky->prev_material = material;
- sky->reflection.dirty = true;
- }
- if (material->uniform_set_updated) {
- material->uniform_set_updated = false;
- sky->reflection.dirty = true;
- }
- if (!p_cam_transform.origin.is_equal_approx(sky->prev_position) && shader_data->uses_position) {
- sky->prev_position = p_cam_transform.origin;
- sky->reflection.dirty = true;
- }
- }
- sky_scene_state.ubo.directional_light_count = 0;
- if (shader_data->uses_light) {
- // Run through the list of lights in the scene and pick out the Directional Lights.
- // This can't be done in RenderSceneRenderRD::_setup lights because that needs to be called
- // after the depth prepass, but this runs before the depth prepass.
- for (int i = 0; i < (int)p_lights.size(); i++) {
- if (!light_storage->owns_light_instance(p_lights[i])) {
- continue;
- }
- RID base = light_storage->light_instance_get_base_light(p_lights[i]);
- ERR_CONTINUE(base.is_null());
- RS::LightType type = light_storage->light_get_type(base);
- if (type == RS::LIGHT_DIRECTIONAL && light_storage->light_directional_get_sky_mode(base) != RS::LIGHT_DIRECTIONAL_SKY_MODE_LIGHT_ONLY) {
- SkyDirectionalLightData &sky_light_data = sky_scene_state.directional_lights[sky_scene_state.ubo.directional_light_count];
- Transform3D light_transform = light_storage->light_instance_get_base_transform(p_lights[i]);
- Vector3 world_direction = light_transform.basis.xform(Vector3(0, 0, 1)).normalized();
- sky_light_data.direction[0] = world_direction.x;
- sky_light_data.direction[1] = world_direction.y;
- sky_light_data.direction[2] = world_direction.z;
- float sign = light_storage->light_is_negative(base) ? -1 : 1;
- sky_light_data.energy = sign * light_storage->light_get_param(base, RS::LIGHT_PARAM_ENERGY);
- if (p_scene_render->is_using_physical_light_units()) {
- sky_light_data.energy *= light_storage->light_get_param(base, RS::LIGHT_PARAM_INTENSITY);
- }
- if (p_camera_attributes.is_valid()) {
- sky_light_data.energy *= RSG::camera_attributes->camera_attributes_get_exposure_normalization_factor(p_camera_attributes);
- }
- Color linear_col = light_storage->light_get_color(base).srgb_to_linear();
- sky_light_data.color[0] = linear_col.r;
- sky_light_data.color[1] = linear_col.g;
- sky_light_data.color[2] = linear_col.b;
- sky_light_data.enabled = true;
- float angular_diameter = light_storage->light_get_param(base, RS::LIGHT_PARAM_SIZE);
- if (angular_diameter > 0.0) {
- // I know tan(0) is 0, but let's not risk it with numerical precision.
- // Technically this will keep expanding until reaching the sun, but all we care about
- // is expanding until we reach the radius of the near plane. There can't be more occluders than that.
- angular_diameter = Math::tan(Math::deg_to_rad(angular_diameter));
- } else {
- angular_diameter = 0.0;
- }
- sky_light_data.size = angular_diameter;
- sky_scene_state.ubo.directional_light_count++;
- if (sky_scene_state.ubo.directional_light_count >= sky_scene_state.max_directional_lights) {
- break;
- }
- }
- }
- // Check whether the directional_light_buffer changes.
- bool light_data_dirty = false;
- // Light buffer is dirty if we have fewer or more lights.
- // If we have fewer lights, make sure that old lights are disabled.
- if (sky_scene_state.ubo.directional_light_count != sky_scene_state.last_frame_directional_light_count) {
- light_data_dirty = true;
- for (uint32_t i = sky_scene_state.ubo.directional_light_count; i < sky_scene_state.max_directional_lights; i++) {
- sky_scene_state.directional_lights[i].enabled = false;
- sky_scene_state.last_frame_directional_lights[i].enabled = false;
- }
- }
- if (!light_data_dirty) {
- for (uint32_t i = 0; i < sky_scene_state.ubo.directional_light_count; i++) {
- if (sky_scene_state.directional_lights[i].direction[0] != sky_scene_state.last_frame_directional_lights[i].direction[0] ||
- sky_scene_state.directional_lights[i].direction[1] != sky_scene_state.last_frame_directional_lights[i].direction[1] ||
- sky_scene_state.directional_lights[i].direction[2] != sky_scene_state.last_frame_directional_lights[i].direction[2] ||
- sky_scene_state.directional_lights[i].energy != sky_scene_state.last_frame_directional_lights[i].energy ||
- sky_scene_state.directional_lights[i].color[0] != sky_scene_state.last_frame_directional_lights[i].color[0] ||
- sky_scene_state.directional_lights[i].color[1] != sky_scene_state.last_frame_directional_lights[i].color[1] ||
- sky_scene_state.directional_lights[i].color[2] != sky_scene_state.last_frame_directional_lights[i].color[2] ||
- sky_scene_state.directional_lights[i].enabled != sky_scene_state.last_frame_directional_lights[i].enabled ||
- sky_scene_state.directional_lights[i].size != sky_scene_state.last_frame_directional_lights[i].size) {
- light_data_dirty = true;
- break;
- }
- }
- }
- if (light_data_dirty) {
- RD::get_singleton()->buffer_update(sky_scene_state.directional_light_buffer, 0, sizeof(SkyDirectionalLightData) * sky_scene_state.max_directional_lights, sky_scene_state.directional_lights);
- SkyDirectionalLightData *temp = sky_scene_state.last_frame_directional_lights;
- sky_scene_state.last_frame_directional_lights = sky_scene_state.directional_lights;
- sky_scene_state.directional_lights = temp;
- sky_scene_state.last_frame_directional_light_count = sky_scene_state.ubo.directional_light_count;
- if (sky) {
- sky->reflection.dirty = true;
- }
- }
- }
- // Setup fog variables.
- sky_scene_state.ubo.volumetric_fog_enabled = false;
- if (p_render_buffers.is_valid()) {
- if (p_render_buffers->has_custom_data(RB_SCOPE_FOG)) {
- Ref<RendererRD::Fog::VolumetricFog> fog = p_render_buffers->get_custom_data(RB_SCOPE_FOG);
- sky_scene_state.ubo.volumetric_fog_enabled = true;
- float fog_end = fog->length;
- if (fog_end > 0.0) {
- sky_scene_state.ubo.volumetric_fog_inv_length = 1.0 / fog_end;
- } else {
- sky_scene_state.ubo.volumetric_fog_inv_length = 1.0;
- }
- float fog_detail_spread = fog->spread; // Reverse lookup.
- if (fog_detail_spread > 0.0) {
- sky_scene_state.ubo.volumetric_fog_detail_spread = 1.0 / fog_detail_spread;
- } else {
- sky_scene_state.ubo.volumetric_fog_detail_spread = 1.0;
- }
- sky_scene_state.fog_uniform_set = fog->sky_uniform_set;
- }
- }
- Projection correction;
- correction.set_depth_correction(false, true);
- correction.add_jitter_offset(p_jitter);
- sky_scene_state.view_count = p_view_count;
- sky_scene_state.cam_transform = p_cam_transform;
- sky_scene_state.cam_projection = correction * p_cam_projection; // We only use this when rendering a single view.
- // Our info in our UBO is only used if we're rendering stereo.
- for (uint32_t i = 0; i < p_view_count; i++) {
- Projection view_inv_projection = (correction * p_view_projections[i]).inverse();
- if (p_view_count > 1) {
- // Reprojection is used when we need to have things in combined space.
- RendererRD::MaterialStorage::store_camera(p_cam_projection * view_inv_projection, sky_scene_state.ubo.combined_reprojection[i]);
- } else {
- // This is unused so just reset to identity.
- Projection ident;
- RendererRD::MaterialStorage::store_camera(ident, sky_scene_state.ubo.combined_reprojection[i]);
- }
- RendererRD::MaterialStorage::store_camera(view_inv_projection, sky_scene_state.ubo.view_inv_projections[i]);
- sky_scene_state.ubo.view_eye_offsets[i][0] = p_view_eye_offsets[i].x;
- sky_scene_state.ubo.view_eye_offsets[i][1] = p_view_eye_offsets[i].y;
- sky_scene_state.ubo.view_eye_offsets[i][2] = p_view_eye_offsets[i].z;
- sky_scene_state.ubo.view_eye_offsets[i][3] = 0.0;
- }
- sky_scene_state.ubo.z_far = p_view_projections[0].get_z_far(); // Should be the same for all projection.
- sky_scene_state.ubo.fog_enabled = RendererSceneRenderRD::get_singleton()->environment_get_fog_enabled(p_env);
- sky_scene_state.ubo.fog_density = RendererSceneRenderRD::get_singleton()->environment_get_fog_density(p_env);
- sky_scene_state.ubo.fog_aerial_perspective = RendererSceneRenderRD::get_singleton()->environment_get_fog_aerial_perspective(p_env);
- Color fog_color = RendererSceneRenderRD::get_singleton()->environment_get_fog_light_color(p_env).srgb_to_linear();
- float fog_energy = RendererSceneRenderRD::get_singleton()->environment_get_fog_light_energy(p_env);
- sky_scene_state.ubo.fog_light_color[0] = fog_color.r * fog_energy;
- sky_scene_state.ubo.fog_light_color[1] = fog_color.g * fog_energy;
- sky_scene_state.ubo.fog_light_color[2] = fog_color.b * fog_energy;
- sky_scene_state.ubo.fog_sun_scatter = RendererSceneRenderRD::get_singleton()->environment_get_fog_sun_scatter(p_env);
- sky_scene_state.ubo.fog_sky_affect = RendererSceneRenderRD::get_singleton()->environment_get_fog_sky_affect(p_env);
- sky_scene_state.ubo.volumetric_fog_sky_affect = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_sky_affect(p_env);
- RD::get_singleton()->buffer_update(sky_scene_state.uniform_buffer, 0, sizeof(SkySceneState::UBO), &sky_scene_state.ubo);
- }
- void SkyRD::update_radiance_buffers(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_env, const Vector3 &p_global_pos, double p_time, float p_luminance_multiplier) {
- ERR_FAIL_COND(p_render_buffers.is_null());
- RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
- ERR_FAIL_COND(p_env.is_null());
- Sky *sky = get_sky(RendererSceneRenderRD::get_singleton()->environment_get_sky(p_env));
- ERR_FAIL_NULL(sky);
- RID sky_material = sky_get_material(RendererSceneRenderRD::get_singleton()->environment_get_sky(p_env));
- SkyMaterialData *material = nullptr;
- if (sky_material.is_valid()) {
- material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));
- if (!material || !material->shader_data->valid) {
- material = nullptr;
- }
- }
- if (!material) {
- sky_material = sky_shader.default_material;
- material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));
- }
- ERR_FAIL_NULL(material);
- SkyShaderData *shader_data = material->shader_data;
- ERR_FAIL_NULL(shader_data);
- bool update_single_frame = sky->mode == RS::SKY_MODE_REALTIME || sky->mode == RS::SKY_MODE_QUALITY;
- RS::SkyMode sky_mode = sky->mode;
- if (sky_mode == RS::SKY_MODE_AUTOMATIC) {
- if ((shader_data->uses_time || shader_data->uses_position) && sky->radiance_size == 256) {
- update_single_frame = true;
- sky_mode = RS::SKY_MODE_REALTIME;
- } else if (shader_data->uses_light || shader_data->ubo_size > 0) {
- update_single_frame = false;
- sky_mode = RS::SKY_MODE_INCREMENTAL;
- } else {
- update_single_frame = true;
- sky_mode = RS::SKY_MODE_QUALITY;
- }
- }
- if (sky->processing_layer == 0 && sky_mode == RS::SKY_MODE_INCREMENTAL) {
- // On the first frame after creating sky, rebuild in single frame
- update_single_frame = true;
- sky_mode = RS::SKY_MODE_QUALITY;
- }
- int max_processing_layer = sky_use_cubemap_array ? sky->reflection.layers.size() : sky->reflection.layers[0].mipmaps.size();
- // Update radiance cubemap
- if (sky->reflection.dirty && (sky->processing_layer >= max_processing_layer || update_single_frame)) {
- static const Vector3 view_normals[6] = {
- Vector3(+1, 0, 0),
- Vector3(-1, 0, 0),
- Vector3(0, +1, 0),
- Vector3(0, -1, 0),
- Vector3(0, 0, +1),
- Vector3(0, 0, -1)
- };
- static const Vector3 view_up[6] = {
- Vector3(0, -1, 0),
- Vector3(0, -1, 0),
- Vector3(0, 0, +1),
- Vector3(0, 0, -1),
- Vector3(0, -1, 0),
- Vector3(0, -1, 0)
- };
- Projection cm;
- cm.set_perspective(90, 1, 0.01, 10.0);
- Projection correction;
- correction.set_depth_correction(true);
- cm = correction * cm;
- // Note, we ignore environment_get_sky_orientation here as this is applied when we do our lookup in our scene shader.
- if (shader_data->uses_quarter_res && roughness_layers >= 3) {
- RD::get_singleton()->draw_command_begin_label("Render Sky to Quarter Res Cubemap");
- PipelineCacheRD *pipeline = &shader_data->pipelines[SKY_VERSION_CUBEMAP_QUARTER_RES];
- Vector<Color> clear_colors;
- clear_colors.push_back(Color(0.0, 0.0, 0.0));
- RD::DrawListID cubemap_draw_list;
- for (int i = 0; i < 6; i++) {
- Basis local_view = Basis::looking_at(view_normals[i], view_up[i]);
- RID texture_uniform_set = sky->get_textures(SKY_TEXTURE_SET_CUBEMAP_QUARTER_RES, sky_shader.default_shader_rd, p_render_buffers);
- cubemap_draw_list = RD::get_singleton()->draw_list_begin(sky->reflection.layers[0].mipmaps[2].framebuffers[i], RD::INITIAL_ACTION_LOAD, RD::FINAL_ACTION_STORE, RD::INITIAL_ACTION_LOAD, RD::FINAL_ACTION_DISCARD);
- _render_sky(cubemap_draw_list, p_time, sky->reflection.layers[0].mipmaps[2].framebuffers[i], pipeline, material->uniform_set, texture_uniform_set, cm, local_view, p_global_pos, p_luminance_multiplier);
- RD::get_singleton()->draw_list_end();
- }
- RD::get_singleton()->draw_command_end_label();
- } else if (shader_data->uses_quarter_res && roughness_layers < 3) {
- ERR_PRINT_ED("Cannot use quarter res buffer in sky shader when roughness layers is less than 3. Please increase rendering/reflections/sky_reflections/roughness_layers.");
- }
- if (shader_data->uses_half_res && roughness_layers >= 2) {
- RD::get_singleton()->draw_command_begin_label("Render Sky to Half Res Cubemap");
- PipelineCacheRD *pipeline = &shader_data->pipelines[SKY_VERSION_CUBEMAP_HALF_RES];
- Vector<Color> clear_colors;
- clear_colors.push_back(Color(0.0, 0.0, 0.0));
- RD::DrawListID cubemap_draw_list;
- for (int i = 0; i < 6; i++) {
- Basis local_view = Basis::looking_at(view_normals[i], view_up[i]);
- RID texture_uniform_set = sky->get_textures(SKY_TEXTURE_SET_CUBEMAP_HALF_RES, sky_shader.default_shader_rd, p_render_buffers);
- cubemap_draw_list = RD::get_singleton()->draw_list_begin(sky->reflection.layers[0].mipmaps[1].framebuffers[i], RD::INITIAL_ACTION_LOAD, RD::FINAL_ACTION_STORE, RD::INITIAL_ACTION_LOAD, RD::FINAL_ACTION_DISCARD);
- _render_sky(cubemap_draw_list, p_time, sky->reflection.layers[0].mipmaps[1].framebuffers[i], pipeline, material->uniform_set, texture_uniform_set, cm, local_view, p_global_pos, p_luminance_multiplier);
- RD::get_singleton()->draw_list_end();
- }
- RD::get_singleton()->draw_command_end_label();
- } else if (shader_data->uses_half_res && roughness_layers < 2) {
- ERR_PRINT_ED("Cannot use half res buffer in sky shader when roughness layers is less than 2. Please increase rendering/reflections/sky_reflections/roughness_layers.");
- }
- RD::DrawListID cubemap_draw_list;
- PipelineCacheRD *pipeline = &shader_data->pipelines[SKY_VERSION_CUBEMAP];
- RD::get_singleton()->draw_command_begin_label("Render Sky Cubemap");
- for (int i = 0; i < 6; i++) {
- Basis local_view = Basis::looking_at(view_normals[i], view_up[i]);
- RID texture_uniform_set = sky->get_textures(SKY_TEXTURE_SET_CUBEMAP, sky_shader.default_shader_rd, p_render_buffers);
- cubemap_draw_list = RD::get_singleton()->draw_list_begin(sky->reflection.layers[0].mipmaps[0].framebuffers[i], RD::INITIAL_ACTION_LOAD, RD::FINAL_ACTION_STORE, RD::INITIAL_ACTION_LOAD, RD::FINAL_ACTION_DISCARD);
- _render_sky(cubemap_draw_list, p_time, sky->reflection.layers[0].mipmaps[0].framebuffers[i], pipeline, material->uniform_set, texture_uniform_set, cm, local_view, p_global_pos, p_luminance_multiplier);
- RD::get_singleton()->draw_list_end();
- }
- RD::get_singleton()->draw_command_end_label();
- if (sky_mode == RS::SKY_MODE_REALTIME) {
- sky->reflection.create_reflection_fast_filter(sky_use_cubemap_array);
- if (sky_use_cubemap_array) {
- sky->reflection.update_reflection_mipmaps(0, sky->reflection.layers.size());
- }
- } else {
- if (update_single_frame) {
- for (int i = 1; i < max_processing_layer; i++) {
- sky->reflection.create_reflection_importance_sample(sky_use_cubemap_array, 10, i, sky_ggx_samples_quality);
- }
- if (sky_use_cubemap_array) {
- sky->reflection.update_reflection_mipmaps(0, sky->reflection.layers.size());
- }
- } else {
- if (sky_use_cubemap_array) {
- // Multi-Frame so just update the first array level
- sky->reflection.update_reflection_mipmaps(0, 1);
- }
- }
- sky->processing_layer = 1;
- }
- sky->baked_exposure = p_luminance_multiplier;
- sky->reflection.dirty = false;
- } else {
- if (sky_mode == RS::SKY_MODE_INCREMENTAL && sky->processing_layer < max_processing_layer) {
- sky->reflection.create_reflection_importance_sample(sky_use_cubemap_array, 10, sky->processing_layer, sky_ggx_samples_quality);
- if (sky_use_cubemap_array) {
- sky->reflection.update_reflection_mipmaps(sky->processing_layer, sky->processing_layer + 1);
- }
- sky->processing_layer++;
- }
- }
- }
- void SkyRD::update_res_buffers(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_env, double p_time, float p_luminance_multiplier) {
- ERR_FAIL_COND(p_render_buffers.is_null());
- RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
- ERR_FAIL_COND(p_env.is_null());
- Sky *sky = get_sky(RendererSceneRenderRD::get_singleton()->environment_get_sky(p_env));
- SkyMaterialData *material = nullptr;
- RID sky_material;
- RS::EnvironmentBG background = RendererSceneRenderRD::get_singleton()->environment_get_background(p_env);
- if (!(background == RS::ENV_BG_CLEAR_COLOR || background == RS::ENV_BG_COLOR) || sky) {
- ERR_FAIL_NULL(sky);
- sky_material = sky_get_material(RendererSceneRenderRD::get_singleton()->environment_get_sky(p_env));
- if (sky_material.is_valid()) {
- material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));
- if (!material || !material->shader_data->valid) {
- material = nullptr;
- }
- }
- if (!material) {
- sky_material = sky_shader.default_material;
- material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));
- }
- }
- if (background == RS::ENV_BG_CLEAR_COLOR || background == RS::ENV_BG_COLOR) {
- sky_material = sky_scene_state.fog_material;
- material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));
- }
- ERR_FAIL_NULL(material);
- SkyShaderData *shader_data = material->shader_data;
- ERR_FAIL_NULL(shader_data);
- if (!shader_data->uses_quarter_res && !shader_data->uses_half_res) {
- return;
- }
- material->set_as_used();
- RENDER_TIMESTAMP("Setup Sky Resolution Buffers");
- RD::get_singleton()->draw_command_begin_label("Setup Sky Resolution Buffers");
- Basis sky_transform = RendererSceneRenderRD::get_singleton()->environment_get_sky_orientation(p_env);
- sky_transform.invert();
- float custom_fov = RendererSceneRenderRD::get_singleton()->environment_get_sky_custom_fov(p_env);
- // Camera
- Projection projection = sky_scene_state.cam_projection;
- if (custom_fov && sky_scene_state.view_count == 1) {
- // With custom fov we don't support stereo...
- float near_plane = projection.get_z_near();
- float far_plane = projection.get_z_far();
- float aspect = projection.get_aspect();
- projection.set_perspective(custom_fov, aspect, near_plane, far_plane);
- }
- sky_transform = sky_transform * sky_scene_state.cam_transform.basis;
- if (shader_data->uses_quarter_res) {
- PipelineCacheRD *pipeline = &shader_data->pipelines[sky_scene_state.view_count > 1 ? SKY_VERSION_QUARTER_RES_MULTIVIEW : SKY_VERSION_QUARTER_RES];
- // Grab texture and framebuffer from cache, create if needed...
- uint32_t usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
- Size2i quarter_size = sky->screen_size / 4;
- RID texture = p_render_buffers->create_texture(RB_SCOPE_SKY, RB_QUARTER_TEXTURE, texture_format, usage_bits, RD::TEXTURE_SAMPLES_1, quarter_size);
- RID framebuffer = FramebufferCacheRD::get_singleton()->get_cache_multiview(sky_scene_state.view_count, texture);
- RID texture_uniform_set = sky->get_textures(SKY_TEXTURE_SET_QUARTER_RES, sky_shader.default_shader_rd, p_render_buffers);
- Vector<Color> clear_colors;
- clear_colors.push_back(Color(0.0, 0.0, 0.0));
- RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(framebuffer, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_STORE, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_DISCARD, clear_colors, 0.0);
- _render_sky(draw_list, p_time, framebuffer, pipeline, material->uniform_set, texture_uniform_set, projection, sky_transform, sky_scene_state.cam_transform.origin, p_luminance_multiplier);
- RD::get_singleton()->draw_list_end();
- }
- if (shader_data->uses_half_res) {
- PipelineCacheRD *pipeline = &shader_data->pipelines[sky_scene_state.view_count > 1 ? SKY_VERSION_HALF_RES_MULTIVIEW : SKY_VERSION_HALF_RES];
- // Grab texture and framebuffer from cache, create if needed...
- uint32_t usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
- Size2i half_size = sky->screen_size / 2;
- RID texture = p_render_buffers->create_texture(RB_SCOPE_SKY, RB_HALF_TEXTURE, texture_format, usage_bits, RD::TEXTURE_SAMPLES_1, half_size);
- RID framebuffer = FramebufferCacheRD::get_singleton()->get_cache_multiview(sky_scene_state.view_count, texture);
- RID texture_uniform_set = sky->get_textures(SKY_TEXTURE_SET_HALF_RES, sky_shader.default_shader_rd, p_render_buffers);
- Vector<Color> clear_colors;
- clear_colors.push_back(Color(0.0, 0.0, 0.0));
- RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(framebuffer, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_STORE, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_DISCARD, clear_colors, 0.0);
- _render_sky(draw_list, p_time, framebuffer, pipeline, material->uniform_set, texture_uniform_set, projection, sky_transform, sky_scene_state.cam_transform.origin, p_luminance_multiplier);
- RD::get_singleton()->draw_list_end();
- }
- RD::get_singleton()->draw_command_end_label(); // Setup Sky resolution buffers
- }
- void SkyRD::draw_sky(RD::DrawListID p_draw_list, Ref<RenderSceneBuffersRD> p_render_buffers, RID p_env, RID p_fb, double p_time, float p_luminance_multiplier) {
- ERR_FAIL_COND(p_render_buffers.is_null());
- RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
- ERR_FAIL_COND(p_env.is_null());
- Sky *sky = get_sky(RendererSceneRenderRD::get_singleton()->environment_get_sky(p_env));
- SkyMaterialData *material = nullptr;
- RID sky_material;
- RS::EnvironmentBG background = RendererSceneRenderRD::get_singleton()->environment_get_background(p_env);
- if (!(background == RS::ENV_BG_CLEAR_COLOR || background == RS::ENV_BG_COLOR) || sky) {
- ERR_FAIL_NULL(sky);
- sky_material = sky_get_material(RendererSceneRenderRD::get_singleton()->environment_get_sky(p_env));
- if (sky_material.is_valid()) {
- material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));
- if (!material || !material->shader_data->valid) {
- material = nullptr;
- }
- }
- if (!material) {
- sky_material = sky_shader.default_material;
- material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));
- }
- }
- if (background == RS::ENV_BG_CLEAR_COLOR || background == RS::ENV_BG_COLOR) {
- sky_material = sky_scene_state.fog_material;
- material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));
- }
- ERR_FAIL_NULL(material);
- SkyShaderData *shader_data = material->shader_data;
- ERR_FAIL_NULL(shader_data);
- material->set_as_used();
- Basis sky_transform = RendererSceneRenderRD::get_singleton()->environment_get_sky_orientation(p_env);
- sky_transform.invert();
- float custom_fov = RendererSceneRenderRD::get_singleton()->environment_get_sky_custom_fov(p_env);
- // Camera
- Projection projection = sky_scene_state.cam_projection;
- if (custom_fov && sky_scene_state.view_count == 1) {
- // With custom fov we don't support stereo...
- float near_plane = projection.get_z_near();
- float far_plane = projection.get_z_far();
- float aspect = projection.get_aspect();
- projection.set_perspective(custom_fov, aspect, near_plane, far_plane);
- }
- sky_transform = sky_transform * sky_scene_state.cam_transform.basis;
- PipelineCacheRD *pipeline = &shader_data->pipelines[sky_scene_state.view_count > 1 ? SKY_VERSION_BACKGROUND_MULTIVIEW : SKY_VERSION_BACKGROUND];
- RID texture_uniform_set;
- if (sky) {
- texture_uniform_set = sky->get_textures(SKY_TEXTURE_SET_BACKGROUND, sky_shader.default_shader_rd, p_render_buffers);
- } else {
- texture_uniform_set = sky_scene_state.fog_only_texture_uniform_set;
- }
- _render_sky(p_draw_list, p_time, p_fb, pipeline, material->uniform_set, texture_uniform_set, projection, sky_transform, sky_scene_state.cam_transform.origin, p_luminance_multiplier);
- }
- void SkyRD::invalidate_sky(Sky *p_sky) {
- if (!p_sky->dirty) {
- p_sky->dirty = true;
- p_sky->dirty_list = dirty_sky_list;
- dirty_sky_list = p_sky;
- }
- }
- void SkyRD::update_dirty_skys() {
- Sky *sky = dirty_sky_list;
- while (sky) {
- //update sky configuration if texture is missing
- // TODO See if we can move this into `update_radiance_buffers` and remove our dirty_sky logic.
- // As this is basically a duplicate of the logic in reflection probes we could move this logic
- // into RenderSceneBuffersRD and use that from both places.
- if (sky->radiance.is_null()) {
- int mipmaps = Image::get_image_required_mipmaps(sky->radiance_size, sky->radiance_size, Image::FORMAT_RGBAH) + 1;
- uint32_t w = sky->radiance_size, h = sky->radiance_size;
- int layers = roughness_layers;
- if (sky->mode == RS::SKY_MODE_REALTIME) {
- layers = 8;
- if (roughness_layers != 8) {
- WARN_PRINT("When using the Real-Time sky update mode (or Automatic with a sky shader using \"TIME\"), \"rendering/reflections/sky_reflections/roughness_layers\" should be set to 8 in the project settings for best quality reflections.");
- }
- }
- if (sky_use_cubemap_array) {
- //array (higher quality, 6 times more memory)
- RD::TextureFormat tf;
- tf.array_layers = layers * 6;
- tf.format = texture_format;
- tf.texture_type = RD::TEXTURE_TYPE_CUBE_ARRAY;
- tf.mipmaps = mipmaps;
- tf.width = w;
- tf.height = h;
- tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
- if (RendererSceneRenderRD::get_singleton()->_render_buffers_can_be_storage()) {
- tf.usage_bits |= RD::TEXTURE_USAGE_STORAGE_BIT;
- }
- sky->radiance = RD::get_singleton()->texture_create(tf, RD::TextureView());
- sky->reflection.update_reflection_data(sky->radiance_size, mipmaps, true, sky->radiance, 0, sky->mode == RS::SKY_MODE_REALTIME, roughness_layers, texture_format);
- } else {
- //regular cubemap, lower quality (aliasing, less memory)
- RD::TextureFormat tf;
- tf.array_layers = 6;
- tf.format = texture_format;
- tf.texture_type = RD::TEXTURE_TYPE_CUBE;
- tf.mipmaps = MIN(mipmaps, layers);
- tf.width = w;
- tf.height = h;
- tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
- if (RendererSceneRenderRD::get_singleton()->_render_buffers_can_be_storage()) {
- tf.usage_bits |= RD::TEXTURE_USAGE_STORAGE_BIT;
- }
- sky->radiance = RD::get_singleton()->texture_create(tf, RD::TextureView());
- sky->reflection.update_reflection_data(sky->radiance_size, MIN(mipmaps, layers), false, sky->radiance, 0, sky->mode == RS::SKY_MODE_REALTIME, roughness_layers, texture_format);
- }
- }
- sky->reflection.dirty = true;
- sky->processing_layer = 0;
- Sky *next = sky->dirty_list;
- sky->dirty_list = nullptr;
- sky->dirty = false;
- sky = next;
- }
- dirty_sky_list = nullptr;
- }
- RID SkyRD::sky_get_material(RID p_sky) const {
- Sky *sky = get_sky(p_sky);
- ERR_FAIL_NULL_V(sky, RID());
- return sky->material;
- }
- float SkyRD::sky_get_baked_exposure(RID p_sky) const {
- Sky *sky = get_sky(p_sky);
- ERR_FAIL_NULL_V(sky, 1.0);
- return sky->baked_exposure;
- }
- RID SkyRD::allocate_sky_rid() {
- return sky_owner.allocate_rid();
- }
- void SkyRD::initialize_sky_rid(RID p_rid) {
- sky_owner.initialize_rid(p_rid, Sky());
- }
- SkyRD::Sky *SkyRD::get_sky(RID p_sky) const {
- return sky_owner.get_or_null(p_sky);
- }
- void SkyRD::free_sky(RID p_sky) {
- Sky *sky = get_sky(p_sky);
- ERR_FAIL_NULL(sky);
- sky->free();
- sky_owner.free(p_sky);
- }
- void SkyRD::sky_set_radiance_size(RID p_sky, int p_radiance_size) {
- Sky *sky = get_sky(p_sky);
- ERR_FAIL_NULL(sky);
- if (sky->set_radiance_size(p_radiance_size)) {
- invalidate_sky(sky);
- }
- }
- void SkyRD::sky_set_mode(RID p_sky, RS::SkyMode p_mode) {
- Sky *sky = get_sky(p_sky);
- ERR_FAIL_NULL(sky);
- if (sky->set_mode(p_mode)) {
- invalidate_sky(sky);
- }
- }
- void SkyRD::sky_set_material(RID p_sky, RID p_material) {
- Sky *sky = get_sky(p_sky);
- ERR_FAIL_NULL(sky);
- if (sky->set_material(p_material)) {
- invalidate_sky(sky);
- }
- }
- Ref<Image> SkyRD::sky_bake_panorama(RID p_sky, float p_energy, bool p_bake_irradiance, const Size2i &p_size) {
- Sky *sky = get_sky(p_sky);
- ERR_FAIL_NULL_V(sky, Ref<Image>());
- update_dirty_skys();
- return sky->bake_panorama(p_energy, p_bake_irradiance ? roughness_layers : 0, p_size);
- }
- RID SkyRD::sky_get_radiance_texture_rd(RID p_sky) const {
- Sky *sky = get_sky(p_sky);
- ERR_FAIL_NULL_V(sky, RID());
- return sky->radiance;
- }
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