renderer_scene_sky_rd.cpp 73 KB

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  1. /*************************************************************************/
  2. /* renderer_scene_sky_rd.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #include "renderer_scene_sky_rd.h"
  31. #include "core/config/project_settings.h"
  32. #include "core/math/math_defs.h"
  33. #include "renderer_scene_render_rd.h"
  34. #include "servers/rendering/renderer_rd/renderer_compositor_rd.h"
  35. #include "servers/rendering/rendering_server_default.h"
  36. ////////////////////////////////////////////////////////////////////////////////
  37. // SKY SHADER
  38. void RendererSceneSkyRD::SkyShaderData::set_code(const String &p_code) {
  39. //compile
  40. code = p_code;
  41. valid = false;
  42. ubo_size = 0;
  43. uniforms.clear();
  44. if (code.is_empty()) {
  45. return; //just invalid, but no error
  46. }
  47. ShaderCompiler::GeneratedCode gen_code;
  48. ShaderCompiler::IdentifierActions actions;
  49. actions.entry_point_stages["sky"] = ShaderCompiler::STAGE_FRAGMENT;
  50. uses_time = false;
  51. uses_half_res = false;
  52. uses_quarter_res = false;
  53. uses_position = false;
  54. uses_light = false;
  55. actions.render_mode_flags["use_half_res_pass"] = &uses_half_res;
  56. actions.render_mode_flags["use_quarter_res_pass"] = &uses_quarter_res;
  57. actions.usage_flag_pointers["TIME"] = &uses_time;
  58. actions.usage_flag_pointers["POSITION"] = &uses_position;
  59. actions.usage_flag_pointers["LIGHT0_ENABLED"] = &uses_light;
  60. actions.usage_flag_pointers["LIGHT0_ENERGY"] = &uses_light;
  61. actions.usage_flag_pointers["LIGHT0_DIRECTION"] = &uses_light;
  62. actions.usage_flag_pointers["LIGHT0_COLOR"] = &uses_light;
  63. actions.usage_flag_pointers["LIGHT0_SIZE"] = &uses_light;
  64. actions.usage_flag_pointers["LIGHT1_ENABLED"] = &uses_light;
  65. actions.usage_flag_pointers["LIGHT1_ENERGY"] = &uses_light;
  66. actions.usage_flag_pointers["LIGHT1_DIRECTION"] = &uses_light;
  67. actions.usage_flag_pointers["LIGHT1_COLOR"] = &uses_light;
  68. actions.usage_flag_pointers["LIGHT1_SIZE"] = &uses_light;
  69. actions.usage_flag_pointers["LIGHT2_ENABLED"] = &uses_light;
  70. actions.usage_flag_pointers["LIGHT2_ENERGY"] = &uses_light;
  71. actions.usage_flag_pointers["LIGHT2_DIRECTION"] = &uses_light;
  72. actions.usage_flag_pointers["LIGHT2_COLOR"] = &uses_light;
  73. actions.usage_flag_pointers["LIGHT2_SIZE"] = &uses_light;
  74. actions.usage_flag_pointers["LIGHT3_ENABLED"] = &uses_light;
  75. actions.usage_flag_pointers["LIGHT3_ENERGY"] = &uses_light;
  76. actions.usage_flag_pointers["LIGHT3_DIRECTION"] = &uses_light;
  77. actions.usage_flag_pointers["LIGHT3_COLOR"] = &uses_light;
  78. actions.usage_flag_pointers["LIGHT3_SIZE"] = &uses_light;
  79. actions.uniforms = &uniforms;
  80. // !BAS! Contemplate making `SkyShader sky` accessible from this struct or even part of this struct.
  81. RendererSceneRenderRD *scene_singleton = (RendererSceneRenderRD *)RendererSceneRenderRD::singleton;
  82. Error err = scene_singleton->sky.sky_shader.compiler.compile(RS::SHADER_SKY, code, &actions, path, gen_code);
  83. ERR_FAIL_COND_MSG(err != OK, "Shader compilation failed.");
  84. if (version.is_null()) {
  85. version = scene_singleton->sky.sky_shader.shader.version_create();
  86. }
  87. #if 0
  88. print_line("**compiling shader:");
  89. print_line("**defines:\n");
  90. for (int i = 0; i < gen_code.defines.size(); i++) {
  91. print_line(gen_code.defines[i]);
  92. }
  93. print_line("\n**uniforms:\n" + gen_code.uniforms);
  94. // print_line("\n**vertex_globals:\n" + gen_code.vertex_global);
  95. // print_line("\n**vertex_code:\n" + gen_code.vertex);
  96. print_line("\n**fragment_globals:\n" + gen_code.fragment_global);
  97. print_line("\n**fragment_code:\n" + gen_code.fragment);
  98. print_line("\n**light_code:\n" + gen_code.light);
  99. #endif
  100. 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);
  101. ERR_FAIL_COND(!scene_singleton->sky.sky_shader.shader.version_is_valid(version));
  102. ubo_size = gen_code.uniform_total_size;
  103. ubo_offsets = gen_code.uniform_offsets;
  104. texture_uniforms = gen_code.texture_uniforms;
  105. //update pipelines
  106. for (int i = 0; i < SKY_VERSION_MAX; i++) {
  107. RD::PipelineDepthStencilState depth_stencil_state;
  108. depth_stencil_state.enable_depth_test = true;
  109. depth_stencil_state.depth_compare_operator = RD::COMPARE_OP_LESS_OR_EQUAL;
  110. if (scene_singleton->sky.sky_shader.shader.is_variant_enabled(i)) {
  111. RID shader_variant = scene_singleton->sky.sky_shader.shader.version_get_shader(version, i);
  112. pipelines[i].setup(shader_variant, RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), depth_stencil_state, RD::PipelineColorBlendState::create_disabled(), 0);
  113. } else {
  114. pipelines[i].clear();
  115. }
  116. }
  117. valid = true;
  118. }
  119. void RendererSceneSkyRD::SkyShaderData::set_default_texture_param(const StringName &p_name, RID p_texture, int p_index) {
  120. if (!p_texture.is_valid()) {
  121. if (default_texture_params.has(p_name) && default_texture_params[p_name].has(p_index)) {
  122. default_texture_params[p_name].erase(p_index);
  123. if (default_texture_params[p_name].is_empty()) {
  124. default_texture_params.erase(p_name);
  125. }
  126. }
  127. } else {
  128. if (!default_texture_params.has(p_name)) {
  129. default_texture_params[p_name] = Map<int, RID>();
  130. }
  131. default_texture_params[p_name][p_index] = p_texture;
  132. }
  133. }
  134. void RendererSceneSkyRD::SkyShaderData::get_param_list(List<PropertyInfo> *p_param_list) const {
  135. Map<int, StringName> order;
  136. for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) {
  137. if (E.value.scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_GLOBAL || E.value.scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
  138. continue;
  139. }
  140. if (E.value.texture_order >= 0) {
  141. order[E.value.texture_order + 100000] = E.key;
  142. } else {
  143. order[E.value.order] = E.key;
  144. }
  145. }
  146. for (const KeyValue<int, StringName> &E : order) {
  147. PropertyInfo pi = ShaderLanguage::uniform_to_property_info(uniforms[E.value]);
  148. pi.name = E.value;
  149. p_param_list->push_back(pi);
  150. }
  151. }
  152. void RendererSceneSkyRD::SkyShaderData::get_instance_param_list(List<RendererStorage::InstanceShaderParam> *p_param_list) const {
  153. for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) {
  154. if (E.value.scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
  155. continue;
  156. }
  157. RendererStorage::InstanceShaderParam p;
  158. p.info = ShaderLanguage::uniform_to_property_info(E.value);
  159. p.info.name = E.key; //supply name
  160. p.index = E.value.instance_index;
  161. p.default_value = ShaderLanguage::constant_value_to_variant(E.value.default_value, E.value.type, E.value.array_size, E.value.hint);
  162. p_param_list->push_back(p);
  163. }
  164. }
  165. bool RendererSceneSkyRD::SkyShaderData::is_param_texture(const StringName &p_param) const {
  166. if (!uniforms.has(p_param)) {
  167. return false;
  168. }
  169. return uniforms[p_param].texture_order >= 0;
  170. }
  171. bool RendererSceneSkyRD::SkyShaderData::is_animated() const {
  172. return false;
  173. }
  174. bool RendererSceneSkyRD::SkyShaderData::casts_shadows() const {
  175. return false;
  176. }
  177. Variant RendererSceneSkyRD::SkyShaderData::get_default_parameter(const StringName &p_parameter) const {
  178. if (uniforms.has(p_parameter)) {
  179. ShaderLanguage::ShaderNode::Uniform uniform = uniforms[p_parameter];
  180. Vector<ShaderLanguage::ConstantNode::Value> default_value = uniform.default_value;
  181. return ShaderLanguage::constant_value_to_variant(default_value, uniform.type, uniform.array_size, uniform.hint);
  182. }
  183. return Variant();
  184. }
  185. RS::ShaderNativeSourceCode RendererSceneSkyRD::SkyShaderData::get_native_source_code() const {
  186. RendererSceneRenderRD *scene_singleton = (RendererSceneRenderRD *)RendererSceneRenderRD::singleton;
  187. return scene_singleton->sky.sky_shader.shader.version_get_native_source_code(version);
  188. }
  189. RendererSceneSkyRD::SkyShaderData::SkyShaderData() {
  190. valid = false;
  191. }
  192. RendererSceneSkyRD::SkyShaderData::~SkyShaderData() {
  193. RendererSceneRenderRD *scene_singleton = (RendererSceneRenderRD *)RendererSceneRenderRD::singleton;
  194. ERR_FAIL_COND(!scene_singleton);
  195. //pipeline variants will clear themselves if shader is gone
  196. if (version.is_valid()) {
  197. scene_singleton->sky.sky_shader.shader.version_free(version);
  198. }
  199. }
  200. ////////////////////////////////////////////////////////////////////////////////
  201. // Sky material
  202. bool RendererSceneSkyRD::SkyMaterialData::update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
  203. RendererSceneRenderRD *scene_singleton = (RendererSceneRenderRD *)RendererSceneRenderRD::singleton;
  204. uniform_set_updated = true;
  205. 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);
  206. }
  207. RendererSceneSkyRD::SkyMaterialData::~SkyMaterialData() {
  208. free_parameters_uniform_set(uniform_set);
  209. }
  210. ////////////////////////////////////////////////////////////////////////////////
  211. // Render sky
  212. static _FORCE_INLINE_ void store_transform_3x3(const Basis &p_basis, float *p_array) {
  213. p_array[0] = p_basis.elements[0][0];
  214. p_array[1] = p_basis.elements[1][0];
  215. p_array[2] = p_basis.elements[2][0];
  216. p_array[3] = 0;
  217. p_array[4] = p_basis.elements[0][1];
  218. p_array[5] = p_basis.elements[1][1];
  219. p_array[6] = p_basis.elements[2][1];
  220. p_array[7] = 0;
  221. p_array[8] = p_basis.elements[0][2];
  222. p_array[9] = p_basis.elements[1][2];
  223. p_array[10] = p_basis.elements[2][2];
  224. p_array[11] = 0;
  225. }
  226. void RendererSceneSkyRD::_render_sky(RD::DrawListID p_list, float p_time, RID p_fb, PipelineCacheRD *p_pipeline, RID p_uniform_set, RID p_texture_set, uint32_t p_view_count, const CameraMatrix *p_projections, const Basis &p_orientation, float p_multiplier, const Vector3 &p_position, float p_luminance_multiplier) {
  227. SkyPushConstant sky_push_constant;
  228. memset(&sky_push_constant, 0, sizeof(SkyPushConstant));
  229. for (uint32_t v = 0; v < p_view_count; v++) {
  230. // We only need key components of our projection matrix
  231. sky_push_constant.projections[v][0] = p_projections[v].matrix[2][0];
  232. sky_push_constant.projections[v][1] = p_projections[v].matrix[0][0];
  233. sky_push_constant.projections[v][2] = p_projections[v].matrix[2][1];
  234. sky_push_constant.projections[v][3] = p_projections[v].matrix[1][1];
  235. }
  236. sky_push_constant.position[0] = p_position.x;
  237. sky_push_constant.position[1] = p_position.y;
  238. sky_push_constant.position[2] = p_position.z;
  239. sky_push_constant.multiplier = p_multiplier;
  240. sky_push_constant.time = p_time;
  241. sky_push_constant.luminance_multiplier = p_luminance_multiplier;
  242. store_transform_3x3(p_orientation, sky_push_constant.orientation);
  243. RenderingDevice::FramebufferFormatID fb_format = RD::get_singleton()->framebuffer_get_format(p_fb);
  244. RD::DrawListID draw_list = p_list;
  245. 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()));
  246. // Update uniform sets.
  247. {
  248. RD::get_singleton()->draw_list_bind_uniform_set(draw_list, sky_scene_state.uniform_set, 0);
  249. if (p_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(p_uniform_set)) { // Material may not have a uniform set.
  250. RD::get_singleton()->draw_list_bind_uniform_set(draw_list, p_uniform_set, 1);
  251. }
  252. RD::get_singleton()->draw_list_bind_uniform_set(draw_list, p_texture_set, 2);
  253. // Fog uniform set can be invalidated before drawing, so validate at draw time
  254. if (sky_scene_state.fog_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(sky_scene_state.fog_uniform_set)) {
  255. RD::get_singleton()->draw_list_bind_uniform_set(draw_list, sky_scene_state.fog_uniform_set, 3);
  256. } else {
  257. RD::get_singleton()->draw_list_bind_uniform_set(draw_list, sky_scene_state.default_fog_uniform_set, 3);
  258. }
  259. }
  260. RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array);
  261. RD::get_singleton()->draw_list_set_push_constant(draw_list, &sky_push_constant, sizeof(SkyPushConstant));
  262. RD::get_singleton()->draw_list_draw(draw_list, true);
  263. }
  264. ////////////////////////////////////////////////////////////////////////////////
  265. // ReflectionData
  266. void RendererSceneSkyRD::ReflectionData::clear_reflection_data() {
  267. layers.clear();
  268. radiance_base_cubemap = RID();
  269. if (downsampled_radiance_cubemap.is_valid()) {
  270. RD::get_singleton()->free(downsampled_radiance_cubemap);
  271. }
  272. downsampled_radiance_cubemap = RID();
  273. downsampled_layer.mipmaps.clear();
  274. coefficient_buffer = RID();
  275. }
  276. void RendererSceneSkyRD::ReflectionData::update_reflection_data(RendererStorageRD *p_storage, 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) {
  277. //recreate radiance and all data
  278. int mipmaps = p_mipmaps;
  279. uint32_t w = p_size, h = p_size;
  280. EffectsRD *effects = p_storage->get_effects();
  281. ERR_FAIL_NULL_MSG(effects, "Effects haven't been initialised");
  282. bool prefer_raster_effects = effects->get_prefer_raster_effects();
  283. if (p_use_array) {
  284. int num_layers = p_low_quality ? 8 : p_roughness_layers;
  285. for (int i = 0; i < num_layers; i++) {
  286. ReflectionData::Layer layer;
  287. uint32_t mmw = w;
  288. uint32_t mmh = h;
  289. layer.mipmaps.resize(mipmaps);
  290. layer.views.resize(mipmaps);
  291. for (int j = 0; j < mipmaps; j++) {
  292. ReflectionData::Layer::Mipmap &mm = layer.mipmaps.write[j];
  293. mm.size.width = mmw;
  294. mm.size.height = mmh;
  295. for (int k = 0; k < 6; k++) {
  296. mm.views[k] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_base_cube, p_base_layer + i * 6 + k, j);
  297. Vector<RID> fbtex;
  298. fbtex.push_back(mm.views[k]);
  299. mm.framebuffers[k] = RD::get_singleton()->framebuffer_create(fbtex);
  300. }
  301. 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);
  302. mmw = MAX(1, mmw >> 1);
  303. mmh = MAX(1, mmh >> 1);
  304. }
  305. layers.push_back(layer);
  306. }
  307. } else {
  308. mipmaps = p_low_quality ? 8 : mipmaps;
  309. //regular cubemap, lower quality (aliasing, less memory)
  310. ReflectionData::Layer layer;
  311. uint32_t mmw = w;
  312. uint32_t mmh = h;
  313. layer.mipmaps.resize(mipmaps);
  314. layer.views.resize(mipmaps);
  315. for (int j = 0; j < mipmaps; j++) {
  316. ReflectionData::Layer::Mipmap &mm = layer.mipmaps.write[j];
  317. mm.size.width = mmw;
  318. mm.size.height = mmh;
  319. for (int k = 0; k < 6; k++) {
  320. mm.views[k] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_base_cube, p_base_layer + k, j);
  321. Vector<RID> fbtex;
  322. fbtex.push_back(mm.views[k]);
  323. mm.framebuffers[k] = RD::get_singleton()->framebuffer_create(fbtex);
  324. }
  325. 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);
  326. mmw = MAX(1, mmw >> 1);
  327. mmh = MAX(1, mmh >> 1);
  328. }
  329. layers.push_back(layer);
  330. }
  331. 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);
  332. RD::get_singleton()->set_resource_name(radiance_base_cubemap, "radiance base cubemap");
  333. RD::TextureFormat tf;
  334. tf.format = p_texture_format;
  335. tf.width = 64; // Always 64x64
  336. tf.height = 64;
  337. tf.texture_type = RD::TEXTURE_TYPE_CUBE;
  338. tf.array_layers = 6;
  339. tf.mipmaps = 7;
  340. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
  341. downsampled_radiance_cubemap = RD::get_singleton()->texture_create(tf, RD::TextureView());
  342. RD::get_singleton()->set_resource_name(downsampled_radiance_cubemap, "downsampled radiance cubemap");
  343. {
  344. uint32_t mmw = 64;
  345. uint32_t mmh = 64;
  346. downsampled_layer.mipmaps.resize(7);
  347. for (int j = 0; j < downsampled_layer.mipmaps.size(); j++) {
  348. ReflectionData::DownsampleLayer::Mipmap &mm = downsampled_layer.mipmaps.write[j];
  349. mm.size.width = mmw;
  350. mm.size.height = mmh;
  351. mm.view = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), downsampled_radiance_cubemap, 0, j, 1, RD::TEXTURE_SLICE_CUBEMAP);
  352. RD::get_singleton()->set_resource_name(mm.view, "Downsampled Radiance Cubemap Mip " + itos(j) + " ");
  353. if (prefer_raster_effects) {
  354. // we need a framebuffer for each side of our cubemap
  355. for (int k = 0; k < 6; k++) {
  356. mm.views[k] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), downsampled_radiance_cubemap, k, j);
  357. RD::get_singleton()->set_resource_name(mm.view, "Downsampled Radiance Cubemap Mip: " + itos(j) + " Face: " + itos(k) + " ");
  358. Vector<RID> fbtex;
  359. fbtex.push_back(mm.views[k]);
  360. mm.framebuffers[k] = RD::get_singleton()->framebuffer_create(fbtex);
  361. }
  362. }
  363. mmw = MAX(1, mmw >> 1);
  364. mmh = MAX(1, mmh >> 1);
  365. }
  366. }
  367. }
  368. void RendererSceneSkyRD::ReflectionData::create_reflection_fast_filter(RendererStorageRD *p_storage, bool p_use_arrays) {
  369. EffectsRD *effects = p_storage->get_effects();
  370. ERR_FAIL_NULL_MSG(effects, "Effects haven't been initialised");
  371. bool prefer_raster_effects = effects->get_prefer_raster_effects();
  372. if (prefer_raster_effects) {
  373. RD::get_singleton()->draw_command_begin_label("Downsample radiance map");
  374. for (int k = 0; k < 6; k++) {
  375. effects->cubemap_downsample_raster(radiance_base_cubemap, downsampled_layer.mipmaps[0].framebuffers[k], k, downsampled_layer.mipmaps[0].size);
  376. }
  377. for (int i = 1; i < downsampled_layer.mipmaps.size(); i++) {
  378. for (int k = 0; k < 6; k++) {
  379. effects->cubemap_downsample_raster(downsampled_layer.mipmaps[i - 1].view, downsampled_layer.mipmaps[i].framebuffers[k], k, downsampled_layer.mipmaps[i].size);
  380. }
  381. }
  382. RD::get_singleton()->draw_command_end_label(); // Downsample Radiance
  383. if (p_use_arrays) {
  384. RD::get_singleton()->draw_command_begin_label("filter radiance map into array heads");
  385. for (int i = 0; i < layers.size(); i++) {
  386. for (int k = 0; k < 6; k++) {
  387. effects->cubemap_filter_raster(downsampled_radiance_cubemap, layers[i].mipmaps[0].framebuffers[k], k, i);
  388. }
  389. }
  390. } else {
  391. RD::get_singleton()->draw_command_begin_label("filter radiance map into mipmaps directly");
  392. for (int j = 0; j < layers[0].mipmaps.size(); j++) {
  393. for (int k = 0; k < 6; k++) {
  394. effects->cubemap_filter_raster(downsampled_radiance_cubemap, layers[0].mipmaps[j].framebuffers[k], k, j);
  395. }
  396. }
  397. }
  398. RD::get_singleton()->draw_command_end_label(); // Filter radiance
  399. } else {
  400. effects->cubemap_downsample(radiance_base_cubemap, downsampled_layer.mipmaps[0].view, downsampled_layer.mipmaps[0].size);
  401. for (int i = 1; i < downsampled_layer.mipmaps.size(); i++) {
  402. effects->cubemap_downsample(downsampled_layer.mipmaps[i - 1].view, downsampled_layer.mipmaps[i].view, downsampled_layer.mipmaps[i].size);
  403. }
  404. Vector<RID> views;
  405. if (p_use_arrays) {
  406. for (int i = 1; i < layers.size(); i++) {
  407. views.push_back(layers[i].views[0]);
  408. }
  409. } else {
  410. for (int i = 1; i < layers[0].views.size(); i++) {
  411. views.push_back(layers[0].views[i]);
  412. }
  413. }
  414. effects->cubemap_filter(downsampled_radiance_cubemap, views, p_use_arrays);
  415. }
  416. }
  417. void RendererSceneSkyRD::ReflectionData::create_reflection_importance_sample(RendererStorageRD *p_storage, bool p_use_arrays, int p_cube_side, int p_base_layer, uint32_t p_sky_ggx_samples_quality) {
  418. EffectsRD *effects = p_storage->get_effects();
  419. ERR_FAIL_NULL_MSG(effects, "Effects haven't been initialised");
  420. bool prefer_raster_effects = effects->get_prefer_raster_effects();
  421. if (prefer_raster_effects) {
  422. // Need to ask clayjohn but p_cube_side is set to 10, looks like in the compute shader we're doing all 6 sides in one call
  423. // here we need to do them one by one so ignoring p_cube_side
  424. if (p_use_arrays) {
  425. for (int k = 0; k < 6; k++) {
  426. effects->cubemap_roughness_raster(
  427. radiance_base_cubemap,
  428. layers[p_base_layer].mipmaps[0].framebuffers[k],
  429. k,
  430. p_sky_ggx_samples_quality,
  431. float(p_base_layer) / (layers.size() - 1.0),
  432. layers[p_base_layer].mipmaps[0].size.x);
  433. }
  434. } else {
  435. for (int k = 0; k < 6; k++) {
  436. effects->cubemap_roughness_raster(
  437. layers[0].views[p_base_layer - 1],
  438. layers[0].mipmaps[p_base_layer].framebuffers[k],
  439. k,
  440. p_sky_ggx_samples_quality,
  441. float(p_base_layer) / (layers[0].mipmaps.size() - 1.0),
  442. layers[0].mipmaps[p_base_layer].size.x);
  443. }
  444. }
  445. } else {
  446. if (p_use_arrays) {
  447. //render directly to the layers
  448. effects->cubemap_roughness(radiance_base_cubemap, layers[p_base_layer].views[0], p_cube_side, p_sky_ggx_samples_quality, float(p_base_layer) / (layers.size() - 1.0), layers[p_base_layer].mipmaps[0].size.x);
  449. } else {
  450. effects->cubemap_roughness(
  451. layers[0].views[p_base_layer - 1],
  452. layers[0].views[p_base_layer],
  453. p_cube_side,
  454. p_sky_ggx_samples_quality,
  455. float(p_base_layer) / (layers[0].mipmaps.size() - 1.0),
  456. layers[0].mipmaps[p_base_layer].size.x);
  457. }
  458. }
  459. }
  460. void RendererSceneSkyRD::ReflectionData::update_reflection_mipmaps(RendererStorageRD *p_storage, int p_start, int p_end) {
  461. EffectsRD *effects = p_storage->get_effects();
  462. ERR_FAIL_NULL_MSG(effects, "Effects haven't been initialised");
  463. bool prefer_raster_effects = effects->get_prefer_raster_effects();
  464. RD::get_singleton()->draw_command_begin_label("Update Radiance Cubemap Array Mipmaps");
  465. for (int i = p_start; i < p_end; i++) {
  466. for (int j = 0; j < layers[i].views.size() - 1; j++) {
  467. RID view = layers[i].views[j];
  468. Size2i size = layers[i].mipmaps[j + 1].size;
  469. if (prefer_raster_effects) {
  470. for (int k = 0; k < 6; k++) {
  471. RID framebuffer = layers[i].mipmaps[j + 1].framebuffers[k];
  472. effects->cubemap_downsample_raster(view, framebuffer, k, size);
  473. }
  474. } else {
  475. RID texture = layers[i].views[j + 1];
  476. effects->cubemap_downsample(view, texture, size);
  477. }
  478. }
  479. }
  480. RD::get_singleton()->draw_command_end_label();
  481. }
  482. ////////////////////////////////////////////////////////////////////////////////
  483. // RendererSceneSkyRD::Sky
  484. void RendererSceneSkyRD::Sky::free(RendererStorageRD *p_storage) {
  485. if (radiance.is_valid()) {
  486. RD::get_singleton()->free(radiance);
  487. radiance = RID();
  488. }
  489. reflection.clear_reflection_data();
  490. if (uniform_buffer.is_valid()) {
  491. RD::get_singleton()->free(uniform_buffer);
  492. uniform_buffer = RID();
  493. }
  494. if (half_res_pass.is_valid()) {
  495. RD::get_singleton()->free(half_res_pass);
  496. half_res_pass = RID();
  497. }
  498. if (quarter_res_pass.is_valid()) {
  499. RD::get_singleton()->free(quarter_res_pass);
  500. quarter_res_pass = RID();
  501. }
  502. if (material.is_valid()) {
  503. p_storage->free(material);
  504. material = RID();
  505. }
  506. }
  507. RID RendererSceneSkyRD::Sky::get_textures(RendererStorageRD *p_storage, SkyTextureSetVersion p_version, RID p_default_shader_rd) {
  508. if (texture_uniform_sets[p_version].is_valid() && RD::get_singleton()->uniform_set_is_valid(texture_uniform_sets[p_version])) {
  509. return texture_uniform_sets[p_version];
  510. }
  511. Vector<RD::Uniform> uniforms;
  512. {
  513. RD::Uniform u;
  514. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  515. u.binding = 0;
  516. if (radiance.is_valid() && p_version <= SKY_TEXTURE_SET_QUARTER_RES) {
  517. u.ids.push_back(radiance);
  518. } else {
  519. u.ids.push_back(p_storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK));
  520. }
  521. uniforms.push_back(u);
  522. }
  523. {
  524. RD::Uniform u;
  525. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  526. u.binding = 1; // half res
  527. if (half_res_pass.is_valid() && p_version != SKY_TEXTURE_SET_HALF_RES && p_version != SKY_TEXTURE_SET_CUBEMAP_HALF_RES) {
  528. if (p_version >= SKY_TEXTURE_SET_CUBEMAP) {
  529. u.ids.push_back(reflection.layers[0].views[1]);
  530. } else {
  531. u.ids.push_back(half_res_pass);
  532. }
  533. } else {
  534. if (p_version < SKY_TEXTURE_SET_CUBEMAP) {
  535. u.ids.push_back(p_storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE));
  536. } else {
  537. u.ids.push_back(p_storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK));
  538. }
  539. }
  540. uniforms.push_back(u);
  541. }
  542. {
  543. RD::Uniform u;
  544. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  545. u.binding = 2; // quarter res
  546. if (quarter_res_pass.is_valid() && p_version != SKY_TEXTURE_SET_QUARTER_RES && p_version != SKY_TEXTURE_SET_CUBEMAP_QUARTER_RES) {
  547. if (p_version >= SKY_TEXTURE_SET_CUBEMAP) {
  548. u.ids.push_back(reflection.layers[0].views[2]);
  549. } else {
  550. u.ids.push_back(quarter_res_pass);
  551. }
  552. } else {
  553. if (p_version < SKY_TEXTURE_SET_CUBEMAP) {
  554. u.ids.push_back(p_storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE));
  555. } else {
  556. u.ids.push_back(p_storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK));
  557. }
  558. }
  559. uniforms.push_back(u);
  560. }
  561. texture_uniform_sets[p_version] = RD::get_singleton()->uniform_set_create(uniforms, p_default_shader_rd, SKY_SET_TEXTURES);
  562. return texture_uniform_sets[p_version];
  563. }
  564. bool RendererSceneSkyRD::Sky::set_radiance_size(int p_radiance_size) {
  565. ERR_FAIL_COND_V(p_radiance_size < 32 || p_radiance_size > 2048, false);
  566. if (radiance_size == p_radiance_size) {
  567. return false;
  568. }
  569. radiance_size = p_radiance_size;
  570. if (mode == RS::SKY_MODE_REALTIME && radiance_size != 256) {
  571. WARN_PRINT("Realtime Skies can only use a radiance size of 256. Radiance size will be set to 256 internally.");
  572. radiance_size = 256;
  573. }
  574. if (radiance.is_valid()) {
  575. RD::get_singleton()->free(radiance);
  576. radiance = RID();
  577. }
  578. reflection.clear_reflection_data();
  579. return true;
  580. }
  581. bool RendererSceneSkyRD::Sky::set_mode(RS::SkyMode p_mode) {
  582. if (mode == p_mode) {
  583. return false;
  584. }
  585. mode = p_mode;
  586. if (mode == RS::SKY_MODE_REALTIME && radiance_size != 256) {
  587. WARN_PRINT("Realtime Skies can only use a radiance size of 256. Radiance size will be set to 256 internally.");
  588. set_radiance_size(256);
  589. }
  590. if (radiance.is_valid()) {
  591. RD::get_singleton()->free(radiance);
  592. radiance = RID();
  593. }
  594. reflection.clear_reflection_data();
  595. return true;
  596. }
  597. bool RendererSceneSkyRD::Sky::set_material(RID p_material) {
  598. if (material == p_material) {
  599. return false;
  600. }
  601. material = p_material;
  602. return true;
  603. }
  604. Ref<Image> RendererSceneSkyRD::Sky::bake_panorama(RendererStorageRD *p_storage, float p_energy, int p_roughness_layers, const Size2i &p_size) {
  605. if (radiance.is_valid()) {
  606. RD::TextureFormat tf;
  607. tf.format = RD::DATA_FORMAT_R32G32B32A32_SFLOAT;
  608. tf.width = p_size.width;
  609. tf.height = p_size.height;
  610. tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
  611. RID rad_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
  612. p_storage->get_effects()->copy_cubemap_to_panorama(radiance, rad_tex, p_size, p_roughness_layers, reflection.layers.size() > 1);
  613. Vector<uint8_t> data = RD::get_singleton()->texture_get_data(rad_tex, 0);
  614. RD::get_singleton()->free(rad_tex);
  615. Ref<Image> img;
  616. img.instantiate();
  617. img->create(p_size.width, p_size.height, false, Image::FORMAT_RGBAF, data);
  618. for (int i = 0; i < p_size.width; i++) {
  619. for (int j = 0; j < p_size.height; j++) {
  620. Color c = img->get_pixel(i, j);
  621. c.r *= p_energy;
  622. c.g *= p_energy;
  623. c.b *= p_energy;
  624. img->set_pixel(i, j, c);
  625. }
  626. }
  627. return img;
  628. }
  629. return Ref<Image>();
  630. }
  631. ////////////////////////////////////////////////////////////////////////////////
  632. // RendererSceneSkyRD
  633. RendererStorageRD::ShaderData *RendererSceneSkyRD::_create_sky_shader_func() {
  634. SkyShaderData *shader_data = memnew(SkyShaderData);
  635. return shader_data;
  636. }
  637. RendererStorageRD::ShaderData *RendererSceneSkyRD::_create_sky_shader_funcs() {
  638. // !BAS! Why isn't _create_sky_shader_func not just static too?
  639. return static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton)->sky._create_sky_shader_func();
  640. };
  641. RendererStorageRD::MaterialData *RendererSceneSkyRD::_create_sky_material_func(SkyShaderData *p_shader) {
  642. SkyMaterialData *material_data = memnew(SkyMaterialData);
  643. material_data->shader_data = p_shader;
  644. //update will happen later anyway so do nothing.
  645. return material_data;
  646. }
  647. RendererStorageRD::MaterialData *RendererSceneSkyRD::_create_sky_material_funcs(RendererStorageRD::ShaderData *p_shader) {
  648. // !BAS! same here, we could just make _create_sky_material_func static?
  649. return static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton)->sky._create_sky_material_func(static_cast<SkyShaderData *>(p_shader));
  650. };
  651. RendererSceneSkyRD::RendererSceneSkyRD() {
  652. roughness_layers = GLOBAL_GET("rendering/reflections/sky_reflections/roughness_layers");
  653. sky_ggx_samples_quality = GLOBAL_GET("rendering/reflections/sky_reflections/ggx_samples");
  654. sky_use_cubemap_array = GLOBAL_GET("rendering/reflections/sky_reflections/texture_array_reflections");
  655. }
  656. void RendererSceneSkyRD::init(RendererStorageRD *p_storage) {
  657. storage = p_storage;
  658. {
  659. // Start with the directional lights for the sky
  660. sky_scene_state.max_directional_lights = 4;
  661. uint32_t directional_light_buffer_size = sky_scene_state.max_directional_lights * sizeof(SkyDirectionalLightData);
  662. sky_scene_state.directional_lights = memnew_arr(SkyDirectionalLightData, sky_scene_state.max_directional_lights);
  663. sky_scene_state.last_frame_directional_lights = memnew_arr(SkyDirectionalLightData, sky_scene_state.max_directional_lights);
  664. sky_scene_state.last_frame_directional_light_count = sky_scene_state.max_directional_lights + 1;
  665. sky_scene_state.directional_light_buffer = RD::get_singleton()->uniform_buffer_create(directional_light_buffer_size);
  666. String defines = "\n#define MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS " + itos(sky_scene_state.max_directional_lights) + "\n";
  667. // Initialize sky
  668. Vector<String> sky_modes;
  669. sky_modes.push_back(""); // Full size
  670. sky_modes.push_back("\n#define USE_HALF_RES_PASS\n"); // Half Res
  671. sky_modes.push_back("\n#define USE_QUARTER_RES_PASS\n"); // Quarter res
  672. sky_modes.push_back("\n#define USE_CUBEMAP_PASS\n"); // Cubemap
  673. sky_modes.push_back("\n#define USE_CUBEMAP_PASS\n#define USE_HALF_RES_PASS\n"); // Half Res Cubemap
  674. sky_modes.push_back("\n#define USE_CUBEMAP_PASS\n#define USE_QUARTER_RES_PASS\n"); // Quarter res Cubemap
  675. sky_modes.push_back("\n#define USE_MULTIVIEW\n"); // Full size multiview
  676. sky_modes.push_back("\n#define USE_HALF_RES_PASS\n#define USE_MULTIVIEW\n"); // Half Res multiview
  677. sky_modes.push_back("\n#define USE_QUARTER_RES_PASS\n#define USE_MULTIVIEW\n"); // Quarter res multiview
  678. sky_shader.shader.initialize(sky_modes, defines);
  679. if (!RendererCompositorRD::singleton->is_xr_enabled()) {
  680. sky_shader.shader.set_variant_enabled(SKY_VERSION_BACKGROUND_MULTIVIEW, false);
  681. sky_shader.shader.set_variant_enabled(SKY_VERSION_HALF_RES_MULTIVIEW, false);
  682. sky_shader.shader.set_variant_enabled(SKY_VERSION_QUARTER_RES_MULTIVIEW, false);
  683. }
  684. }
  685. // register our shader funds
  686. storage->shader_set_data_request_function(RendererStorageRD::SHADER_TYPE_SKY, _create_sky_shader_funcs);
  687. storage->material_set_data_request_function(RendererStorageRD::SHADER_TYPE_SKY, _create_sky_material_funcs);
  688. {
  689. ShaderCompiler::DefaultIdentifierActions actions;
  690. actions.renames["COLOR"] = "color";
  691. actions.renames["ALPHA"] = "alpha";
  692. actions.renames["EYEDIR"] = "cube_normal";
  693. actions.renames["POSITION"] = "params.position_multiplier.xyz";
  694. actions.renames["SKY_COORDS"] = "panorama_coords";
  695. actions.renames["SCREEN_UV"] = "uv";
  696. actions.renames["TIME"] = "params.time";
  697. actions.renames["PI"] = _MKSTR(Math_PI);
  698. actions.renames["TAU"] = _MKSTR(Math_TAU);
  699. actions.renames["E"] = _MKSTR(Math_E);
  700. actions.renames["HALF_RES_COLOR"] = "half_res_color";
  701. actions.renames["QUARTER_RES_COLOR"] = "quarter_res_color";
  702. actions.renames["RADIANCE"] = "radiance";
  703. actions.renames["FOG"] = "custom_fog";
  704. actions.renames["LIGHT0_ENABLED"] = "directional_lights.data[0].enabled";
  705. actions.renames["LIGHT0_DIRECTION"] = "directional_lights.data[0].direction_energy.xyz";
  706. actions.renames["LIGHT0_ENERGY"] = "directional_lights.data[0].direction_energy.w";
  707. actions.renames["LIGHT0_COLOR"] = "directional_lights.data[0].color_size.xyz";
  708. actions.renames["LIGHT0_SIZE"] = "directional_lights.data[0].color_size.w";
  709. actions.renames["LIGHT1_ENABLED"] = "directional_lights.data[1].enabled";
  710. actions.renames["LIGHT1_DIRECTION"] = "directional_lights.data[1].direction_energy.xyz";
  711. actions.renames["LIGHT1_ENERGY"] = "directional_lights.data[1].direction_energy.w";
  712. actions.renames["LIGHT1_COLOR"] = "directional_lights.data[1].color_size.xyz";
  713. actions.renames["LIGHT1_SIZE"] = "directional_lights.data[1].color_size.w";
  714. actions.renames["LIGHT2_ENABLED"] = "directional_lights.data[2].enabled";
  715. actions.renames["LIGHT2_DIRECTION"] = "directional_lights.data[2].direction_energy.xyz";
  716. actions.renames["LIGHT2_ENERGY"] = "directional_lights.data[2].direction_energy.w";
  717. actions.renames["LIGHT2_COLOR"] = "directional_lights.data[2].color_size.xyz";
  718. actions.renames["LIGHT2_SIZE"] = "directional_lights.data[2].color_size.w";
  719. actions.renames["LIGHT3_ENABLED"] = "directional_lights.data[3].enabled";
  720. actions.renames["LIGHT3_DIRECTION"] = "directional_lights.data[3].direction_energy.xyz";
  721. actions.renames["LIGHT3_ENERGY"] = "directional_lights.data[3].direction_energy.w";
  722. actions.renames["LIGHT3_COLOR"] = "directional_lights.data[3].color_size.xyz";
  723. actions.renames["LIGHT3_SIZE"] = "directional_lights.data[3].color_size.w";
  724. actions.renames["AT_CUBEMAP_PASS"] = "AT_CUBEMAP_PASS";
  725. actions.renames["AT_HALF_RES_PASS"] = "AT_HALF_RES_PASS";
  726. actions.renames["AT_QUARTER_RES_PASS"] = "AT_QUARTER_RES_PASS";
  727. actions.custom_samplers["RADIANCE"] = "material_samplers[3]";
  728. actions.usage_defines["HALF_RES_COLOR"] = "\n#define USES_HALF_RES_COLOR\n";
  729. actions.usage_defines["QUARTER_RES_COLOR"] = "\n#define USES_QUARTER_RES_COLOR\n";
  730. actions.render_mode_defines["disable_fog"] = "#define DISABLE_FOG\n";
  731. actions.sampler_array_name = "material_samplers";
  732. actions.base_texture_binding_index = 1;
  733. actions.texture_layout_set = 1;
  734. actions.base_uniform_string = "material.";
  735. actions.base_varying_index = 10;
  736. actions.default_filter = ShaderLanguage::FILTER_LINEAR_MIPMAP;
  737. actions.default_repeat = ShaderLanguage::REPEAT_ENABLE;
  738. actions.global_buffer_array_variable = "global_variables.data";
  739. sky_shader.compiler.initialize(actions);
  740. }
  741. {
  742. // default material and shader for sky shader
  743. sky_shader.default_shader = storage->shader_allocate();
  744. storage->shader_initialize(sky_shader.default_shader);
  745. storage->shader_set_code(sky_shader.default_shader, R"(
  746. // Default sky shader.
  747. shader_type sky;
  748. void sky() {
  749. COLOR = vec3(0.0);
  750. }
  751. )");
  752. sky_shader.default_material = storage->material_allocate();
  753. storage->material_initialize(sky_shader.default_material);
  754. storage->material_set_shader(sky_shader.default_material, sky_shader.default_shader);
  755. SkyMaterialData *md = (SkyMaterialData *)storage->material_get_data(sky_shader.default_material, RendererStorageRD::SHADER_TYPE_SKY);
  756. sky_shader.default_shader_rd = sky_shader.shader.version_get_shader(md->shader_data->version, SKY_VERSION_BACKGROUND);
  757. sky_scene_state.uniform_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(SkySceneState::UBO));
  758. Vector<RD::Uniform> uniforms;
  759. {
  760. RD::Uniform u;
  761. u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
  762. u.binding = 0;
  763. u.ids.resize(12);
  764. RID *ids_ptr = u.ids.ptrw();
  765. ids_ptr[0] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  766. ids_ptr[1] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  767. ids_ptr[2] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  768. ids_ptr[3] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  769. ids_ptr[4] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  770. ids_ptr[5] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  771. ids_ptr[6] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  772. ids_ptr[7] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  773. ids_ptr[8] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  774. ids_ptr[9] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  775. ids_ptr[10] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  776. ids_ptr[11] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  777. uniforms.push_back(u);
  778. }
  779. {
  780. RD::Uniform u;
  781. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  782. u.binding = 1;
  783. u.ids.push_back(storage->global_variables_get_storage_buffer());
  784. uniforms.push_back(u);
  785. }
  786. {
  787. RD::Uniform u;
  788. u.binding = 2;
  789. u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  790. u.ids.push_back(sky_scene_state.uniform_buffer);
  791. uniforms.push_back(u);
  792. }
  793. {
  794. RD::Uniform u;
  795. u.binding = 3;
  796. u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  797. u.ids.push_back(sky_scene_state.directional_light_buffer);
  798. uniforms.push_back(u);
  799. }
  800. sky_scene_state.uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sky_shader.default_shader_rd, SKY_SET_UNIFORMS);
  801. }
  802. {
  803. Vector<RD::Uniform> uniforms;
  804. {
  805. RD::Uniform u;
  806. u.binding = 0;
  807. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  808. RID vfog = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE);
  809. u.ids.push_back(vfog);
  810. uniforms.push_back(u);
  811. }
  812. sky_scene_state.default_fog_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sky_shader.default_shader_rd, SKY_SET_FOG);
  813. }
  814. {
  815. // Need defaults for using fog with clear color
  816. sky_scene_state.fog_shader = storage->shader_allocate();
  817. storage->shader_initialize(sky_scene_state.fog_shader);
  818. storage->shader_set_code(sky_scene_state.fog_shader, R"(
  819. // Default clear color sky shader.
  820. shader_type sky;
  821. uniform vec4 clear_color;
  822. void sky() {
  823. COLOR = clear_color.rgb;
  824. }
  825. )");
  826. sky_scene_state.fog_material = storage->material_allocate();
  827. storage->material_initialize(sky_scene_state.fog_material);
  828. storage->material_set_shader(sky_scene_state.fog_material, sky_scene_state.fog_shader);
  829. Vector<RD::Uniform> uniforms;
  830. {
  831. RD::Uniform u;
  832. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  833. u.binding = 0;
  834. u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK));
  835. uniforms.push_back(u);
  836. }
  837. {
  838. RD::Uniform u;
  839. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  840. u.binding = 1;
  841. u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE));
  842. uniforms.push_back(u);
  843. }
  844. {
  845. RD::Uniform u;
  846. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  847. u.binding = 2;
  848. u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE));
  849. uniforms.push_back(u);
  850. }
  851. sky_scene_state.fog_only_texture_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sky_shader.default_shader_rd, SKY_SET_TEXTURES);
  852. }
  853. { //create index array for copy shaders
  854. Vector<uint8_t> pv;
  855. pv.resize(6 * 4);
  856. {
  857. uint8_t *w = pv.ptrw();
  858. int *p32 = (int *)w;
  859. p32[0] = 0;
  860. p32[1] = 1;
  861. p32[2] = 2;
  862. p32[3] = 0;
  863. p32[4] = 2;
  864. p32[5] = 3;
  865. }
  866. index_buffer = RD::get_singleton()->index_buffer_create(6, RenderingDevice::INDEX_BUFFER_FORMAT_UINT32, pv);
  867. index_array = RD::get_singleton()->index_array_create(index_buffer, 0, 6);
  868. }
  869. }
  870. void RendererSceneSkyRD::set_texture_format(RD::DataFormat p_texture_format) {
  871. texture_format = p_texture_format;
  872. }
  873. RendererSceneSkyRD::~RendererSceneSkyRD() {
  874. // TODO cleanup anything created in init...
  875. if (RD::get_singleton()->uniform_set_is_valid(sky_scene_state.uniform_set)) {
  876. RD::get_singleton()->free(sky_scene_state.uniform_set);
  877. }
  878. if (RD::get_singleton()->uniform_set_is_valid(sky_scene_state.default_fog_uniform_set)) {
  879. RD::get_singleton()->free(sky_scene_state.default_fog_uniform_set);
  880. }
  881. if (RD::get_singleton()->uniform_set_is_valid(sky_scene_state.fog_only_texture_uniform_set)) {
  882. RD::get_singleton()->free(sky_scene_state.fog_only_texture_uniform_set);
  883. }
  884. RD::get_singleton()->free(index_buffer); //array gets freed as dependency
  885. }
  886. void RendererSceneSkyRD::setup(RendererSceneEnvironmentRD *p_env, RID p_render_buffers, const PagedArray<RID> &p_lights, const CameraMatrix &p_projection, const Transform3D &p_transform, const Size2i p_screen_size, RendererSceneRenderRD *p_scene_render) {
  887. ERR_FAIL_COND(!p_env);
  888. SkyMaterialData *material = nullptr;
  889. Sky *sky = get_sky(p_env->sky);
  890. RID sky_material;
  891. SkyShaderData *shader_data = nullptr;
  892. if (sky) {
  893. sky_material = sky_get_material(p_env->sky);
  894. if (sky_material.is_valid()) {
  895. material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY);
  896. if (!material || !material->shader_data->valid) {
  897. material = nullptr;
  898. }
  899. }
  900. if (!material) {
  901. sky_material = sky_shader.default_material;
  902. material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY);
  903. }
  904. ERR_FAIL_COND(!material);
  905. shader_data = material->shader_data;
  906. ERR_FAIL_COND(!shader_data);
  907. // Invalidate supbass buffers if screen size changes
  908. if (sky->screen_size != p_screen_size) {
  909. sky->screen_size = p_screen_size;
  910. sky->screen_size.x = sky->screen_size.x < 4 ? 4 : sky->screen_size.x;
  911. sky->screen_size.y = sky->screen_size.y < 4 ? 4 : sky->screen_size.y;
  912. if (shader_data->uses_half_res) {
  913. if (sky->half_res_pass.is_valid()) {
  914. RD::get_singleton()->free(sky->half_res_pass);
  915. sky->half_res_pass = RID();
  916. }
  917. invalidate_sky(sky);
  918. }
  919. if (shader_data->uses_quarter_res) {
  920. if (sky->quarter_res_pass.is_valid()) {
  921. RD::get_singleton()->free(sky->quarter_res_pass);
  922. sky->quarter_res_pass = RID();
  923. }
  924. invalidate_sky(sky);
  925. }
  926. }
  927. // Create new subpass buffers if necessary
  928. if ((shader_data->uses_half_res && sky->half_res_pass.is_null()) ||
  929. (shader_data->uses_quarter_res && sky->quarter_res_pass.is_null()) ||
  930. sky->radiance.is_null()) {
  931. invalidate_sky(sky);
  932. update_dirty_skys();
  933. }
  934. if (shader_data->uses_time && p_scene_render->time - sky->prev_time > 0.00001) {
  935. sky->prev_time = p_scene_render->time;
  936. sky->reflection.dirty = true;
  937. RenderingServerDefault::redraw_request();
  938. }
  939. if (material != sky->prev_material) {
  940. sky->prev_material = material;
  941. sky->reflection.dirty = true;
  942. }
  943. if (material->uniform_set_updated) {
  944. material->uniform_set_updated = false;
  945. sky->reflection.dirty = true;
  946. }
  947. if (!p_transform.origin.is_equal_approx(sky->prev_position) && shader_data->uses_position) {
  948. sky->prev_position = p_transform.origin;
  949. sky->reflection.dirty = true;
  950. }
  951. if (shader_data->uses_light) {
  952. sky_scene_state.ubo.directional_light_count = 0;
  953. // Run through the list of lights in the scene and pick out the Directional Lights.
  954. // This can't be done in RenderSceneRenderRD::_setup lights because that needs to be called
  955. // after the depth prepass, but this runs before the depth prepass
  956. for (int i = 0; i < (int)p_lights.size(); i++) {
  957. RendererSceneRenderRD::LightInstance *li = p_scene_render->light_instance_owner.get_or_null(p_lights[i]);
  958. if (!li) {
  959. continue;
  960. }
  961. RID base = li->light;
  962. ERR_CONTINUE(base.is_null());
  963. RS::LightType type = storage->light_get_type(base);
  964. if (type == RS::LIGHT_DIRECTIONAL) {
  965. SkyDirectionalLightData &sky_light_data = sky_scene_state.directional_lights[sky_scene_state.ubo.directional_light_count];
  966. Transform3D light_transform = li->transform;
  967. Vector3 world_direction = light_transform.basis.xform(Vector3(0, 0, 1)).normalized();
  968. sky_light_data.direction[0] = world_direction.x;
  969. sky_light_data.direction[1] = world_direction.y;
  970. sky_light_data.direction[2] = -world_direction.z;
  971. float sign = storage->light_is_negative(base) ? -1 : 1;
  972. sky_light_data.energy = sign * storage->light_get_param(base, RS::LIGHT_PARAM_ENERGY);
  973. Color linear_col = storage->light_get_color(base).to_linear();
  974. sky_light_data.color[0] = linear_col.r;
  975. sky_light_data.color[1] = linear_col.g;
  976. sky_light_data.color[2] = linear_col.b;
  977. sky_light_data.enabled = true;
  978. float angular_diameter = storage->light_get_param(base, RS::LIGHT_PARAM_SIZE);
  979. if (angular_diameter > 0.0) {
  980. // I know tan(0) is 0, but let's not risk it with numerical precision.
  981. // technically this will keep expanding until reaching the sun, but all we care
  982. // is expand until we reach the radius of the near plane (there can't be more occluders than that)
  983. angular_diameter = Math::tan(Math::deg2rad(angular_diameter));
  984. } else {
  985. angular_diameter = 0.0;
  986. }
  987. sky_light_data.size = angular_diameter;
  988. sky_scene_state.ubo.directional_light_count++;
  989. if (sky_scene_state.ubo.directional_light_count >= sky_scene_state.max_directional_lights) {
  990. break;
  991. }
  992. }
  993. }
  994. // Check whether the directional_light_buffer changes
  995. bool light_data_dirty = true;
  996. // Light buffer is dirty if we have fewer or more lights
  997. // If we have fewer lights, make sure that old lights are disabled
  998. if (sky_scene_state.ubo.directional_light_count != sky_scene_state.last_frame_directional_light_count) {
  999. light_data_dirty = true;
  1000. for (uint32_t i = sky_scene_state.ubo.directional_light_count; i < sky_scene_state.max_directional_lights; i++) {
  1001. sky_scene_state.directional_lights[i].enabled = false;
  1002. }
  1003. }
  1004. if (!light_data_dirty) {
  1005. for (uint32_t i = 0; i < sky_scene_state.ubo.directional_light_count; i++) {
  1006. if (sky_scene_state.directional_lights[i].direction[0] != sky_scene_state.last_frame_directional_lights[i].direction[0] ||
  1007. sky_scene_state.directional_lights[i].direction[1] != sky_scene_state.last_frame_directional_lights[i].direction[1] ||
  1008. sky_scene_state.directional_lights[i].direction[2] != sky_scene_state.last_frame_directional_lights[i].direction[2] ||
  1009. sky_scene_state.directional_lights[i].energy != sky_scene_state.last_frame_directional_lights[i].energy ||
  1010. sky_scene_state.directional_lights[i].color[0] != sky_scene_state.last_frame_directional_lights[i].color[0] ||
  1011. sky_scene_state.directional_lights[i].color[1] != sky_scene_state.last_frame_directional_lights[i].color[1] ||
  1012. sky_scene_state.directional_lights[i].color[2] != sky_scene_state.last_frame_directional_lights[i].color[2] ||
  1013. sky_scene_state.directional_lights[i].enabled != sky_scene_state.last_frame_directional_lights[i].enabled ||
  1014. sky_scene_state.directional_lights[i].size != sky_scene_state.last_frame_directional_lights[i].size) {
  1015. light_data_dirty = true;
  1016. break;
  1017. }
  1018. }
  1019. }
  1020. if (light_data_dirty) {
  1021. 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);
  1022. SkyDirectionalLightData *temp = sky_scene_state.last_frame_directional_lights;
  1023. sky_scene_state.last_frame_directional_lights = sky_scene_state.directional_lights;
  1024. sky_scene_state.directional_lights = temp;
  1025. sky_scene_state.last_frame_directional_light_count = sky_scene_state.ubo.directional_light_count;
  1026. sky->reflection.dirty = true;
  1027. }
  1028. }
  1029. }
  1030. //setup fog variables
  1031. sky_scene_state.ubo.volumetric_fog_enabled = false;
  1032. if (p_render_buffers.is_valid()) {
  1033. if (p_scene_render->render_buffers_has_volumetric_fog(p_render_buffers)) {
  1034. sky_scene_state.ubo.volumetric_fog_enabled = true;
  1035. float fog_end = p_scene_render->render_buffers_get_volumetric_fog_end(p_render_buffers);
  1036. if (fog_end > 0.0) {
  1037. sky_scene_state.ubo.volumetric_fog_inv_length = 1.0 / fog_end;
  1038. } else {
  1039. sky_scene_state.ubo.volumetric_fog_inv_length = 1.0;
  1040. }
  1041. float fog_detail_spread = p_scene_render->render_buffers_get_volumetric_fog_detail_spread(p_render_buffers); //reverse lookup
  1042. if (fog_detail_spread > 0.0) {
  1043. sky_scene_state.ubo.volumetric_fog_detail_spread = 1.0 / fog_detail_spread;
  1044. } else {
  1045. sky_scene_state.ubo.volumetric_fog_detail_spread = 1.0;
  1046. }
  1047. sky_scene_state.fog_uniform_set = p_scene_render->render_buffers_get_volumetric_fog_sky_uniform_set(p_render_buffers);
  1048. }
  1049. }
  1050. sky_scene_state.ubo.z_far = p_projection.get_z_far();
  1051. sky_scene_state.ubo.fog_enabled = p_env->fog_enabled;
  1052. sky_scene_state.ubo.fog_density = p_env->fog_density;
  1053. sky_scene_state.ubo.fog_aerial_perspective = p_env->fog_aerial_perspective;
  1054. Color fog_color = p_env->fog_light_color.to_linear();
  1055. float fog_energy = p_env->fog_light_energy;
  1056. sky_scene_state.ubo.fog_light_color[0] = fog_color.r * fog_energy;
  1057. sky_scene_state.ubo.fog_light_color[1] = fog_color.g * fog_energy;
  1058. sky_scene_state.ubo.fog_light_color[2] = fog_color.b * fog_energy;
  1059. sky_scene_state.ubo.fog_sun_scatter = p_env->fog_sun_scatter;
  1060. RD::get_singleton()->buffer_update(sky_scene_state.uniform_buffer, 0, sizeof(SkySceneState::UBO), &sky_scene_state.ubo);
  1061. }
  1062. void RendererSceneSkyRD::update(RendererSceneEnvironmentRD *p_env, const CameraMatrix &p_projection, const Transform3D &p_transform, double p_time, float p_luminance_multiplier) {
  1063. ERR_FAIL_COND(!p_env);
  1064. Sky *sky = get_sky(p_env->sky);
  1065. ERR_FAIL_COND(!sky);
  1066. RID sky_material = sky_get_material(p_env->sky);
  1067. SkyMaterialData *material = nullptr;
  1068. if (sky_material.is_valid()) {
  1069. material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY);
  1070. if (!material || !material->shader_data->valid) {
  1071. material = nullptr;
  1072. }
  1073. }
  1074. if (!material) {
  1075. sky_material = sky_shader.default_material;
  1076. material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY);
  1077. }
  1078. ERR_FAIL_COND(!material);
  1079. SkyShaderData *shader_data = material->shader_data;
  1080. ERR_FAIL_COND(!shader_data);
  1081. float multiplier = p_env->bg_energy;
  1082. bool update_single_frame = sky->mode == RS::SKY_MODE_REALTIME || sky->mode == RS::SKY_MODE_QUALITY;
  1083. RS::SkyMode sky_mode = sky->mode;
  1084. if (sky_mode == RS::SKY_MODE_AUTOMATIC) {
  1085. if (shader_data->uses_time || shader_data->uses_position) {
  1086. update_single_frame = true;
  1087. sky_mode = RS::SKY_MODE_REALTIME;
  1088. } else if (shader_data->uses_light || shader_data->ubo_size > 0) {
  1089. update_single_frame = false;
  1090. sky_mode = RS::SKY_MODE_INCREMENTAL;
  1091. } else {
  1092. update_single_frame = true;
  1093. sky_mode = RS::SKY_MODE_QUALITY;
  1094. }
  1095. }
  1096. if (sky->processing_layer == 0 && sky_mode == RS::SKY_MODE_INCREMENTAL) {
  1097. // On the first frame after creating sky, rebuild in single frame
  1098. update_single_frame = true;
  1099. sky_mode = RS::SKY_MODE_QUALITY;
  1100. }
  1101. int max_processing_layer = sky_use_cubemap_array ? sky->reflection.layers.size() : sky->reflection.layers[0].mipmaps.size();
  1102. // Update radiance cubemap
  1103. if (sky->reflection.dirty && (sky->processing_layer >= max_processing_layer || update_single_frame)) {
  1104. static const Vector3 view_normals[6] = {
  1105. Vector3(+1, 0, 0),
  1106. Vector3(-1, 0, 0),
  1107. Vector3(0, +1, 0),
  1108. Vector3(0, -1, 0),
  1109. Vector3(0, 0, +1),
  1110. Vector3(0, 0, -1)
  1111. };
  1112. static const Vector3 view_up[6] = {
  1113. Vector3(0, -1, 0),
  1114. Vector3(0, -1, 0),
  1115. Vector3(0, 0, +1),
  1116. Vector3(0, 0, -1),
  1117. Vector3(0, -1, 0),
  1118. Vector3(0, -1, 0)
  1119. };
  1120. CameraMatrix cm;
  1121. cm.set_perspective(90, 1, 0.01, 10.0);
  1122. CameraMatrix correction;
  1123. correction.set_depth_correction(true);
  1124. cm = correction * cm;
  1125. if (shader_data->uses_quarter_res) {
  1126. RD::get_singleton()->draw_command_begin_label("Render Sky to Quarter Res Cubemap");
  1127. PipelineCacheRD *pipeline = &shader_data->pipelines[SKY_VERSION_CUBEMAP_QUARTER_RES];
  1128. Vector<Color> clear_colors;
  1129. clear_colors.push_back(Color(0.0, 0.0, 0.0));
  1130. RD::DrawListID cubemap_draw_list;
  1131. for (int i = 0; i < 6; i++) {
  1132. Basis local_view = Basis::looking_at(view_normals[i], view_up[i]);
  1133. RID texture_uniform_set = sky->get_textures(storage, SKY_TEXTURE_SET_CUBEMAP_QUARTER_RES, sky_shader.default_shader_rd);
  1134. cubemap_draw_list = RD::get_singleton()->draw_list_begin(sky->reflection.layers[0].mipmaps[2].framebuffers[i], RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
  1135. _render_sky(cubemap_draw_list, p_time, sky->reflection.layers[0].mipmaps[2].framebuffers[i], pipeline, material->uniform_set, texture_uniform_set, 1, &cm, local_view, multiplier, p_transform.origin, p_luminance_multiplier);
  1136. RD::get_singleton()->draw_list_end();
  1137. }
  1138. RD::get_singleton()->draw_command_end_label();
  1139. }
  1140. if (shader_data->uses_half_res) {
  1141. RD::get_singleton()->draw_command_begin_label("Render Sky to Half Res Cubemap");
  1142. PipelineCacheRD *pipeline = &shader_data->pipelines[SKY_VERSION_CUBEMAP_HALF_RES];
  1143. Vector<Color> clear_colors;
  1144. clear_colors.push_back(Color(0.0, 0.0, 0.0));
  1145. RD::DrawListID cubemap_draw_list;
  1146. for (int i = 0; i < 6; i++) {
  1147. Basis local_view = Basis::looking_at(view_normals[i], view_up[i]);
  1148. RID texture_uniform_set = sky->get_textures(storage, SKY_TEXTURE_SET_CUBEMAP_HALF_RES, sky_shader.default_shader_rd);
  1149. cubemap_draw_list = RD::get_singleton()->draw_list_begin(sky->reflection.layers[0].mipmaps[1].framebuffers[i], RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
  1150. _render_sky(cubemap_draw_list, p_time, sky->reflection.layers[0].mipmaps[1].framebuffers[i], pipeline, material->uniform_set, texture_uniform_set, 1, &cm, local_view, multiplier, p_transform.origin, p_luminance_multiplier);
  1151. RD::get_singleton()->draw_list_end();
  1152. }
  1153. RD::get_singleton()->draw_command_end_label();
  1154. }
  1155. RD::DrawListID cubemap_draw_list;
  1156. PipelineCacheRD *pipeline = &shader_data->pipelines[SKY_VERSION_CUBEMAP];
  1157. RD::get_singleton()->draw_command_begin_label("Render Sky Cubemap");
  1158. for (int i = 0; i < 6; i++) {
  1159. Basis local_view = Basis::looking_at(view_normals[i], view_up[i]);
  1160. RID texture_uniform_set = sky->get_textures(storage, SKY_TEXTURE_SET_CUBEMAP, sky_shader.default_shader_rd);
  1161. cubemap_draw_list = RD::get_singleton()->draw_list_begin(sky->reflection.layers[0].mipmaps[0].framebuffers[i], RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
  1162. _render_sky(cubemap_draw_list, p_time, sky->reflection.layers[0].mipmaps[0].framebuffers[i], pipeline, material->uniform_set, texture_uniform_set, 1, &cm, local_view, multiplier, p_transform.origin, p_luminance_multiplier);
  1163. RD::get_singleton()->draw_list_end();
  1164. }
  1165. RD::get_singleton()->draw_command_end_label();
  1166. if (sky_mode == RS::SKY_MODE_REALTIME) {
  1167. sky->reflection.create_reflection_fast_filter(storage, sky_use_cubemap_array);
  1168. if (sky_use_cubemap_array) {
  1169. sky->reflection.update_reflection_mipmaps(storage, 0, sky->reflection.layers.size());
  1170. }
  1171. } else {
  1172. if (update_single_frame) {
  1173. for (int i = 1; i < max_processing_layer; i++) {
  1174. sky->reflection.create_reflection_importance_sample(storage, sky_use_cubemap_array, 10, i, sky_ggx_samples_quality);
  1175. }
  1176. if (sky_use_cubemap_array) {
  1177. sky->reflection.update_reflection_mipmaps(storage, 0, sky->reflection.layers.size());
  1178. }
  1179. } else {
  1180. if (sky_use_cubemap_array) {
  1181. // Multi-Frame so just update the first array level
  1182. sky->reflection.update_reflection_mipmaps(storage, 0, 1);
  1183. }
  1184. }
  1185. sky->processing_layer = 1;
  1186. }
  1187. sky->reflection.dirty = false;
  1188. } else {
  1189. if (sky_mode == RS::SKY_MODE_INCREMENTAL && sky->processing_layer < max_processing_layer) {
  1190. sky->reflection.create_reflection_importance_sample(storage, sky_use_cubemap_array, 10, sky->processing_layer, sky_ggx_samples_quality);
  1191. if (sky_use_cubemap_array) {
  1192. sky->reflection.update_reflection_mipmaps(storage, sky->processing_layer, sky->processing_layer + 1);
  1193. }
  1194. sky->processing_layer++;
  1195. }
  1196. }
  1197. }
  1198. void RendererSceneSkyRD::draw(RendererSceneEnvironmentRD *p_env, bool p_can_continue_color, bool p_can_continue_depth, RID p_fb, uint32_t p_view_count, const CameraMatrix *p_projections, const Transform3D &p_transform, double p_time) {
  1199. ERR_FAIL_COND(!p_env);
  1200. ERR_FAIL_COND(p_view_count == 0);
  1201. ERR_FAIL_COND(p_view_count > RendererSceneRender::MAX_RENDER_VIEWS);
  1202. Sky *sky = get_sky(p_env->sky);
  1203. SkyMaterialData *material = nullptr;
  1204. RID sky_material;
  1205. RS::EnvironmentBG background = p_env->background;
  1206. if (!(background == RS::ENV_BG_CLEAR_COLOR || background == RS::ENV_BG_COLOR) || sky) {
  1207. ERR_FAIL_COND(!sky);
  1208. sky_material = sky_get_material(p_env->sky);
  1209. if (sky_material.is_valid()) {
  1210. material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY);
  1211. if (!material || !material->shader_data->valid) {
  1212. material = nullptr;
  1213. }
  1214. }
  1215. if (!material) {
  1216. sky_material = sky_shader.default_material;
  1217. material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY);
  1218. }
  1219. }
  1220. if (background == RS::ENV_BG_CLEAR_COLOR || background == RS::ENV_BG_COLOR) {
  1221. sky_material = sky_scene_state.fog_material;
  1222. material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY);
  1223. }
  1224. ERR_FAIL_COND(!material);
  1225. SkyShaderData *shader_data = material->shader_data;
  1226. ERR_FAIL_COND(!shader_data);
  1227. Basis sky_transform = p_env->sky_orientation;
  1228. sky_transform.invert();
  1229. float multiplier = p_env->bg_energy;
  1230. float custom_fov = p_env->sky_custom_fov;
  1231. // Camera
  1232. CameraMatrix camera;
  1233. uint32_t view_count = p_view_count;
  1234. const CameraMatrix *projections = p_projections;
  1235. if (custom_fov) {
  1236. // With custom fov we don't support stereo...
  1237. float near_plane = p_projections[0].get_z_near();
  1238. float far_plane = p_projections[0].get_z_far();
  1239. float aspect = p_projections[0].get_aspect();
  1240. camera.set_perspective(custom_fov, aspect, near_plane, far_plane);
  1241. view_count = 1;
  1242. projections = &camera;
  1243. }
  1244. sky_transform = p_transform.basis * sky_transform;
  1245. if (shader_data->uses_quarter_res) {
  1246. PipelineCacheRD *pipeline = &shader_data->pipelines[view_count > 1 ? SKY_VERSION_QUARTER_RES_MULTIVIEW : SKY_VERSION_QUARTER_RES];
  1247. RID texture_uniform_set = sky->get_textures(storage, SKY_TEXTURE_SET_QUARTER_RES, sky_shader.default_shader_rd);
  1248. Vector<Color> clear_colors;
  1249. clear_colors.push_back(Color(0.0, 0.0, 0.0));
  1250. RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(sky->quarter_res_framebuffer, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_DISCARD, clear_colors);
  1251. _render_sky(draw_list, p_time, sky->quarter_res_framebuffer, pipeline, material->uniform_set, texture_uniform_set, view_count, projections, sky_transform, multiplier, p_transform.origin, 1.0);
  1252. RD::get_singleton()->draw_list_end();
  1253. }
  1254. if (shader_data->uses_half_res) {
  1255. PipelineCacheRD *pipeline = &shader_data->pipelines[view_count > 1 ? SKY_VERSION_HALF_RES_MULTIVIEW : SKY_VERSION_HALF_RES];
  1256. RID texture_uniform_set = sky->get_textures(storage, SKY_TEXTURE_SET_HALF_RES, sky_shader.default_shader_rd);
  1257. Vector<Color> clear_colors;
  1258. clear_colors.push_back(Color(0.0, 0.0, 0.0));
  1259. RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(sky->half_res_framebuffer, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_DISCARD, clear_colors);
  1260. _render_sky(draw_list, p_time, sky->half_res_framebuffer, pipeline, material->uniform_set, texture_uniform_set, view_count, projections, sky_transform, multiplier, p_transform.origin, 1.0);
  1261. RD::get_singleton()->draw_list_end();
  1262. }
  1263. PipelineCacheRD *pipeline = &shader_data->pipelines[view_count > 1 ? SKY_VERSION_BACKGROUND_MULTIVIEW : SKY_VERSION_BACKGROUND];
  1264. RID texture_uniform_set;
  1265. if (sky) {
  1266. texture_uniform_set = sky->get_textures(storage, SKY_TEXTURE_SET_BACKGROUND, sky_shader.default_shader_rd);
  1267. } else {
  1268. texture_uniform_set = sky_scene_state.fog_only_texture_uniform_set;
  1269. }
  1270. RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_fb, RD::INITIAL_ACTION_CONTINUE, p_can_continue_color ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CONTINUE, p_can_continue_depth ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ);
  1271. _render_sky(draw_list, p_time, p_fb, pipeline, material->uniform_set, texture_uniform_set, view_count, projections, sky_transform, multiplier, p_transform.origin, 1.0);
  1272. RD::get_singleton()->draw_list_end();
  1273. }
  1274. void RendererSceneSkyRD::update_res_buffers(RendererSceneEnvironmentRD *p_env, uint32_t p_view_count, const CameraMatrix *p_projections, const Transform3D &p_transform, double p_time, float p_luminance_multiplier) {
  1275. ERR_FAIL_COND(!p_env);
  1276. ERR_FAIL_COND(p_view_count == 0);
  1277. ERR_FAIL_COND(p_view_count > RendererSceneRender::MAX_RENDER_VIEWS);
  1278. Sky *sky = get_sky(p_env->sky);
  1279. ERR_FAIL_COND(!sky);
  1280. SkyMaterialData *material = nullptr;
  1281. RID sky_material;
  1282. sky_material = sky_get_material(p_env->sky);
  1283. if (sky_material.is_valid()) {
  1284. material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY);
  1285. if (!material || !material->shader_data->valid) {
  1286. material = nullptr;
  1287. }
  1288. }
  1289. if (!material) {
  1290. sky_material = sky_shader.default_material;
  1291. material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY);
  1292. }
  1293. ERR_FAIL_COND(!material);
  1294. SkyShaderData *shader_data = material->shader_data;
  1295. ERR_FAIL_COND(!shader_data);
  1296. Basis sky_transform = p_env->sky_orientation;
  1297. sky_transform.invert();
  1298. float multiplier = p_env->bg_energy;
  1299. float custom_fov = p_env->sky_custom_fov;
  1300. // Camera
  1301. CameraMatrix camera;
  1302. uint32_t view_count = p_view_count;
  1303. const CameraMatrix *projections = p_projections;
  1304. if (custom_fov) {
  1305. // With custom fov we don't support stereo...
  1306. float near_plane = p_projections[0].get_z_near();
  1307. float far_plane = p_projections[0].get_z_far();
  1308. float aspect = p_projections[0].get_aspect();
  1309. camera.set_perspective(custom_fov, aspect, near_plane, far_plane);
  1310. view_count = 1;
  1311. projections = &camera;
  1312. }
  1313. sky_transform = p_transform.basis * sky_transform;
  1314. if (shader_data->uses_quarter_res) {
  1315. PipelineCacheRD *pipeline = &shader_data->pipelines[view_count > 1 ? SKY_VERSION_QUARTER_RES_MULTIVIEW : SKY_VERSION_QUARTER_RES];
  1316. RID texture_uniform_set = sky->get_textures(storage, SKY_TEXTURE_SET_QUARTER_RES, sky_shader.default_shader_rd);
  1317. Vector<Color> clear_colors;
  1318. clear_colors.push_back(Color(0.0, 0.0, 0.0));
  1319. RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(sky->quarter_res_framebuffer, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_DISCARD, clear_colors);
  1320. _render_sky(draw_list, p_time, sky->quarter_res_framebuffer, pipeline, material->uniform_set, texture_uniform_set, view_count, projections, sky_transform, multiplier, p_transform.origin, p_luminance_multiplier);
  1321. RD::get_singleton()->draw_list_end();
  1322. }
  1323. if (shader_data->uses_half_res) {
  1324. PipelineCacheRD *pipeline = &shader_data->pipelines[view_count > 1 ? SKY_VERSION_HALF_RES_MULTIVIEW : SKY_VERSION_HALF_RES];
  1325. RID texture_uniform_set = sky->get_textures(storage, SKY_TEXTURE_SET_HALF_RES, sky_shader.default_shader_rd);
  1326. Vector<Color> clear_colors;
  1327. clear_colors.push_back(Color(0.0, 0.0, 0.0));
  1328. RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(sky->half_res_framebuffer, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_DISCARD, clear_colors);
  1329. _render_sky(draw_list, p_time, sky->half_res_framebuffer, pipeline, material->uniform_set, texture_uniform_set, view_count, projections, sky_transform, multiplier, p_transform.origin, p_luminance_multiplier);
  1330. RD::get_singleton()->draw_list_end();
  1331. }
  1332. }
  1333. void RendererSceneSkyRD::draw(RD::DrawListID p_draw_list, RendererSceneEnvironmentRD *p_env, RID p_fb, uint32_t p_view_count, const CameraMatrix *p_projections, const Transform3D &p_transform, double p_time, float p_luminance_multiplier) {
  1334. ERR_FAIL_COND(!p_env);
  1335. ERR_FAIL_COND(p_view_count == 0);
  1336. ERR_FAIL_COND(p_view_count > RendererSceneRender::MAX_RENDER_VIEWS);
  1337. Sky *sky = get_sky(p_env->sky);
  1338. SkyMaterialData *material = nullptr;
  1339. RID sky_material;
  1340. RS::EnvironmentBG background = p_env->background;
  1341. if (!(background == RS::ENV_BG_CLEAR_COLOR || background == RS::ENV_BG_COLOR) || sky) {
  1342. ERR_FAIL_COND(!sky);
  1343. sky_material = sky_get_material(p_env->sky);
  1344. if (sky_material.is_valid()) {
  1345. material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY);
  1346. if (!material || !material->shader_data->valid) {
  1347. material = nullptr;
  1348. }
  1349. }
  1350. if (!material) {
  1351. sky_material = sky_shader.default_material;
  1352. material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY);
  1353. }
  1354. }
  1355. if (background == RS::ENV_BG_CLEAR_COLOR || background == RS::ENV_BG_COLOR) {
  1356. sky_material = sky_scene_state.fog_material;
  1357. material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY);
  1358. }
  1359. ERR_FAIL_COND(!material);
  1360. SkyShaderData *shader_data = material->shader_data;
  1361. ERR_FAIL_COND(!shader_data);
  1362. Basis sky_transform = p_env->sky_orientation;
  1363. sky_transform.invert();
  1364. float multiplier = p_env->bg_energy;
  1365. float custom_fov = p_env->sky_custom_fov;
  1366. // Camera
  1367. CameraMatrix camera;
  1368. uint32_t view_count = p_view_count;
  1369. const CameraMatrix *projections = p_projections;
  1370. if (custom_fov) {
  1371. // With custom fov we don't support stereo...
  1372. float near_plane = p_projections[0].get_z_near();
  1373. float far_plane = p_projections[0].get_z_far();
  1374. float aspect = p_projections[0].get_aspect();
  1375. camera.set_perspective(custom_fov, aspect, near_plane, far_plane);
  1376. view_count = 1;
  1377. projections = &camera;
  1378. }
  1379. sky_transform = p_transform.basis * sky_transform;
  1380. PipelineCacheRD *pipeline = &shader_data->pipelines[view_count > 1 ? SKY_VERSION_BACKGROUND_MULTIVIEW : SKY_VERSION_BACKGROUND];
  1381. RID texture_uniform_set;
  1382. if (sky) {
  1383. texture_uniform_set = sky->get_textures(storage, SKY_TEXTURE_SET_BACKGROUND, sky_shader.default_shader_rd);
  1384. } else {
  1385. texture_uniform_set = sky_scene_state.fog_only_texture_uniform_set;
  1386. }
  1387. _render_sky(p_draw_list, p_time, p_fb, pipeline, material->uniform_set, texture_uniform_set, view_count, projections, sky_transform, multiplier, p_transform.origin, p_luminance_multiplier);
  1388. }
  1389. void RendererSceneSkyRD::invalidate_sky(Sky *p_sky) {
  1390. if (!p_sky->dirty) {
  1391. p_sky->dirty = true;
  1392. p_sky->dirty_list = dirty_sky_list;
  1393. dirty_sky_list = p_sky;
  1394. }
  1395. }
  1396. void RendererSceneSkyRD::update_dirty_skys() {
  1397. Sky *sky = dirty_sky_list;
  1398. while (sky) {
  1399. bool texture_set_dirty = false;
  1400. //update sky configuration if texture is missing
  1401. if (sky->radiance.is_null()) {
  1402. int mipmaps = Image::get_image_required_mipmaps(sky->radiance_size, sky->radiance_size, Image::FORMAT_RGBAH) + 1;
  1403. uint32_t w = sky->radiance_size, h = sky->radiance_size;
  1404. int layers = roughness_layers;
  1405. if (sky->mode == RS::SKY_MODE_REALTIME) {
  1406. layers = 8;
  1407. if (roughness_layers != 8) {
  1408. WARN_PRINT("When using REALTIME skies, roughness_layers should be set to 8 in the project settings for best quality reflections");
  1409. }
  1410. }
  1411. if (sky_use_cubemap_array) {
  1412. //array (higher quality, 6 times more memory)
  1413. RD::TextureFormat tf;
  1414. tf.array_layers = layers * 6;
  1415. tf.format = texture_format;
  1416. tf.texture_type = RD::TEXTURE_TYPE_CUBE_ARRAY;
  1417. tf.mipmaps = mipmaps;
  1418. tf.width = w;
  1419. tf.height = h;
  1420. tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
  1421. sky->radiance = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1422. sky->reflection.update_reflection_data(storage, sky->radiance_size, mipmaps, true, sky->radiance, 0, sky->mode == RS::SKY_MODE_REALTIME, roughness_layers, texture_format);
  1423. } else {
  1424. //regular cubemap, lower quality (aliasing, less memory)
  1425. RD::TextureFormat tf;
  1426. tf.array_layers = 6;
  1427. tf.format = texture_format;
  1428. tf.texture_type = RD::TEXTURE_TYPE_CUBE;
  1429. tf.mipmaps = MIN(mipmaps, layers);
  1430. tf.width = w;
  1431. tf.height = h;
  1432. tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
  1433. sky->radiance = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1434. sky->reflection.update_reflection_data(storage, sky->radiance_size, MIN(mipmaps, layers), false, sky->radiance, 0, sky->mode == RS::SKY_MODE_REALTIME, roughness_layers, texture_format);
  1435. }
  1436. texture_set_dirty = true;
  1437. }
  1438. // Create subpass buffers if they haven't been created already
  1439. if (sky->half_res_pass.is_null() && !RD::get_singleton()->texture_is_valid(sky->half_res_pass) && sky->screen_size.x >= 4 && sky->screen_size.y >= 4) {
  1440. RD::TextureFormat tformat;
  1441. tformat.format = texture_format;
  1442. tformat.width = sky->screen_size.x / 2;
  1443. tformat.height = sky->screen_size.y / 2;
  1444. tformat.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
  1445. tformat.texture_type = RD::TEXTURE_TYPE_2D;
  1446. sky->half_res_pass = RD::get_singleton()->texture_create(tformat, RD::TextureView());
  1447. Vector<RID> texs;
  1448. texs.push_back(sky->half_res_pass);
  1449. sky->half_res_framebuffer = RD::get_singleton()->framebuffer_create(texs);
  1450. texture_set_dirty = true;
  1451. }
  1452. if (sky->quarter_res_pass.is_null() && !RD::get_singleton()->texture_is_valid(sky->quarter_res_pass) && sky->screen_size.x >= 4 && sky->screen_size.y >= 4) {
  1453. RD::TextureFormat tformat;
  1454. tformat.format = texture_format;
  1455. tformat.width = sky->screen_size.x / 4;
  1456. tformat.height = sky->screen_size.y / 4;
  1457. tformat.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
  1458. tformat.texture_type = RD::TEXTURE_TYPE_2D;
  1459. sky->quarter_res_pass = RD::get_singleton()->texture_create(tformat, RD::TextureView());
  1460. Vector<RID> texs;
  1461. texs.push_back(sky->quarter_res_pass);
  1462. sky->quarter_res_framebuffer = RD::get_singleton()->framebuffer_create(texs);
  1463. texture_set_dirty = true;
  1464. }
  1465. if (texture_set_dirty) {
  1466. for (int i = 0; i < SKY_TEXTURE_SET_MAX; i++) {
  1467. if (sky->texture_uniform_sets[i].is_valid() && RD::get_singleton()->uniform_set_is_valid(sky->texture_uniform_sets[i])) {
  1468. RD::get_singleton()->free(sky->texture_uniform_sets[i]);
  1469. sky->texture_uniform_sets[i] = RID();
  1470. }
  1471. }
  1472. }
  1473. sky->reflection.dirty = true;
  1474. sky->processing_layer = 0;
  1475. Sky *next = sky->dirty_list;
  1476. sky->dirty_list = nullptr;
  1477. sky->dirty = false;
  1478. sky = next;
  1479. }
  1480. dirty_sky_list = nullptr;
  1481. }
  1482. RID RendererSceneSkyRD::sky_get_material(RID p_sky) const {
  1483. Sky *sky = get_sky(p_sky);
  1484. ERR_FAIL_COND_V(!sky, RID());
  1485. return sky->material;
  1486. }
  1487. RID RendererSceneSkyRD::allocate_sky_rid() {
  1488. return sky_owner.allocate_rid();
  1489. }
  1490. void RendererSceneSkyRD::initialize_sky_rid(RID p_rid) {
  1491. sky_owner.initialize_rid(p_rid, Sky());
  1492. }
  1493. RendererSceneSkyRD::Sky *RendererSceneSkyRD::get_sky(RID p_sky) const {
  1494. return sky_owner.get_or_null(p_sky);
  1495. }
  1496. void RendererSceneSkyRD::free_sky(RID p_sky) {
  1497. Sky *sky = get_sky(p_sky);
  1498. ERR_FAIL_COND(!sky);
  1499. sky->free(storage);
  1500. sky_owner.free(p_sky);
  1501. }
  1502. void RendererSceneSkyRD::sky_set_radiance_size(RID p_sky, int p_radiance_size) {
  1503. Sky *sky = get_sky(p_sky);
  1504. ERR_FAIL_COND(!sky);
  1505. if (sky->set_radiance_size(p_radiance_size)) {
  1506. invalidate_sky(sky);
  1507. }
  1508. }
  1509. void RendererSceneSkyRD::sky_set_mode(RID p_sky, RS::SkyMode p_mode) {
  1510. Sky *sky = get_sky(p_sky);
  1511. ERR_FAIL_COND(!sky);
  1512. if (sky->set_mode(p_mode)) {
  1513. invalidate_sky(sky);
  1514. }
  1515. }
  1516. void RendererSceneSkyRD::sky_set_material(RID p_sky, RID p_material) {
  1517. Sky *sky = get_sky(p_sky);
  1518. ERR_FAIL_COND(!sky);
  1519. if (sky->set_material(p_material)) {
  1520. invalidate_sky(sky);
  1521. }
  1522. }
  1523. Ref<Image> RendererSceneSkyRD::sky_bake_panorama(RID p_sky, float p_energy, bool p_bake_irradiance, const Size2i &p_size) {
  1524. Sky *sky = get_sky(p_sky);
  1525. ERR_FAIL_COND_V(!sky, Ref<Image>());
  1526. update_dirty_skys();
  1527. return sky->bake_panorama(storage, p_energy, p_bake_irradiance ? roughness_layers : 0, p_size);
  1528. }
  1529. RID RendererSceneSkyRD::sky_get_radiance_texture_rd(RID p_sky) const {
  1530. Sky *sky = get_sky(p_sky);
  1531. ERR_FAIL_COND_V(!sky, RID());
  1532. return sky->radiance;
  1533. }