sky.cpp 72 KB

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  1. /**************************************************************************/
  2. /* sky.cpp */
  3. /**************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /**************************************************************************/
  8. /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  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 "sky.h"
  31. #include "core/config/project_settings.h"
  32. #include "core/math/math_defs.h"
  33. #include "servers/rendering/renderer_rd/effects/copy_effects.h"
  34. #include "servers/rendering/renderer_rd/framebuffer_cache_rd.h"
  35. #include "servers/rendering/renderer_rd/renderer_compositor_rd.h"
  36. #include "servers/rendering/renderer_rd/renderer_scene_render_rd.h"
  37. #include "servers/rendering/renderer_rd/storage_rd/material_storage.h"
  38. #include "servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.h"
  39. #include "servers/rendering/renderer_rd/storage_rd/texture_storage.h"
  40. #include "servers/rendering/renderer_rd/uniform_set_cache_rd.h"
  41. #include "servers/rendering/rendering_server_default.h"
  42. #include "servers/rendering/rendering_server_globals.h"
  43. using namespace RendererRD;
  44. #define RB_SCOPE_SKY SNAME("sky_buffers")
  45. #define RB_HALF_TEXTURE SNAME("half_texture")
  46. #define RB_QUARTER_TEXTURE SNAME("quarter_texture")
  47. ////////////////////////////////////////////////////////////////////////////////
  48. // SKY SHADER
  49. void SkyRD::SkyShaderData::set_code(const String &p_code) {
  50. //compile
  51. code = p_code;
  52. valid = false;
  53. ubo_size = 0;
  54. uniforms.clear();
  55. if (code.is_empty()) {
  56. return; //just invalid, but no error
  57. }
  58. ShaderCompiler::GeneratedCode gen_code;
  59. ShaderCompiler::IdentifierActions actions;
  60. actions.entry_point_stages["sky"] = ShaderCompiler::STAGE_FRAGMENT;
  61. uses_time = false;
  62. uses_half_res = false;
  63. uses_quarter_res = false;
  64. uses_position = false;
  65. uses_light = false;
  66. actions.render_mode_flags["use_half_res_pass"] = &uses_half_res;
  67. actions.render_mode_flags["use_quarter_res_pass"] = &uses_quarter_res;
  68. actions.usage_flag_pointers["TIME"] = &uses_time;
  69. actions.usage_flag_pointers["POSITION"] = &uses_position;
  70. actions.usage_flag_pointers["LIGHT0_ENABLED"] = &uses_light;
  71. actions.usage_flag_pointers["LIGHT0_ENERGY"] = &uses_light;
  72. actions.usage_flag_pointers["LIGHT0_DIRECTION"] = &uses_light;
  73. actions.usage_flag_pointers["LIGHT0_COLOR"] = &uses_light;
  74. actions.usage_flag_pointers["LIGHT0_SIZE"] = &uses_light;
  75. actions.usage_flag_pointers["LIGHT1_ENABLED"] = &uses_light;
  76. actions.usage_flag_pointers["LIGHT1_ENERGY"] = &uses_light;
  77. actions.usage_flag_pointers["LIGHT1_DIRECTION"] = &uses_light;
  78. actions.usage_flag_pointers["LIGHT1_COLOR"] = &uses_light;
  79. actions.usage_flag_pointers["LIGHT1_SIZE"] = &uses_light;
  80. actions.usage_flag_pointers["LIGHT2_ENABLED"] = &uses_light;
  81. actions.usage_flag_pointers["LIGHT2_ENERGY"] = &uses_light;
  82. actions.usage_flag_pointers["LIGHT2_DIRECTION"] = &uses_light;
  83. actions.usage_flag_pointers["LIGHT2_COLOR"] = &uses_light;
  84. actions.usage_flag_pointers["LIGHT2_SIZE"] = &uses_light;
  85. actions.usage_flag_pointers["LIGHT3_ENABLED"] = &uses_light;
  86. actions.usage_flag_pointers["LIGHT3_ENERGY"] = &uses_light;
  87. actions.usage_flag_pointers["LIGHT3_DIRECTION"] = &uses_light;
  88. actions.usage_flag_pointers["LIGHT3_COLOR"] = &uses_light;
  89. actions.usage_flag_pointers["LIGHT3_SIZE"] = &uses_light;
  90. actions.uniforms = &uniforms;
  91. // !BAS! Contemplate making `SkyShader sky` accessible from this struct or even part of this struct.
  92. RendererSceneRenderRD *scene_singleton = static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton);
  93. Error err = scene_singleton->sky.sky_shader.compiler.compile(RS::SHADER_SKY, code, &actions, path, gen_code);
  94. ERR_FAIL_COND_MSG(err != OK, "Shader compilation failed.");
  95. if (version.is_null()) {
  96. version = scene_singleton->sky.sky_shader.shader.version_create();
  97. }
  98. #if 0
  99. print_line("**compiling shader:");
  100. print_line("**defines:\n");
  101. for (int i = 0; i < gen_code.defines.size(); i++) {
  102. print_line(gen_code.defines[i]);
  103. }
  104. HashMap<String, String>::Iterator el = gen_code.code.begin();
  105. while (el) {
  106. print_line("\n**code " + el->key + ":\n" + el->value);
  107. ++el;
  108. }
  109. print_line("\n**uniforms:\n" + gen_code.uniforms);
  110. print_line("\n**vertex_globals:\n" + gen_code.stage_globals[ShaderCompiler::STAGE_VERTEX]);
  111. print_line("\n**fragment_globals:\n" + gen_code.stage_globals[ShaderCompiler::STAGE_FRAGMENT]);
  112. #endif
  113. 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);
  114. ERR_FAIL_COND(!scene_singleton->sky.sky_shader.shader.version_is_valid(version));
  115. ubo_size = gen_code.uniform_total_size;
  116. ubo_offsets = gen_code.uniform_offsets;
  117. texture_uniforms = gen_code.texture_uniforms;
  118. //update pipelines
  119. for (int i = 0; i < SKY_VERSION_MAX; i++) {
  120. RD::PipelineDepthStencilState depth_stencil_state;
  121. depth_stencil_state.enable_depth_test = true;
  122. depth_stencil_state.depth_compare_operator = RD::COMPARE_OP_GREATER_OR_EQUAL;
  123. if (scene_singleton->sky.sky_shader.shader.is_variant_enabled(i)) {
  124. RID shader_variant = scene_singleton->sky.sky_shader.shader.version_get_shader(version, i);
  125. pipelines[i].setup(shader_variant, RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), depth_stencil_state, RD::PipelineColorBlendState::create_disabled(), 0);
  126. } else {
  127. pipelines[i].clear();
  128. }
  129. }
  130. valid = true;
  131. }
  132. bool SkyRD::SkyShaderData::is_animated() const {
  133. return false;
  134. }
  135. bool SkyRD::SkyShaderData::casts_shadows() const {
  136. return false;
  137. }
  138. RS::ShaderNativeSourceCode SkyRD::SkyShaderData::get_native_source_code() const {
  139. RendererSceneRenderRD *scene_singleton = static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton);
  140. return scene_singleton->sky.sky_shader.shader.version_get_native_source_code(version);
  141. }
  142. Pair<ShaderRD *, RID> SkyRD::SkyShaderData::get_native_shader_and_version() const {
  143. RendererSceneRenderRD *scene_singleton = static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton);
  144. return { &scene_singleton->sky.sky_shader.shader, version };
  145. }
  146. SkyRD::SkyShaderData::~SkyShaderData() {
  147. RendererSceneRenderRD *scene_singleton = static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton);
  148. ERR_FAIL_NULL(scene_singleton);
  149. //pipeline variants will clear themselves if shader is gone
  150. if (version.is_valid()) {
  151. scene_singleton->sky.sky_shader.shader.version_free(version);
  152. }
  153. }
  154. ////////////////////////////////////////////////////////////////////////////////
  155. // Sky material
  156. bool SkyRD::SkyMaterialData::update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
  157. RendererSceneRenderRD *scene_singleton = static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton);
  158. uniform_set_updated = true;
  159. 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);
  160. }
  161. SkyRD::SkyMaterialData::~SkyMaterialData() {
  162. free_parameters_uniform_set(uniform_set);
  163. }
  164. ////////////////////////////////////////////////////////////////////////////////
  165. // Render sky
  166. static _FORCE_INLINE_ void store_transform_3x3(const Basis &p_basis, float *p_array) {
  167. p_array[0] = p_basis.rows[0][0];
  168. p_array[1] = p_basis.rows[1][0];
  169. p_array[2] = p_basis.rows[2][0];
  170. p_array[3] = 0;
  171. p_array[4] = p_basis.rows[0][1];
  172. p_array[5] = p_basis.rows[1][1];
  173. p_array[6] = p_basis.rows[2][1];
  174. p_array[7] = 0;
  175. p_array[8] = p_basis.rows[0][2];
  176. p_array[9] = p_basis.rows[1][2];
  177. p_array[10] = p_basis.rows[2][2];
  178. p_array[11] = 0;
  179. }
  180. 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, float p_brightness_multiplier) {
  181. SkyPushConstant sky_push_constant;
  182. memset(&sky_push_constant, 0, sizeof(SkyPushConstant));
  183. // We only need key components of our projection matrix
  184. sky_push_constant.projection[0] = p_projection.columns[2][0];
  185. sky_push_constant.projection[1] = p_projection.columns[0][0];
  186. sky_push_constant.projection[2] = p_projection.columns[2][1];
  187. sky_push_constant.projection[3] = p_projection.columns[1][1];
  188. sky_push_constant.position[0] = p_position.x;
  189. sky_push_constant.position[1] = p_position.y;
  190. sky_push_constant.position[2] = p_position.z;
  191. sky_push_constant.time = p_time;
  192. sky_push_constant.luminance_multiplier = p_luminance_multiplier;
  193. sky_push_constant.brightness_multiplier = p_brightness_multiplier;
  194. store_transform_3x3(p_orientation, sky_push_constant.orientation);
  195. RenderingDevice::FramebufferFormatID fb_format = RD::get_singleton()->framebuffer_get_format(p_fb);
  196. RD::DrawListID draw_list = p_list;
  197. 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()));
  198. // Update uniform sets.
  199. {
  200. RD::get_singleton()->draw_list_bind_uniform_set(draw_list, sky_scene_state.uniform_set, SKY_SET_UNIFORMS);
  201. if (p_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(p_uniform_set)) { // Material may not have a uniform set.
  202. RD::get_singleton()->draw_list_bind_uniform_set(draw_list, p_uniform_set, SKY_SET_MATERIAL);
  203. }
  204. RD::get_singleton()->draw_list_bind_uniform_set(draw_list, p_texture_set, SKY_SET_TEXTURES);
  205. // Fog uniform set can be invalidated before drawing, so validate at draw time
  206. if (sky_scene_state.fog_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(sky_scene_state.fog_uniform_set)) {
  207. RD::get_singleton()->draw_list_bind_uniform_set(draw_list, sky_scene_state.fog_uniform_set, SKY_SET_FOG);
  208. } else {
  209. RD::get_singleton()->draw_list_bind_uniform_set(draw_list, sky_scene_state.default_fog_uniform_set, SKY_SET_FOG);
  210. }
  211. }
  212. RD::get_singleton()->draw_list_set_push_constant(draw_list, &sky_push_constant, sizeof(SkyPushConstant));
  213. RD::get_singleton()->draw_list_draw(draw_list, false, 1u, 3u);
  214. }
  215. ////////////////////////////////////////////////////////////////////////////////
  216. // ReflectionData
  217. void SkyRD::ReflectionData::clear_reflection_data() {
  218. layers.clear();
  219. radiance_base_cubemap = RID();
  220. if (downsampled_radiance_cubemap.is_valid()) {
  221. RD::get_singleton()->free_rid(downsampled_radiance_cubemap);
  222. }
  223. downsampled_radiance_cubemap = RID();
  224. downsampled_layer.mipmaps.clear();
  225. coefficient_buffer = RID();
  226. }
  227. 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) {
  228. //recreate radiance and all data
  229. int mipmaps = p_mipmaps;
  230. uint32_t w = p_size, h = p_size;
  231. bool render_buffers_can_be_storage = RendererSceneRenderRD::get_singleton()->_render_buffers_can_be_storage();
  232. if (p_use_array) {
  233. int num_layers = p_low_quality ? 8 : p_roughness_layers;
  234. for (int i = 0; i < num_layers; i++) {
  235. ReflectionData::Layer layer;
  236. uint32_t mmw = w;
  237. uint32_t mmh = h;
  238. layer.mipmaps.resize(mipmaps);
  239. layer.views.resize(mipmaps);
  240. for (int j = 0; j < mipmaps; j++) {
  241. ReflectionData::Layer::Mipmap &mm = layer.mipmaps.write[j];
  242. mm.size.width = mmw;
  243. mm.size.height = mmh;
  244. for (int k = 0; k < 6; k++) {
  245. mm.views[k] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_base_cube, p_base_layer + i * 6 + k, j);
  246. Vector<RID> fbtex;
  247. fbtex.push_back(mm.views[k]);
  248. mm.framebuffers[k] = RD::get_singleton()->framebuffer_create(fbtex);
  249. }
  250. 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);
  251. mmw = MAX(1u, mmw >> 1);
  252. mmh = MAX(1u, mmh >> 1);
  253. }
  254. layers.push_back(layer);
  255. }
  256. } else {
  257. mipmaps = p_low_quality ? 8 : mipmaps;
  258. //regular cubemap, lower quality (aliasing, less memory)
  259. ReflectionData::Layer layer;
  260. uint32_t mmw = w;
  261. uint32_t mmh = h;
  262. layer.mipmaps.resize(mipmaps);
  263. layer.views.resize(mipmaps);
  264. for (int j = 0; j < mipmaps; j++) {
  265. ReflectionData::Layer::Mipmap &mm = layer.mipmaps.write[j];
  266. mm.size.width = mmw;
  267. mm.size.height = mmh;
  268. for (int k = 0; k < 6; k++) {
  269. mm.views[k] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_base_cube, p_base_layer + k, j);
  270. Vector<RID> fbtex;
  271. fbtex.push_back(mm.views[k]);
  272. mm.framebuffers[k] = RD::get_singleton()->framebuffer_create(fbtex);
  273. }
  274. 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);
  275. mmw = MAX(1u, mmw >> 1);
  276. mmh = MAX(1u, mmh >> 1);
  277. }
  278. layers.push_back(layer);
  279. }
  280. 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);
  281. RD::get_singleton()->set_resource_name(radiance_base_cubemap, "radiance base cubemap");
  282. RD::TextureFormat tf;
  283. tf.format = p_texture_format;
  284. tf.width = p_low_quality ? 64 : p_size >> 1; // Always 64x64 when using REALTIME.
  285. tf.height = p_low_quality ? 64 : p_size >> 1;
  286. tf.texture_type = RD::TEXTURE_TYPE_CUBE;
  287. tf.array_layers = 6;
  288. tf.mipmaps = p_low_quality ? 7 : mipmaps - 1;
  289. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
  290. if (render_buffers_can_be_storage) {
  291. tf.usage_bits |= RD::TEXTURE_USAGE_STORAGE_BIT;
  292. }
  293. downsampled_radiance_cubemap = RD::get_singleton()->texture_create(tf, RD::TextureView());
  294. RD::get_singleton()->set_resource_name(downsampled_radiance_cubemap, "downsampled radiance cubemap");
  295. {
  296. uint32_t mmw = tf.width;
  297. uint32_t mmh = tf.height;
  298. downsampled_layer.mipmaps.resize(tf.mipmaps);
  299. for (int j = 0; j < downsampled_layer.mipmaps.size(); j++) {
  300. ReflectionData::DownsampleLayer::Mipmap &mm = downsampled_layer.mipmaps.write[j];
  301. mm.size.width = mmw;
  302. mm.size.height = mmh;
  303. mm.view = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), downsampled_radiance_cubemap, 0, j, 1, RD::TEXTURE_SLICE_CUBEMAP);
  304. RD::get_singleton()->set_resource_name(mm.view, "Downsampled Radiance Cubemap Mip " + itos(j) + " ");
  305. if (!render_buffers_can_be_storage) {
  306. // we need a framebuffer for each side of our cubemap
  307. for (int k = 0; k < 6; k++) {
  308. mm.views[k] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), downsampled_radiance_cubemap, k, j);
  309. RD::get_singleton()->set_resource_name(mm.view, "Downsampled Radiance Cubemap Mip: " + itos(j) + " Face: " + itos(k) + " ");
  310. Vector<RID> fbtex;
  311. fbtex.push_back(mm.views[k]);
  312. mm.framebuffers[k] = RD::get_singleton()->framebuffer_create(fbtex);
  313. }
  314. }
  315. mmw = MAX(1u, mmw >> 1);
  316. mmh = MAX(1u, mmh >> 1);
  317. }
  318. }
  319. }
  320. void SkyRD::ReflectionData::create_reflection_fast_filter(bool p_use_arrays) {
  321. RendererRD::CopyEffects *copy_effects = RendererRD::CopyEffects::get_singleton();
  322. ERR_FAIL_NULL_MSG(copy_effects, "Effects haven't been initialized");
  323. bool prefer_raster_effects = copy_effects->get_prefer_raster_effects();
  324. if (prefer_raster_effects) {
  325. RD::get_singleton()->draw_command_begin_label("Downsample Radiance Map");
  326. for (int k = 0; k < 6; k++) {
  327. copy_effects->cubemap_downsample_raster(radiance_base_cubemap, downsampled_layer.mipmaps[0].framebuffers[k], k, downsampled_layer.mipmaps[0].size);
  328. }
  329. for (int i = 1; i < downsampled_layer.mipmaps.size(); i++) {
  330. for (int k = 0; k < 6; k++) {
  331. copy_effects->cubemap_downsample_raster(downsampled_layer.mipmaps[i - 1].view, downsampled_layer.mipmaps[i].framebuffers[k], k, downsampled_layer.mipmaps[i].size);
  332. }
  333. }
  334. RD::get_singleton()->draw_command_end_label(); // Downsample Radiance
  335. if (p_use_arrays) {
  336. RD::get_singleton()->draw_command_begin_label("Filter Radiance Map into Array Heads");
  337. for (int i = 0; i < layers.size(); i++) {
  338. for (int k = 0; k < 6; k++) {
  339. copy_effects->cubemap_filter_raster(downsampled_radiance_cubemap, layers[i].mipmaps[0].framebuffers[k], k, i);
  340. }
  341. }
  342. } else {
  343. RD::get_singleton()->draw_command_begin_label("Filter Radiance Map into Mipmaps Directly");
  344. for (int j = 0; j < layers[0].mipmaps.size(); j++) {
  345. for (int k = 0; k < 6; k++) {
  346. copy_effects->cubemap_filter_raster(downsampled_radiance_cubemap, layers[0].mipmaps[j].framebuffers[k], k, j);
  347. }
  348. }
  349. }
  350. RD::get_singleton()->draw_command_end_label(); // Filter radiance
  351. } else {
  352. RD::get_singleton()->draw_command_begin_label("Downsample Radiance Map");
  353. copy_effects->cubemap_downsample(radiance_base_cubemap, downsampled_layer.mipmaps[0].view, downsampled_layer.mipmaps[0].size);
  354. for (int i = 1; i < downsampled_layer.mipmaps.size(); i++) {
  355. copy_effects->cubemap_downsample(downsampled_layer.mipmaps[i - 1].view, downsampled_layer.mipmaps[i].view, downsampled_layer.mipmaps[i].size);
  356. }
  357. RD::get_singleton()->draw_command_end_label(); // Downsample Radiance
  358. Vector<RID> views;
  359. if (p_use_arrays) {
  360. for (int i = 1; i < layers.size(); i++) {
  361. views.push_back(layers[i].views[0]);
  362. }
  363. } else {
  364. for (int i = 1; i < layers[0].views.size(); i++) {
  365. views.push_back(layers[0].views[i]);
  366. }
  367. }
  368. RD::get_singleton()->draw_command_begin_label("Fast Filter Radiance");
  369. copy_effects->cubemap_filter(downsampled_radiance_cubemap, views, p_use_arrays);
  370. RD::get_singleton()->draw_command_end_label(); // Filter radiance
  371. }
  372. }
  373. 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) {
  374. RendererRD::CopyEffects *copy_effects = RendererRD::CopyEffects::get_singleton();
  375. ERR_FAIL_NULL_MSG(copy_effects, "Effects haven't been initialized");
  376. bool prefer_raster_effects = copy_effects->get_prefer_raster_effects();
  377. if (prefer_raster_effects) {
  378. if (p_base_layer == 1) {
  379. RD::get_singleton()->draw_command_begin_label("Downsample Radiance Map");
  380. for (int k = 0; k < 6; k++) {
  381. copy_effects->cubemap_downsample_raster(radiance_base_cubemap, downsampled_layer.mipmaps[0].framebuffers[k], k, downsampled_layer.mipmaps[0].size);
  382. }
  383. for (int i = 1; i < downsampled_layer.mipmaps.size(); i++) {
  384. for (int k = 0; k < 6; k++) {
  385. copy_effects->cubemap_downsample_raster(downsampled_layer.mipmaps[i - 1].view, downsampled_layer.mipmaps[i].framebuffers[k], k, downsampled_layer.mipmaps[i].size);
  386. }
  387. }
  388. RD::get_singleton()->draw_command_end_label(); // Downsample Radiance
  389. }
  390. RD::get_singleton()->draw_command_begin_label("High Quality Filter Radiance");
  391. if (p_use_arrays) {
  392. for (int k = 0; k < 6; k++) {
  393. copy_effects->cubemap_roughness_raster(
  394. downsampled_radiance_cubemap,
  395. layers[p_base_layer].mipmaps[0].framebuffers[k],
  396. k,
  397. p_sky_ggx_samples_quality,
  398. float(p_base_layer) / (layers.size() - 1.0),
  399. layers[p_base_layer].mipmaps[0].size.x);
  400. }
  401. } else {
  402. for (int k = 0; k < 6; k++) {
  403. copy_effects->cubemap_roughness_raster(
  404. downsampled_radiance_cubemap,
  405. layers[0].mipmaps[p_base_layer].framebuffers[k],
  406. k,
  407. p_sky_ggx_samples_quality,
  408. float(p_base_layer) / (layers[0].mipmaps.size() - 1.0),
  409. layers[0].mipmaps[p_base_layer].size.x);
  410. }
  411. }
  412. } else {
  413. if (p_base_layer == 1) {
  414. RD::get_singleton()->draw_command_begin_label("Downsample Radiance Map");
  415. copy_effects->cubemap_downsample(radiance_base_cubemap, downsampled_layer.mipmaps[0].view, downsampled_layer.mipmaps[0].size);
  416. for (int i = 1; i < downsampled_layer.mipmaps.size(); i++) {
  417. copy_effects->cubemap_downsample(downsampled_layer.mipmaps[i - 1].view, downsampled_layer.mipmaps[i].view, downsampled_layer.mipmaps[i].size);
  418. }
  419. RD::get_singleton()->draw_command_end_label(); // Downsample Radiance
  420. }
  421. RD::get_singleton()->draw_command_begin_label("High Quality Filter Radiance");
  422. if (p_use_arrays) {
  423. 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);
  424. } else {
  425. copy_effects->cubemap_roughness(
  426. downsampled_radiance_cubemap,
  427. layers[0].views[p_base_layer],
  428. p_cube_side,
  429. p_sky_ggx_samples_quality,
  430. float(p_base_layer) / (layers[0].mipmaps.size() - 1.0),
  431. layers[0].mipmaps[p_base_layer].size.x);
  432. }
  433. }
  434. RD::get_singleton()->draw_command_end_label(); // Filter radiance
  435. }
  436. void SkyRD::ReflectionData::update_reflection_mipmaps(int p_start, int p_end) {
  437. RendererRD::CopyEffects *copy_effects = RendererRD::CopyEffects::get_singleton();
  438. ERR_FAIL_NULL_MSG(copy_effects, "Effects haven't been initialized");
  439. bool prefer_raster_effects = copy_effects->get_prefer_raster_effects();
  440. RD::get_singleton()->draw_command_begin_label("Update Radiance Cubemap Array Mipmaps");
  441. for (int i = p_start; i < p_end; i++) {
  442. for (int j = 0; j < layers[i].views.size() - 1; j++) {
  443. RID view = layers[i].views[j];
  444. Size2i size = layers[i].mipmaps[j + 1].size;
  445. if (prefer_raster_effects) {
  446. for (int k = 0; k < 6; k++) {
  447. RID framebuffer = layers[i].mipmaps[j + 1].framebuffers[k];
  448. copy_effects->cubemap_downsample_raster(view, framebuffer, k, size);
  449. }
  450. } else {
  451. RID texture = layers[i].views[j + 1];
  452. copy_effects->cubemap_downsample(view, texture, size);
  453. }
  454. }
  455. }
  456. RD::get_singleton()->draw_command_end_label();
  457. }
  458. ////////////////////////////////////////////////////////////////////////////////
  459. // SkyRD::Sky
  460. void SkyRD::Sky::free() {
  461. if (radiance.is_valid()) {
  462. RD::get_singleton()->free_rid(radiance);
  463. radiance = RID();
  464. }
  465. reflection.clear_reflection_data();
  466. if (uniform_buffer.is_valid()) {
  467. RD::get_singleton()->free_rid(uniform_buffer);
  468. uniform_buffer = RID();
  469. }
  470. if (material.is_valid()) {
  471. material = RID();
  472. }
  473. }
  474. RID SkyRD::Sky::get_textures(SkyTextureSetVersion p_version, RID p_default_shader_rd, Ref<RenderSceneBuffersRD> p_render_buffers) {
  475. RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
  476. thread_local LocalVector<RD::Uniform> uniforms;
  477. uniforms.clear();
  478. {
  479. RD::Uniform u;
  480. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  481. u.binding = 0;
  482. if (radiance.is_valid() && p_version <= SKY_TEXTURE_SET_QUARTER_RES) {
  483. u.append_id(radiance);
  484. } else {
  485. u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK));
  486. }
  487. uniforms.push_back(u);
  488. }
  489. {
  490. RD::Uniform u;
  491. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  492. u.binding = 1; // half res
  493. if (p_version >= SKY_TEXTURE_SET_CUBEMAP) {
  494. 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) {
  495. u.append_id(reflection.layers[0].views[1]);
  496. } else {
  497. u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK));
  498. }
  499. } else {
  500. 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();
  501. if (half_texture.is_valid() && p_version != SKY_TEXTURE_SET_HALF_RES) {
  502. u.append_id(half_texture);
  503. } else {
  504. u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE));
  505. }
  506. }
  507. uniforms.push_back(u);
  508. }
  509. {
  510. RD::Uniform u;
  511. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  512. u.binding = 2; // quarter res
  513. if (p_version >= SKY_TEXTURE_SET_CUBEMAP) {
  514. 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) {
  515. u.append_id(reflection.layers[0].views[2]);
  516. } else {
  517. u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK));
  518. }
  519. } else {
  520. 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();
  521. if (quarter_texture.is_valid() && p_version != SKY_TEXTURE_SET_QUARTER_RES) {
  522. u.append_id(quarter_texture);
  523. } else {
  524. u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE));
  525. }
  526. }
  527. uniforms.push_back(u);
  528. }
  529. return UniformSetCacheRD::get_singleton()->get_cache_vec(p_default_shader_rd, SKY_SET_TEXTURES, uniforms);
  530. }
  531. bool SkyRD::Sky::set_radiance_size(int p_radiance_size) {
  532. ERR_FAIL_COND_V(p_radiance_size < 32 || p_radiance_size > 2048, false);
  533. if (radiance_size == p_radiance_size) {
  534. return false;
  535. }
  536. radiance_size = p_radiance_size;
  537. if (mode == RS::SKY_MODE_REALTIME && radiance_size != 256) {
  538. WARN_PRINT("Realtime Skies can only use a radiance size of 256. Radiance size will be set to 256 internally.");
  539. radiance_size = 256;
  540. }
  541. if (radiance.is_valid()) {
  542. RD::get_singleton()->free_rid(radiance);
  543. radiance = RID();
  544. }
  545. reflection.clear_reflection_data();
  546. return true;
  547. }
  548. bool SkyRD::Sky::set_mode(RS::SkyMode p_mode) {
  549. if (mode == p_mode) {
  550. return false;
  551. }
  552. mode = p_mode;
  553. if (mode == RS::SKY_MODE_REALTIME && radiance_size != 256) {
  554. WARN_PRINT("Realtime Skies can only use a radiance size of 256. Radiance size will be set to 256 internally.");
  555. set_radiance_size(256);
  556. }
  557. if (radiance.is_valid()) {
  558. RD::get_singleton()->free_rid(radiance);
  559. radiance = RID();
  560. }
  561. reflection.clear_reflection_data();
  562. return true;
  563. }
  564. bool SkyRD::Sky::set_material(RID p_material) {
  565. if (material == p_material) {
  566. return false;
  567. }
  568. material = p_material;
  569. return true;
  570. }
  571. Ref<Image> SkyRD::Sky::bake_panorama(float p_energy, int p_roughness_layers, const Size2i &p_size) {
  572. if (radiance.is_valid()) {
  573. RendererRD::CopyEffects *copy_effects = RendererRD::CopyEffects::get_singleton();
  574. RD::TextureFormat tf;
  575. tf.format = RD::DATA_FORMAT_R32G32B32A32_SFLOAT; // Could be RGBA16
  576. tf.width = p_size.width;
  577. tf.height = p_size.height;
  578. tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
  579. RID rad_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
  580. copy_effects->copy_cubemap_to_panorama(radiance, rad_tex, p_size, p_roughness_layers, reflection.layers.size() > 1);
  581. Vector<uint8_t> data = RD::get_singleton()->texture_get_data(rad_tex, 0);
  582. RD::get_singleton()->free_rid(rad_tex);
  583. Ref<Image> img = Image::create_from_data(p_size.width, p_size.height, false, Image::FORMAT_RGBAF, data);
  584. for (int i = 0; i < p_size.width; i++) {
  585. for (int j = 0; j < p_size.height; j++) {
  586. Color c = img->get_pixel(i, j);
  587. c.r *= p_energy;
  588. c.g *= p_energy;
  589. c.b *= p_energy;
  590. img->set_pixel(i, j, c);
  591. }
  592. }
  593. return img;
  594. }
  595. return Ref<Image>();
  596. }
  597. ////////////////////////////////////////////////////////////////////////////////
  598. // SkyRD
  599. RendererRD::MaterialStorage::ShaderData *SkyRD::_create_sky_shader_func() {
  600. SkyShaderData *shader_data = memnew(SkyShaderData);
  601. return shader_data;
  602. }
  603. RendererRD::MaterialStorage::ShaderData *SkyRD::_create_sky_shader_funcs() {
  604. // !BAS! Why isn't _create_sky_shader_func not just static too?
  605. return static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton)->sky._create_sky_shader_func();
  606. }
  607. RendererRD::MaterialStorage::MaterialData *SkyRD::_create_sky_material_func(SkyShaderData *p_shader) {
  608. SkyMaterialData *material_data = memnew(SkyMaterialData);
  609. material_data->shader_data = p_shader;
  610. //update will happen later anyway so do nothing.
  611. return material_data;
  612. }
  613. RendererRD::MaterialStorage::MaterialData *SkyRD::_create_sky_material_funcs(RendererRD::MaterialStorage::ShaderData *p_shader) {
  614. // !BAS! same here, we could just make _create_sky_material_func static?
  615. return static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton)->sky._create_sky_material_func(static_cast<SkyShaderData *>(p_shader));
  616. }
  617. SkyRD::SkyRD() {
  618. roughness_layers = GLOBAL_GET("rendering/reflections/sky_reflections/roughness_layers");
  619. sky_ggx_samples_quality = GLOBAL_GET("rendering/reflections/sky_reflections/ggx_samples");
  620. sky_use_cubemap_array = GLOBAL_GET("rendering/reflections/sky_reflections/texture_array_reflections");
  621. #if defined(MACOS_ENABLED) && defined(__x86_64__)
  622. if (OS::get_singleton()->get_current_rendering_driver_name() == "vulkan" && RenderingDevice::get_singleton()->get_device_name().contains("Intel")) {
  623. // Disable texture array reflections on macOS on Intel GPUs due to driver bugs.
  624. sky_use_cubemap_array = false;
  625. }
  626. #endif
  627. }
  628. void SkyRD::init() {
  629. RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
  630. RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
  631. {
  632. // Start with the directional lights for the sky
  633. sky_scene_state.max_directional_lights = 4;
  634. uint32_t directional_light_buffer_size = sky_scene_state.max_directional_lights * sizeof(SkyDirectionalLightData);
  635. sky_scene_state.directional_lights = memnew_arr(SkyDirectionalLightData, sky_scene_state.max_directional_lights);
  636. sky_scene_state.last_frame_directional_lights = memnew_arr(SkyDirectionalLightData, sky_scene_state.max_directional_lights);
  637. sky_scene_state.last_frame_directional_light_count = sky_scene_state.max_directional_lights + 1;
  638. sky_scene_state.directional_light_buffer = RD::get_singleton()->uniform_buffer_create(directional_light_buffer_size);
  639. String defines = "\n#define MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS " + itos(sky_scene_state.max_directional_lights) + "\n";
  640. defines += "\n#define SAMPLERS_BINDING_FIRST_INDEX " + itos(SAMPLERS_BINDING_FIRST_INDEX) + "\n";
  641. // Initialize sky
  642. Vector<String> sky_modes;
  643. sky_modes.push_back(""); // Full size
  644. sky_modes.push_back("\n#define USE_HALF_RES_PASS\n"); // Half Res
  645. sky_modes.push_back("\n#define USE_QUARTER_RES_PASS\n"); // Quarter res
  646. sky_modes.push_back("\n#define USE_CUBEMAP_PASS\n"); // Cubemap
  647. sky_modes.push_back("\n#define USE_CUBEMAP_PASS\n#define USE_HALF_RES_PASS\n"); // Half Res Cubemap
  648. sky_modes.push_back("\n#define USE_CUBEMAP_PASS\n#define USE_QUARTER_RES_PASS\n"); // Quarter res Cubemap
  649. sky_modes.push_back("\n#define USE_MULTIVIEW\n"); // Full size multiview
  650. sky_modes.push_back("\n#define USE_HALF_RES_PASS\n#define USE_MULTIVIEW\n"); // Half Res multiview
  651. sky_modes.push_back("\n#define USE_QUARTER_RES_PASS\n#define USE_MULTIVIEW\n"); // Quarter res multiview
  652. sky_shader.shader.initialize(sky_modes, defines);
  653. if (!RendererCompositorRD::get_singleton()->is_xr_enabled()) {
  654. sky_shader.shader.set_variant_enabled(SKY_VERSION_BACKGROUND_MULTIVIEW, false);
  655. sky_shader.shader.set_variant_enabled(SKY_VERSION_HALF_RES_MULTIVIEW, false);
  656. sky_shader.shader.set_variant_enabled(SKY_VERSION_QUARTER_RES_MULTIVIEW, false);
  657. }
  658. }
  659. // register our shader funds
  660. material_storage->shader_set_data_request_function(RendererRD::MaterialStorage::SHADER_TYPE_SKY, _create_sky_shader_funcs);
  661. material_storage->material_set_data_request_function(RendererRD::MaterialStorage::SHADER_TYPE_SKY, _create_sky_material_funcs);
  662. {
  663. ShaderCompiler::DefaultIdentifierActions actions;
  664. actions.renames["COLOR"] = "color";
  665. actions.renames["ALPHA"] = "alpha";
  666. actions.renames["EYEDIR"] = "cube_normal";
  667. actions.renames["POSITION"] = "params.position";
  668. actions.renames["SKY_COORDS"] = "panorama_coords";
  669. actions.renames["SCREEN_UV"] = "uv";
  670. actions.renames["FRAGCOORD"] = "gl_FragCoord";
  671. actions.renames["TIME"] = "params.time";
  672. actions.renames["PI"] = String::num(Math::PI);
  673. actions.renames["TAU"] = String::num(Math::TAU);
  674. actions.renames["E"] = String::num(Math::E);
  675. actions.renames["HALF_RES_COLOR"] = "half_res_color";
  676. actions.renames["QUARTER_RES_COLOR"] = "quarter_res_color";
  677. actions.renames["RADIANCE"] = "radiance";
  678. actions.renames["FOG"] = "custom_fog";
  679. actions.renames["LIGHT0_ENABLED"] = "directional_lights.data[0].enabled";
  680. actions.renames["LIGHT0_DIRECTION"] = "directional_lights.data[0].direction_energy.xyz";
  681. actions.renames["LIGHT0_ENERGY"] = "directional_lights.data[0].direction_energy.w";
  682. actions.renames["LIGHT0_COLOR"] = "directional_lights.data[0].color_size.xyz";
  683. actions.renames["LIGHT0_SIZE"] = "directional_lights.data[0].color_size.w";
  684. actions.renames["LIGHT1_ENABLED"] = "directional_lights.data[1].enabled";
  685. actions.renames["LIGHT1_DIRECTION"] = "directional_lights.data[1].direction_energy.xyz";
  686. actions.renames["LIGHT1_ENERGY"] = "directional_lights.data[1].direction_energy.w";
  687. actions.renames["LIGHT1_COLOR"] = "directional_lights.data[1].color_size.xyz";
  688. actions.renames["LIGHT1_SIZE"] = "directional_lights.data[1].color_size.w";
  689. actions.renames["LIGHT2_ENABLED"] = "directional_lights.data[2].enabled";
  690. actions.renames["LIGHT2_DIRECTION"] = "directional_lights.data[2].direction_energy.xyz";
  691. actions.renames["LIGHT2_ENERGY"] = "directional_lights.data[2].direction_energy.w";
  692. actions.renames["LIGHT2_COLOR"] = "directional_lights.data[2].color_size.xyz";
  693. actions.renames["LIGHT2_SIZE"] = "directional_lights.data[2].color_size.w";
  694. actions.renames["LIGHT3_ENABLED"] = "directional_lights.data[3].enabled";
  695. actions.renames["LIGHT3_DIRECTION"] = "directional_lights.data[3].direction_energy.xyz";
  696. actions.renames["LIGHT3_ENERGY"] = "directional_lights.data[3].direction_energy.w";
  697. actions.renames["LIGHT3_COLOR"] = "directional_lights.data[3].color_size.xyz";
  698. actions.renames["LIGHT3_SIZE"] = "directional_lights.data[3].color_size.w";
  699. actions.renames["AT_CUBEMAP_PASS"] = "AT_CUBEMAP_PASS";
  700. actions.renames["AT_HALF_RES_PASS"] = "AT_HALF_RES_PASS";
  701. actions.renames["AT_QUARTER_RES_PASS"] = "AT_QUARTER_RES_PASS";
  702. actions.custom_samplers["RADIANCE"] = "SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP";
  703. actions.usage_defines["HALF_RES_COLOR"] = "\n#define USES_HALF_RES_COLOR\n";
  704. actions.usage_defines["QUARTER_RES_COLOR"] = "\n#define USES_QUARTER_RES_COLOR\n";
  705. actions.render_mode_defines["disable_fog"] = "#define DISABLE_FOG\n";
  706. actions.render_mode_defines["use_debanding"] = "#define USE_DEBANDING\n";
  707. actions.base_texture_binding_index = 1;
  708. actions.texture_layout_set = 1;
  709. actions.base_uniform_string = "material.";
  710. actions.base_varying_index = 10;
  711. actions.default_filter = ShaderLanguage::FILTER_LINEAR_MIPMAP;
  712. actions.default_repeat = ShaderLanguage::REPEAT_ENABLE;
  713. actions.global_buffer_array_variable = "global_shader_uniforms.data";
  714. sky_shader.compiler.initialize(actions);
  715. }
  716. {
  717. // default material and shader for sky shader
  718. sky_shader.default_shader = material_storage->shader_allocate();
  719. material_storage->shader_initialize(sky_shader.default_shader);
  720. material_storage->shader_set_code(sky_shader.default_shader, R"(
  721. // Default sky shader.
  722. shader_type sky;
  723. void sky() {
  724. COLOR = vec3(0.0);
  725. }
  726. )");
  727. sky_shader.default_material = material_storage->material_allocate();
  728. material_storage->material_initialize(sky_shader.default_material);
  729. material_storage->material_set_shader(sky_shader.default_material, sky_shader.default_shader);
  730. SkyMaterialData *md = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_shader.default_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));
  731. sky_shader.default_shader_rd = sky_shader.shader.version_get_shader(md->shader_data->version, SKY_VERSION_BACKGROUND);
  732. sky_scene_state.uniform_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(SkySceneState::UBO));
  733. Vector<RD::Uniform> uniforms;
  734. {
  735. RD::Uniform u;
  736. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  737. u.binding = 1;
  738. u.append_id(RendererRD::MaterialStorage::get_singleton()->global_shader_uniforms_get_storage_buffer());
  739. uniforms.push_back(u);
  740. }
  741. {
  742. RD::Uniform u;
  743. u.binding = 2;
  744. u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  745. u.append_id(sky_scene_state.uniform_buffer);
  746. uniforms.push_back(u);
  747. }
  748. {
  749. RD::Uniform u;
  750. u.binding = 3;
  751. u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  752. u.append_id(sky_scene_state.directional_light_buffer);
  753. uniforms.push_back(u);
  754. }
  755. material_storage->samplers_rd_get_default().append_uniforms(uniforms, SAMPLERS_BINDING_FIRST_INDEX);
  756. sky_scene_state.uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sky_shader.default_shader_rd, SKY_SET_UNIFORMS);
  757. }
  758. {
  759. Vector<RD::Uniform> uniforms;
  760. {
  761. RD::Uniform u;
  762. u.binding = 0;
  763. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  764. RID vfog = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE);
  765. u.append_id(vfog);
  766. uniforms.push_back(u);
  767. }
  768. sky_scene_state.default_fog_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sky_shader.default_shader_rd, SKY_SET_FOG);
  769. }
  770. {
  771. // Need defaults for using fog with clear color
  772. sky_scene_state.fog_shader = material_storage->shader_allocate();
  773. material_storage->shader_initialize(sky_scene_state.fog_shader);
  774. material_storage->shader_set_code(sky_scene_state.fog_shader, R"(
  775. // Default clear color sky shader.
  776. shader_type sky;
  777. uniform vec4 clear_color;
  778. void sky() {
  779. COLOR = clear_color.rgb;
  780. }
  781. )");
  782. sky_scene_state.fog_material = material_storage->material_allocate();
  783. material_storage->material_initialize(sky_scene_state.fog_material);
  784. material_storage->material_set_shader(sky_scene_state.fog_material, sky_scene_state.fog_shader);
  785. Vector<RD::Uniform> uniforms;
  786. {
  787. RD::Uniform u;
  788. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  789. u.binding = 0;
  790. u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK));
  791. uniforms.push_back(u);
  792. }
  793. {
  794. RD::Uniform u;
  795. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  796. u.binding = 1;
  797. u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE));
  798. uniforms.push_back(u);
  799. }
  800. {
  801. RD::Uniform u;
  802. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  803. u.binding = 2;
  804. u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE));
  805. uniforms.push_back(u);
  806. }
  807. sky_scene_state.fog_only_texture_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sky_shader.default_shader_rd, SKY_SET_TEXTURES);
  808. }
  809. }
  810. void SkyRD::set_texture_format(RD::DataFormat p_texture_format) {
  811. texture_format = p_texture_format;
  812. }
  813. SkyRD::~SkyRD() {
  814. // cleanup anything created in init...
  815. RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
  816. SkyMaterialData *md = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_shader.default_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));
  817. sky_shader.shader.version_free(md->shader_data->version);
  818. RD::get_singleton()->free_rid(sky_scene_state.directional_light_buffer);
  819. RD::get_singleton()->free_rid(sky_scene_state.uniform_buffer);
  820. memdelete_arr(sky_scene_state.directional_lights);
  821. memdelete_arr(sky_scene_state.last_frame_directional_lights);
  822. material_storage->shader_free(sky_shader.default_shader);
  823. material_storage->material_free(sky_shader.default_material);
  824. material_storage->shader_free(sky_scene_state.fog_shader);
  825. material_storage->material_free(sky_scene_state.fog_material);
  826. if (RD::get_singleton()->uniform_set_is_valid(sky_scene_state.uniform_set)) {
  827. RD::get_singleton()->free_rid(sky_scene_state.uniform_set);
  828. }
  829. if (RD::get_singleton()->uniform_set_is_valid(sky_scene_state.default_fog_uniform_set)) {
  830. RD::get_singleton()->free_rid(sky_scene_state.default_fog_uniform_set);
  831. }
  832. if (RD::get_singleton()->uniform_set_is_valid(sky_scene_state.fog_only_texture_uniform_set)) {
  833. RD::get_singleton()->free_rid(sky_scene_state.fog_only_texture_uniform_set);
  834. }
  835. }
  836. void SkyRD::setup_sky(const RenderDataRD *p_render_data, const Size2i p_screen_size) {
  837. RendererRD::LightStorage *light_storage = RendererRD::LightStorage::get_singleton();
  838. RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
  839. ERR_FAIL_COND(p_render_data->environment.is_null());
  840. ERR_FAIL_COND(p_render_data->render_buffers.is_null());
  841. // make sure we support our view count
  842. ERR_FAIL_COND(p_render_data->scene_data->view_count == 0);
  843. ERR_FAIL_COND(p_render_data->scene_data->view_count > RendererSceneRender::MAX_RENDER_VIEWS);
  844. SkyMaterialData *material = nullptr;
  845. Sky *sky = get_sky(RendererSceneRenderRD::get_singleton()->environment_get_sky(p_render_data->environment));
  846. RID sky_material;
  847. SkyShaderData *shader_data = nullptr;
  848. if (sky) {
  849. sky_material = sky_get_material(RendererSceneRenderRD::get_singleton()->environment_get_sky(p_render_data->environment));
  850. if (sky_material.is_valid()) {
  851. material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));
  852. if (!material || !material->shader_data->valid) {
  853. material = nullptr;
  854. }
  855. }
  856. }
  857. if (!material) {
  858. sky_material = sky_shader.default_material;
  859. material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));
  860. }
  861. ERR_FAIL_NULL(material);
  862. shader_data = material->shader_data;
  863. ERR_FAIL_NULL(shader_data);
  864. material->set_as_used();
  865. if (sky) {
  866. // Save our screen size; our buffers will already have been cleared.
  867. sky->screen_size.x = p_screen_size.x < 4 ? 4 : p_screen_size.x;
  868. sky->screen_size.y = p_screen_size.y < 4 ? 4 : p_screen_size.y;
  869. // Trigger updating radiance buffers.
  870. if (sky->radiance.is_null()) {
  871. invalidate_sky(sky);
  872. update_dirty_skys();
  873. }
  874. if (shader_data->uses_time && p_render_data->scene_data->time - sky->prev_time > 0.00001) {
  875. sky->prev_time = p_render_data->scene_data->time;
  876. sky->reflection.dirty = true;
  877. RenderingServerDefault::redraw_request();
  878. }
  879. if (material != sky->prev_material) {
  880. sky->prev_material = material;
  881. sky->reflection.dirty = true;
  882. }
  883. if (material->uniform_set_updated) {
  884. material->uniform_set_updated = false;
  885. sky->reflection.dirty = true;
  886. }
  887. if (!p_render_data->scene_data->cam_transform.origin.is_equal_approx(sky->prev_position) && shader_data->uses_position) {
  888. sky->prev_position = p_render_data->scene_data->cam_transform.origin;
  889. sky->reflection.dirty = true;
  890. }
  891. }
  892. sky_scene_state.ubo.directional_light_count = 0;
  893. if (shader_data->uses_light || (RendererSceneRenderRD::get_singleton()->environment_get_fog_enabled(p_render_data->environment) && RendererSceneRenderRD::get_singleton()->environment_get_fog_sun_scatter(p_render_data->environment) > 0.001)) {
  894. const PagedArray<RID> &lights = *p_render_data->lights;
  895. // Run through the list of lights in the scene and pick out the Directional Lights.
  896. // This can't be done in RenderSceneRenderRD::_setup lights because that needs to be called
  897. // after the depth prepass, but this runs before the depth prepass.
  898. for (int i = 0; i < (int)lights.size(); i++) {
  899. if (!light_storage->owns_light_instance(lights[i])) {
  900. continue;
  901. }
  902. RID base = light_storage->light_instance_get_base_light(lights[i]);
  903. ERR_CONTINUE(base.is_null());
  904. RS::LightType type = light_storage->light_get_type(base);
  905. if (type == RS::LIGHT_DIRECTIONAL && light_storage->light_directional_get_sky_mode(base) != RS::LIGHT_DIRECTIONAL_SKY_MODE_LIGHT_ONLY) {
  906. SkyDirectionalLightData &sky_light_data = sky_scene_state.directional_lights[sky_scene_state.ubo.directional_light_count];
  907. Transform3D light_transform = light_storage->light_instance_get_base_transform(lights[i]);
  908. Vector3 world_direction = light_transform.basis.xform(Vector3(0, 0, 1)).normalized();
  909. sky_light_data.direction[0] = world_direction.x;
  910. sky_light_data.direction[1] = world_direction.y;
  911. sky_light_data.direction[2] = world_direction.z;
  912. float sign = light_storage->light_is_negative(base) ? -1 : 1;
  913. sky_light_data.energy = sign * light_storage->light_get_param(base, RS::LIGHT_PARAM_ENERGY);
  914. if (RendererSceneRenderRD::get_singleton()->is_using_physical_light_units()) {
  915. sky_light_data.energy *= light_storage->light_get_param(base, RS::LIGHT_PARAM_INTENSITY);
  916. }
  917. if (p_render_data->camera_attributes.is_valid()) {
  918. sky_light_data.energy *= RSG::camera_attributes->camera_attributes_get_exposure_normalization_factor(p_render_data->camera_attributes);
  919. }
  920. Color linear_col = light_storage->light_get_color(base).srgb_to_linear();
  921. sky_light_data.color[0] = linear_col.r;
  922. sky_light_data.color[1] = linear_col.g;
  923. sky_light_data.color[2] = linear_col.b;
  924. sky_light_data.enabled = true;
  925. float angular_diameter = light_storage->light_get_param(base, RS::LIGHT_PARAM_SIZE);
  926. sky_light_data.size = Math::deg_to_rad(angular_diameter);
  927. sky_scene_state.ubo.directional_light_count++;
  928. if (sky_scene_state.ubo.directional_light_count >= sky_scene_state.max_directional_lights) {
  929. break;
  930. }
  931. }
  932. }
  933. // Check whether the directional_light_buffer changes.
  934. bool light_data_dirty = false;
  935. // Light buffer is dirty if we have fewer or more lights.
  936. // If we have fewer lights, make sure that old lights are disabled.
  937. if (sky_scene_state.ubo.directional_light_count != sky_scene_state.last_frame_directional_light_count) {
  938. light_data_dirty = true;
  939. for (uint32_t i = sky_scene_state.ubo.directional_light_count; i < sky_scene_state.max_directional_lights; i++) {
  940. sky_scene_state.directional_lights[i].enabled = false;
  941. sky_scene_state.last_frame_directional_lights[i].enabled = false;
  942. }
  943. }
  944. if (!light_data_dirty) {
  945. for (uint32_t i = 0; i < sky_scene_state.ubo.directional_light_count; i++) {
  946. if (sky_scene_state.directional_lights[i].direction[0] != sky_scene_state.last_frame_directional_lights[i].direction[0] ||
  947. sky_scene_state.directional_lights[i].direction[1] != sky_scene_state.last_frame_directional_lights[i].direction[1] ||
  948. sky_scene_state.directional_lights[i].direction[2] != sky_scene_state.last_frame_directional_lights[i].direction[2] ||
  949. sky_scene_state.directional_lights[i].energy != sky_scene_state.last_frame_directional_lights[i].energy ||
  950. sky_scene_state.directional_lights[i].color[0] != sky_scene_state.last_frame_directional_lights[i].color[0] ||
  951. sky_scene_state.directional_lights[i].color[1] != sky_scene_state.last_frame_directional_lights[i].color[1] ||
  952. sky_scene_state.directional_lights[i].color[2] != sky_scene_state.last_frame_directional_lights[i].color[2] ||
  953. sky_scene_state.directional_lights[i].enabled != sky_scene_state.last_frame_directional_lights[i].enabled ||
  954. sky_scene_state.directional_lights[i].size != sky_scene_state.last_frame_directional_lights[i].size) {
  955. light_data_dirty = true;
  956. break;
  957. }
  958. }
  959. }
  960. if (light_data_dirty) {
  961. 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);
  962. SkyDirectionalLightData *temp = sky_scene_state.last_frame_directional_lights;
  963. sky_scene_state.last_frame_directional_lights = sky_scene_state.directional_lights;
  964. sky_scene_state.directional_lights = temp;
  965. sky_scene_state.last_frame_directional_light_count = sky_scene_state.ubo.directional_light_count;
  966. if (sky) {
  967. sky->reflection.dirty = true;
  968. }
  969. }
  970. }
  971. // Setup fog variables.
  972. sky_scene_state.ubo.volumetric_fog_enabled = false;
  973. if (p_render_data->render_buffers->has_custom_data(RB_SCOPE_FOG)) {
  974. Ref<RendererRD::Fog::VolumetricFog> fog = p_render_data->render_buffers->get_custom_data(RB_SCOPE_FOG);
  975. sky_scene_state.ubo.volumetric_fog_enabled = true;
  976. float fog_end = fog->length;
  977. if (fog_end > 0.0) {
  978. sky_scene_state.ubo.volumetric_fog_inv_length = 1.0 / fog_end;
  979. } else {
  980. sky_scene_state.ubo.volumetric_fog_inv_length = 1.0;
  981. }
  982. float fog_detail_spread = fog->spread; // Reverse lookup.
  983. if (fog_detail_spread > 0.0) {
  984. sky_scene_state.ubo.volumetric_fog_detail_spread = 1.0 / fog_detail_spread;
  985. } else {
  986. sky_scene_state.ubo.volumetric_fog_detail_spread = 1.0;
  987. }
  988. sky_scene_state.fog_uniform_set = fog->sky_uniform_set;
  989. }
  990. sky_scene_state.view_count = p_render_data->scene_data->view_count;
  991. sky_scene_state.cam_transform = p_render_data->scene_data->cam_transform;
  992. Projection correction;
  993. correction.set_depth_correction(p_render_data->scene_data->flip_y, true);
  994. correction.add_jitter_offset(p_render_data->scene_data->taa_jitter);
  995. Projection projection = p_render_data->scene_data->cam_projection;
  996. if (p_render_data->scene_data->cam_frustum) {
  997. // We don't use a full projection matrix for the sky, this is enough to make up for it.
  998. projection[2].y = -projection[2].y;
  999. }
  1000. float custom_fov = RendererSceneRenderRD::get_singleton()->environment_get_sky_custom_fov(p_render_data->environment);
  1001. if (custom_fov && sky_scene_state.view_count == 1) {
  1002. // With custom fov we don't support stereo...
  1003. float near_plane = projection.get_z_near();
  1004. float far_plane = projection.get_z_far();
  1005. float aspect = projection.get_aspect();
  1006. projection.set_perspective(custom_fov, aspect, near_plane, far_plane);
  1007. }
  1008. sky_scene_state.cam_projection = correction * projection;
  1009. // Our info in our UBO is only used if we're rendering stereo.
  1010. for (uint32_t i = 0; i < p_render_data->scene_data->view_count; i++) {
  1011. Projection view_inv_projection = (correction * p_render_data->scene_data->view_projection[i]).inverse();
  1012. if (p_render_data->scene_data->view_count > 1) {
  1013. // Reprojection is used when we need to have things in combined space.
  1014. RendererRD::MaterialStorage::store_camera(p_render_data->scene_data->cam_projection * view_inv_projection, sky_scene_state.ubo.combined_reprojection[i]);
  1015. } else {
  1016. // This is unused so just reset to identity.
  1017. Projection ident;
  1018. RendererRD::MaterialStorage::store_camera(ident, sky_scene_state.ubo.combined_reprojection[i]);
  1019. }
  1020. RendererRD::MaterialStorage::store_camera(view_inv_projection, sky_scene_state.ubo.view_inv_projections[i]);
  1021. sky_scene_state.ubo.view_eye_offsets[i][0] = p_render_data->scene_data->view_eye_offset[i].x;
  1022. sky_scene_state.ubo.view_eye_offsets[i][1] = p_render_data->scene_data->view_eye_offset[i].y;
  1023. sky_scene_state.ubo.view_eye_offsets[i][2] = p_render_data->scene_data->view_eye_offset[i].z;
  1024. sky_scene_state.ubo.view_eye_offsets[i][3] = 0.0;
  1025. }
  1026. sky_scene_state.ubo.z_far = p_render_data->scene_data->view_projection[0].get_z_far(); // Should be the same for all projection.
  1027. sky_scene_state.ubo.fog_enabled = RendererSceneRenderRD::get_singleton()->environment_get_fog_enabled(p_render_data->environment);
  1028. sky_scene_state.ubo.fog_density = RendererSceneRenderRD::get_singleton()->environment_get_fog_density(p_render_data->environment);
  1029. sky_scene_state.ubo.fog_aerial_perspective = RendererSceneRenderRD::get_singleton()->environment_get_fog_aerial_perspective(p_render_data->environment);
  1030. Color fog_color = RendererSceneRenderRD::get_singleton()->environment_get_fog_light_color(p_render_data->environment).srgb_to_linear();
  1031. float fog_energy = RendererSceneRenderRD::get_singleton()->environment_get_fog_light_energy(p_render_data->environment);
  1032. sky_scene_state.ubo.fog_light_color[0] = fog_color.r * fog_energy;
  1033. sky_scene_state.ubo.fog_light_color[1] = fog_color.g * fog_energy;
  1034. sky_scene_state.ubo.fog_light_color[2] = fog_color.b * fog_energy;
  1035. sky_scene_state.ubo.fog_sun_scatter = RendererSceneRenderRD::get_singleton()->environment_get_fog_sun_scatter(p_render_data->environment);
  1036. sky_scene_state.ubo.fog_sky_affect = RendererSceneRenderRD::get_singleton()->environment_get_fog_sky_affect(p_render_data->environment);
  1037. sky_scene_state.ubo.volumetric_fog_sky_affect = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_sky_affect(p_render_data->environment);
  1038. RD::get_singleton()->buffer_update(sky_scene_state.uniform_buffer, 0, sizeof(SkySceneState::UBO), &sky_scene_state.ubo);
  1039. }
  1040. 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, float p_brightness_multiplier) {
  1041. ERR_FAIL_COND(p_render_buffers.is_null());
  1042. RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
  1043. ERR_FAIL_COND(p_env.is_null());
  1044. Sky *sky = get_sky(RendererSceneRenderRD::get_singleton()->environment_get_sky(p_env));
  1045. ERR_FAIL_NULL(sky);
  1046. RID sky_material = sky_get_material(RendererSceneRenderRD::get_singleton()->environment_get_sky(p_env));
  1047. SkyMaterialData *material = nullptr;
  1048. if (sky_material.is_valid()) {
  1049. material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));
  1050. if (!material || !material->shader_data->valid) {
  1051. material = nullptr;
  1052. }
  1053. }
  1054. if (!material) {
  1055. sky_material = sky_shader.default_material;
  1056. material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));
  1057. }
  1058. ERR_FAIL_NULL(material);
  1059. SkyShaderData *shader_data = material->shader_data;
  1060. ERR_FAIL_NULL(shader_data);
  1061. bool update_single_frame = sky->mode == RS::SKY_MODE_REALTIME || sky->mode == RS::SKY_MODE_QUALITY;
  1062. RS::SkyMode sky_mode = sky->mode;
  1063. if (sky_mode == RS::SKY_MODE_AUTOMATIC) {
  1064. if ((shader_data->uses_time || shader_data->uses_position) && sky->radiance_size == 256) {
  1065. update_single_frame = true;
  1066. sky_mode = RS::SKY_MODE_REALTIME;
  1067. } else if (shader_data->uses_light || shader_data->ubo_size > 0) {
  1068. update_single_frame = false;
  1069. sky_mode = RS::SKY_MODE_INCREMENTAL;
  1070. } else {
  1071. update_single_frame = true;
  1072. sky_mode = RS::SKY_MODE_QUALITY;
  1073. }
  1074. }
  1075. if (sky->processing_layer == 0 && sky_mode == RS::SKY_MODE_INCREMENTAL) {
  1076. // On the first frame after creating sky, rebuild in single frame
  1077. update_single_frame = true;
  1078. sky_mode = RS::SKY_MODE_QUALITY;
  1079. }
  1080. int max_processing_layer = sky_use_cubemap_array ? sky->reflection.layers.size() : sky->reflection.layers[0].mipmaps.size();
  1081. // Update radiance cubemap
  1082. if (sky->reflection.dirty && (sky->processing_layer >= max_processing_layer || update_single_frame)) {
  1083. static const Vector3 view_normals[6] = {
  1084. Vector3(+1, 0, 0),
  1085. Vector3(-1, 0, 0),
  1086. Vector3(0, +1, 0),
  1087. Vector3(0, -1, 0),
  1088. Vector3(0, 0, +1),
  1089. Vector3(0, 0, -1)
  1090. };
  1091. static const Vector3 view_up[6] = {
  1092. Vector3(0, -1, 0),
  1093. Vector3(0, -1, 0),
  1094. Vector3(0, 0, +1),
  1095. Vector3(0, 0, -1),
  1096. Vector3(0, -1, 0),
  1097. Vector3(0, -1, 0)
  1098. };
  1099. Projection cm;
  1100. cm.set_perspective(90, 1, 0.01, 10.0);
  1101. Projection correction;
  1102. correction.set_depth_correction(false);
  1103. cm = correction * cm;
  1104. // Note, we ignore environment_get_sky_orientation here as this is applied when we do our lookup in our scene shader.
  1105. if (shader_data->uses_quarter_res && roughness_layers >= 3) {
  1106. RD::get_singleton()->draw_command_begin_label("Render Sky to Quarter-Resolution Cubemap");
  1107. PipelineCacheRD *pipeline = &shader_data->pipelines[SKY_VERSION_CUBEMAP_QUARTER_RES];
  1108. Vector<Color> clear_colors;
  1109. clear_colors.push_back(Color(0.0, 0.0, 0.0));
  1110. RD::DrawListID cubemap_draw_list;
  1111. for (int i = 0; i < 6; i++) {
  1112. Basis local_view = Basis::looking_at(view_normals[i], view_up[i]);
  1113. RID texture_uniform_set = sky->get_textures(SKY_TEXTURE_SET_CUBEMAP_QUARTER_RES, sky_shader.default_shader_rd, p_render_buffers);
  1114. cubemap_draw_list = RD::get_singleton()->draw_list_begin(sky->reflection.layers[0].mipmaps[2].framebuffers[i]);
  1115. _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, p_brightness_multiplier);
  1116. RD::get_singleton()->draw_list_end();
  1117. }
  1118. RD::get_singleton()->draw_command_end_label();
  1119. } else if (shader_data->uses_quarter_res && roughness_layers < 3) {
  1120. 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.");
  1121. }
  1122. if (shader_data->uses_half_res && roughness_layers >= 2) {
  1123. RD::get_singleton()->draw_command_begin_label("Render Sky to Half-Resolution Cubemap");
  1124. PipelineCacheRD *pipeline = &shader_data->pipelines[SKY_VERSION_CUBEMAP_HALF_RES];
  1125. Vector<Color> clear_colors;
  1126. clear_colors.push_back(Color(0.0, 0.0, 0.0));
  1127. RD::DrawListID cubemap_draw_list;
  1128. for (int i = 0; i < 6; i++) {
  1129. Basis local_view = Basis::looking_at(view_normals[i], view_up[i]);
  1130. RID texture_uniform_set = sky->get_textures(SKY_TEXTURE_SET_CUBEMAP_HALF_RES, sky_shader.default_shader_rd, p_render_buffers);
  1131. cubemap_draw_list = RD::get_singleton()->draw_list_begin(sky->reflection.layers[0].mipmaps[1].framebuffers[i]);
  1132. _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, p_brightness_multiplier);
  1133. RD::get_singleton()->draw_list_end();
  1134. }
  1135. RD::get_singleton()->draw_command_end_label();
  1136. } else if (shader_data->uses_half_res && roughness_layers < 2) {
  1137. 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.");
  1138. }
  1139. RD::DrawListID cubemap_draw_list;
  1140. PipelineCacheRD *pipeline = &shader_data->pipelines[SKY_VERSION_CUBEMAP];
  1141. RD::get_singleton()->draw_command_begin_label("Render Sky Cubemap");
  1142. for (int i = 0; i < 6; i++) {
  1143. Basis local_view = Basis::looking_at(view_normals[i], view_up[i]);
  1144. RID texture_uniform_set = sky->get_textures(SKY_TEXTURE_SET_CUBEMAP, sky_shader.default_shader_rd, p_render_buffers);
  1145. cubemap_draw_list = RD::get_singleton()->draw_list_begin(sky->reflection.layers[0].mipmaps[0].framebuffers[i], RD::DRAW_DEFAULT_ALL, Vector<Color>(), 1.0f, 0, Rect2(), RDD::BreadcrumbMarker::SKY_PASS | uint32_t(i));
  1146. _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, p_brightness_multiplier);
  1147. RD::get_singleton()->draw_list_end();
  1148. }
  1149. RD::get_singleton()->draw_command_end_label();
  1150. if (sky_mode == RS::SKY_MODE_REALTIME) {
  1151. sky->reflection.create_reflection_fast_filter(sky_use_cubemap_array);
  1152. if (sky_use_cubemap_array) {
  1153. sky->reflection.update_reflection_mipmaps(0, sky->reflection.layers.size());
  1154. }
  1155. } else {
  1156. if (update_single_frame) {
  1157. for (int i = 1; i < max_processing_layer; i++) {
  1158. sky->reflection.create_reflection_importance_sample(sky_use_cubemap_array, 10, i, sky_ggx_samples_quality);
  1159. }
  1160. if (sky_use_cubemap_array) {
  1161. sky->reflection.update_reflection_mipmaps(0, sky->reflection.layers.size());
  1162. }
  1163. } else {
  1164. if (sky_use_cubemap_array) {
  1165. // Multi-Frame so just update the first array level
  1166. sky->reflection.update_reflection_mipmaps(0, 1);
  1167. }
  1168. }
  1169. sky->processing_layer = 1;
  1170. }
  1171. sky->baked_exposure = p_luminance_multiplier;
  1172. sky->reflection.dirty = false;
  1173. } else {
  1174. if (sky_mode == RS::SKY_MODE_INCREMENTAL && sky->processing_layer < max_processing_layer) {
  1175. sky->reflection.create_reflection_importance_sample(sky_use_cubemap_array, 10, sky->processing_layer, sky_ggx_samples_quality);
  1176. if (sky_use_cubemap_array) {
  1177. sky->reflection.update_reflection_mipmaps(sky->processing_layer, sky->processing_layer + 1);
  1178. }
  1179. sky->processing_layer++;
  1180. }
  1181. }
  1182. }
  1183. void SkyRD::update_res_buffers(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_env, double p_time, float p_luminance_multiplier, float p_brightness_multiplier) {
  1184. ERR_FAIL_COND(p_render_buffers.is_null());
  1185. RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
  1186. ERR_FAIL_COND(p_env.is_null());
  1187. Sky *sky = get_sky(RendererSceneRenderRD::get_singleton()->environment_get_sky(p_env));
  1188. SkyMaterialData *material = nullptr;
  1189. RID sky_material;
  1190. RS::EnvironmentBG background = RendererSceneRenderRD::get_singleton()->environment_get_background(p_env);
  1191. if (!(background == RS::ENV_BG_CLEAR_COLOR || background == RS::ENV_BG_COLOR) || sky) {
  1192. ERR_FAIL_NULL(sky);
  1193. sky_material = sky_get_material(RendererSceneRenderRD::get_singleton()->environment_get_sky(p_env));
  1194. if (sky_material.is_valid()) {
  1195. material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));
  1196. if (!material || !material->shader_data->valid) {
  1197. material = nullptr;
  1198. }
  1199. }
  1200. if (!material) {
  1201. sky_material = sky_shader.default_material;
  1202. material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));
  1203. }
  1204. }
  1205. if (background == RS::ENV_BG_CLEAR_COLOR || background == RS::ENV_BG_COLOR) {
  1206. sky_material = sky_scene_state.fog_material;
  1207. material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));
  1208. }
  1209. ERR_FAIL_NULL(material);
  1210. SkyShaderData *shader_data = material->shader_data;
  1211. ERR_FAIL_NULL(shader_data);
  1212. if (!shader_data->uses_quarter_res && !shader_data->uses_half_res) {
  1213. return;
  1214. }
  1215. material->set_as_used();
  1216. RENDER_TIMESTAMP("Setup Sky Resolution Buffers");
  1217. RD::get_singleton()->draw_command_begin_label("Setup Sky Resolution Buffers");
  1218. Basis sky_transform = RendererSceneRenderRD::get_singleton()->environment_get_sky_orientation(p_env);
  1219. sky_transform.invert();
  1220. // Camera
  1221. Projection projection = sky_scene_state.cam_projection;
  1222. sky_transform = sky_transform * sky_scene_state.cam_transform.basis;
  1223. if (shader_data->uses_quarter_res) {
  1224. PipelineCacheRD *pipeline = &shader_data->pipelines[sky_scene_state.view_count > 1 ? SKY_VERSION_QUARTER_RES_MULTIVIEW : SKY_VERSION_QUARTER_RES];
  1225. // Grab texture and framebuffer from cache, create if needed...
  1226. uint32_t usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
  1227. Size2i quarter_size = sky->screen_size / 4;
  1228. RID texture = p_render_buffers->create_texture(RB_SCOPE_SKY, RB_QUARTER_TEXTURE, texture_format, usage_bits, RD::TEXTURE_SAMPLES_1, quarter_size);
  1229. RID framebuffer = FramebufferCacheRD::get_singleton()->get_cache_multiview(sky_scene_state.view_count, texture);
  1230. RID texture_uniform_set = sky->get_textures(SKY_TEXTURE_SET_QUARTER_RES, sky_shader.default_shader_rd, p_render_buffers);
  1231. Vector<Color> clear_colors;
  1232. clear_colors.push_back(Color(0.0, 0.0, 0.0));
  1233. RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(framebuffer, RD::DRAW_CLEAR_ALL, clear_colors);
  1234. _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, p_brightness_multiplier);
  1235. RD::get_singleton()->draw_list_end();
  1236. }
  1237. if (shader_data->uses_half_res) {
  1238. PipelineCacheRD *pipeline = &shader_data->pipelines[sky_scene_state.view_count > 1 ? SKY_VERSION_HALF_RES_MULTIVIEW : SKY_VERSION_HALF_RES];
  1239. // Grab texture and framebuffer from cache, create if needed...
  1240. uint32_t usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
  1241. Size2i half_size = sky->screen_size / 2;
  1242. RID texture = p_render_buffers->create_texture(RB_SCOPE_SKY, RB_HALF_TEXTURE, texture_format, usage_bits, RD::TEXTURE_SAMPLES_1, half_size);
  1243. RID framebuffer = FramebufferCacheRD::get_singleton()->get_cache_multiview(sky_scene_state.view_count, texture);
  1244. RID texture_uniform_set = sky->get_textures(SKY_TEXTURE_SET_HALF_RES, sky_shader.default_shader_rd, p_render_buffers);
  1245. Vector<Color> clear_colors;
  1246. clear_colors.push_back(Color(0.0, 0.0, 0.0));
  1247. RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(framebuffer, RD::DRAW_CLEAR_ALL, clear_colors);
  1248. _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, p_brightness_multiplier);
  1249. RD::get_singleton()->draw_list_end();
  1250. }
  1251. RD::get_singleton()->draw_command_end_label(); // Setup Sky resolution buffers
  1252. }
  1253. 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, float p_brightness_multiplier) {
  1254. ERR_FAIL_COND(p_render_buffers.is_null());
  1255. RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
  1256. ERR_FAIL_COND(p_env.is_null());
  1257. Sky *sky = get_sky(RendererSceneRenderRD::get_singleton()->environment_get_sky(p_env));
  1258. SkyMaterialData *material = nullptr;
  1259. RID sky_material;
  1260. RS::EnvironmentBG background = RendererSceneRenderRD::get_singleton()->environment_get_background(p_env);
  1261. if (!(background == RS::ENV_BG_CLEAR_COLOR || background == RS::ENV_BG_COLOR) || sky) {
  1262. ERR_FAIL_NULL(sky);
  1263. sky_material = sky_get_material(RendererSceneRenderRD::get_singleton()->environment_get_sky(p_env));
  1264. if (sky_material.is_valid()) {
  1265. material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));
  1266. if (!material || !material->shader_data->valid) {
  1267. material = nullptr;
  1268. }
  1269. }
  1270. if (!material) {
  1271. sky_material = sky_shader.default_material;
  1272. material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));
  1273. }
  1274. }
  1275. if (background == RS::ENV_BG_CLEAR_COLOR || background == RS::ENV_BG_COLOR) {
  1276. sky_material = sky_scene_state.fog_material;
  1277. material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));
  1278. }
  1279. ERR_FAIL_NULL(material);
  1280. SkyShaderData *shader_data = material->shader_data;
  1281. ERR_FAIL_NULL(shader_data);
  1282. material->set_as_used();
  1283. Basis sky_transform = RendererSceneRenderRD::get_singleton()->environment_get_sky_orientation(p_env);
  1284. sky_transform.invert();
  1285. // Camera
  1286. Projection projection = sky_scene_state.cam_projection;
  1287. sky_transform = sky_transform * sky_scene_state.cam_transform.basis;
  1288. PipelineCacheRD *pipeline = &shader_data->pipelines[sky_scene_state.view_count > 1 ? SKY_VERSION_BACKGROUND_MULTIVIEW : SKY_VERSION_BACKGROUND];
  1289. RID texture_uniform_set;
  1290. if (sky) {
  1291. texture_uniform_set = sky->get_textures(SKY_TEXTURE_SET_BACKGROUND, sky_shader.default_shader_rd, p_render_buffers);
  1292. } else {
  1293. texture_uniform_set = sky_scene_state.fog_only_texture_uniform_set;
  1294. }
  1295. _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, p_brightness_multiplier);
  1296. }
  1297. void SkyRD::invalidate_sky(Sky *p_sky) {
  1298. if (!p_sky->dirty) {
  1299. p_sky->dirty = true;
  1300. p_sky->dirty_list = dirty_sky_list;
  1301. dirty_sky_list = p_sky;
  1302. }
  1303. }
  1304. void SkyRD::update_dirty_skys() {
  1305. Sky *sky = dirty_sky_list;
  1306. while (sky) {
  1307. //update sky configuration if texture is missing
  1308. // TODO See if we can move this into `update_radiance_buffers` and remove our dirty_sky logic.
  1309. // As this is basically a duplicate of the logic in reflection probes we could move this logic
  1310. // into RenderSceneBuffersRD and use that from both places.
  1311. if (sky->radiance.is_null()) {
  1312. int mipmaps = Image::get_image_required_mipmaps(sky->radiance_size, sky->radiance_size, Image::FORMAT_RGBAH) + 1;
  1313. uint32_t w = sky->radiance_size, h = sky->radiance_size;
  1314. int layers = roughness_layers;
  1315. if (sky->mode == RS::SKY_MODE_REALTIME) {
  1316. layers = 8;
  1317. if (roughness_layers != 8) {
  1318. 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.");
  1319. }
  1320. }
  1321. if (sky_use_cubemap_array) {
  1322. //array (higher quality, 6 times more memory)
  1323. RD::TextureFormat tf;
  1324. tf.array_layers = layers * 6;
  1325. tf.format = texture_format;
  1326. tf.texture_type = RD::TEXTURE_TYPE_CUBE_ARRAY;
  1327. tf.mipmaps = mipmaps;
  1328. tf.width = w;
  1329. tf.height = h;
  1330. tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
  1331. if (RendererSceneRenderRD::get_singleton()->_render_buffers_can_be_storage()) {
  1332. tf.usage_bits |= RD::TEXTURE_USAGE_STORAGE_BIT;
  1333. }
  1334. sky->radiance = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1335. sky->reflection.update_reflection_data(sky->radiance_size, mipmaps, true, sky->radiance, 0, sky->mode == RS::SKY_MODE_REALTIME, roughness_layers, texture_format);
  1336. } else {
  1337. //regular cubemap, lower quality (aliasing, less memory)
  1338. RD::TextureFormat tf;
  1339. tf.array_layers = 6;
  1340. tf.format = texture_format;
  1341. tf.texture_type = RD::TEXTURE_TYPE_CUBE;
  1342. tf.mipmaps = MIN(mipmaps, layers);
  1343. tf.width = w;
  1344. tf.height = h;
  1345. tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
  1346. if (RendererSceneRenderRD::get_singleton()->_render_buffers_can_be_storage()) {
  1347. tf.usage_bits |= RD::TEXTURE_USAGE_STORAGE_BIT;
  1348. }
  1349. sky->radiance = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1350. 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);
  1351. }
  1352. }
  1353. sky->reflection.dirty = true;
  1354. sky->processing_layer = 0;
  1355. Sky *next = sky->dirty_list;
  1356. sky->dirty_list = nullptr;
  1357. sky->dirty = false;
  1358. sky = next;
  1359. }
  1360. dirty_sky_list = nullptr;
  1361. }
  1362. RID SkyRD::sky_get_material(RID p_sky) const {
  1363. Sky *sky = get_sky(p_sky);
  1364. ERR_FAIL_NULL_V(sky, RID());
  1365. return sky->material;
  1366. }
  1367. float SkyRD::sky_get_baked_exposure(RID p_sky) const {
  1368. Sky *sky = get_sky(p_sky);
  1369. ERR_FAIL_NULL_V(sky, 1.0);
  1370. return sky->baked_exposure;
  1371. }
  1372. RID SkyRD::allocate_sky_rid() {
  1373. return sky_owner.allocate_rid();
  1374. }
  1375. void SkyRD::initialize_sky_rid(RID p_rid) {
  1376. sky_owner.initialize_rid(p_rid, Sky());
  1377. }
  1378. SkyRD::Sky *SkyRD::get_sky(RID p_sky) const {
  1379. return sky_owner.get_or_null(p_sky);
  1380. }
  1381. void SkyRD::free_sky(RID p_sky) {
  1382. Sky *sky = get_sky(p_sky);
  1383. ERR_FAIL_NULL(sky);
  1384. sky->free();
  1385. sky_owner.free(p_sky);
  1386. }
  1387. void SkyRD::sky_set_radiance_size(RID p_sky, int p_radiance_size) {
  1388. Sky *sky = get_sky(p_sky);
  1389. ERR_FAIL_NULL(sky);
  1390. if (sky->set_radiance_size(p_radiance_size)) {
  1391. invalidate_sky(sky);
  1392. }
  1393. }
  1394. void SkyRD::sky_set_mode(RID p_sky, RS::SkyMode p_mode) {
  1395. Sky *sky = get_sky(p_sky);
  1396. ERR_FAIL_NULL(sky);
  1397. if (sky->set_mode(p_mode)) {
  1398. invalidate_sky(sky);
  1399. }
  1400. }
  1401. void SkyRD::sky_set_material(RID p_sky, RID p_material) {
  1402. Sky *sky = get_sky(p_sky);
  1403. ERR_FAIL_NULL(sky);
  1404. if (sky->set_material(p_material)) {
  1405. invalidate_sky(sky);
  1406. }
  1407. }
  1408. Ref<Image> SkyRD::sky_bake_panorama(RID p_sky, float p_energy, bool p_bake_irradiance, const Size2i &p_size) {
  1409. Sky *sky = get_sky(p_sky);
  1410. ERR_FAIL_NULL_V(sky, Ref<Image>());
  1411. update_dirty_skys();
  1412. return sky->bake_panorama(p_energy, p_bake_irradiance ? roughness_layers : 0, p_size);
  1413. }
  1414. RID SkyRD::sky_get_radiance_texture_rd(RID p_sky) const {
  1415. Sky *sky = get_sky(p_sky);
  1416. ERR_FAIL_NULL_V(sky, RID());
  1417. return sky->radiance;
  1418. }