renderer_scene_sky_rd.cpp 75 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(1u, mmw >> 1);
  303. mmh = MAX(1u, 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(1u, mmw >> 1);
  327. mmh = MAX(1u, 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(1u, mmw >> 1);
  364. mmh = MAX(1u, 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. RD::get_singleton()->draw_command_begin_label("Downsample radiance map");
  401. effects->cubemap_downsample(radiance_base_cubemap, downsampled_layer.mipmaps[0].view, downsampled_layer.mipmaps[0].size);
  402. for (int i = 1; i < downsampled_layer.mipmaps.size(); i++) {
  403. effects->cubemap_downsample(downsampled_layer.mipmaps[i - 1].view, downsampled_layer.mipmaps[i].view, downsampled_layer.mipmaps[i].size);
  404. }
  405. RD::get_singleton()->draw_command_end_label(); // Downsample Radiance
  406. Vector<RID> views;
  407. if (p_use_arrays) {
  408. for (int i = 1; i < layers.size(); i++) {
  409. views.push_back(layers[i].views[0]);
  410. }
  411. } else {
  412. for (int i = 1; i < layers[0].views.size(); i++) {
  413. views.push_back(layers[0].views[i]);
  414. }
  415. }
  416. RD::get_singleton()->draw_command_begin_label("Fast filter radiance");
  417. effects->cubemap_filter(downsampled_radiance_cubemap, views, p_use_arrays);
  418. RD::get_singleton()->draw_command_end_label(); // Filter radiance
  419. }
  420. }
  421. 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) {
  422. EffectsRD *effects = p_storage->get_effects();
  423. ERR_FAIL_NULL_MSG(effects, "Effects haven't been initialised");
  424. bool prefer_raster_effects = effects->get_prefer_raster_effects();
  425. if (prefer_raster_effects) {
  426. if (p_base_layer == 1) {
  427. RD::get_singleton()->draw_command_begin_label("Downsample radiance map");
  428. for (int k = 0; k < 6; k++) {
  429. effects->cubemap_downsample_raster(radiance_base_cubemap, downsampled_layer.mipmaps[0].framebuffers[k], k, downsampled_layer.mipmaps[0].size);
  430. }
  431. for (int i = 1; i < downsampled_layer.mipmaps.size(); i++) {
  432. for (int k = 0; k < 6; k++) {
  433. effects->cubemap_downsample_raster(downsampled_layer.mipmaps[i - 1].view, downsampled_layer.mipmaps[i].framebuffers[k], k, downsampled_layer.mipmaps[i].size);
  434. }
  435. }
  436. RD::get_singleton()->draw_command_end_label(); // Downsample Radiance
  437. }
  438. RD::get_singleton()->draw_command_begin_label("High Quality filter radiance");
  439. if (p_use_arrays) {
  440. for (int k = 0; k < 6; k++) {
  441. effects->cubemap_roughness_raster(
  442. downsampled_radiance_cubemap,
  443. layers[p_base_layer].mipmaps[0].framebuffers[k],
  444. k,
  445. p_sky_ggx_samples_quality,
  446. float(p_base_layer) / (layers.size() - 1.0),
  447. layers[p_base_layer].mipmaps[0].size.x);
  448. }
  449. } else {
  450. for (int k = 0; k < 6; k++) {
  451. effects->cubemap_roughness_raster(
  452. downsampled_radiance_cubemap,
  453. layers[0].mipmaps[p_base_layer].framebuffers[k],
  454. k,
  455. p_sky_ggx_samples_quality,
  456. float(p_base_layer) / (layers[0].mipmaps.size() - 1.0),
  457. layers[0].mipmaps[p_base_layer].size.x);
  458. }
  459. }
  460. } else {
  461. if (p_base_layer == 1) {
  462. RD::get_singleton()->draw_command_begin_label("Downsample radiance map");
  463. effects->cubemap_downsample(radiance_base_cubemap, downsampled_layer.mipmaps[0].view, downsampled_layer.mipmaps[0].size);
  464. for (int i = 1; i < downsampled_layer.mipmaps.size(); i++) {
  465. effects->cubemap_downsample(downsampled_layer.mipmaps[i - 1].view, downsampled_layer.mipmaps[i].view, downsampled_layer.mipmaps[i].size);
  466. }
  467. RD::get_singleton()->draw_command_end_label(); // Downsample Radiance
  468. }
  469. RD::get_singleton()->draw_command_begin_label("High Quality filter radiance");
  470. if (p_use_arrays) {
  471. 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);
  472. } else {
  473. effects->cubemap_roughness(
  474. downsampled_radiance_cubemap,
  475. layers[0].views[p_base_layer],
  476. p_cube_side,
  477. p_sky_ggx_samples_quality,
  478. float(p_base_layer) / (layers[0].mipmaps.size() - 1.0),
  479. layers[0].mipmaps[p_base_layer].size.x);
  480. }
  481. }
  482. RD::get_singleton()->draw_command_end_label(); // Filter radiance
  483. }
  484. void RendererSceneSkyRD::ReflectionData::update_reflection_mipmaps(RendererStorageRD *p_storage, int p_start, int p_end) {
  485. EffectsRD *effects = p_storage->get_effects();
  486. ERR_FAIL_NULL_MSG(effects, "Effects haven't been initialised");
  487. bool prefer_raster_effects = effects->get_prefer_raster_effects();
  488. RD::get_singleton()->draw_command_begin_label("Update Radiance Cubemap Array Mipmaps");
  489. for (int i = p_start; i < p_end; i++) {
  490. for (int j = 0; j < layers[i].views.size() - 1; j++) {
  491. RID view = layers[i].views[j];
  492. Size2i size = layers[i].mipmaps[j + 1].size;
  493. if (prefer_raster_effects) {
  494. for (int k = 0; k < 6; k++) {
  495. RID framebuffer = layers[i].mipmaps[j + 1].framebuffers[k];
  496. effects->cubemap_downsample_raster(view, framebuffer, k, size);
  497. }
  498. } else {
  499. RID texture = layers[i].views[j + 1];
  500. effects->cubemap_downsample(view, texture, size);
  501. }
  502. }
  503. }
  504. RD::get_singleton()->draw_command_end_label();
  505. }
  506. ////////////////////////////////////////////////////////////////////////////////
  507. // RendererSceneSkyRD::Sky
  508. void RendererSceneSkyRD::Sky::free(RendererStorageRD *p_storage) {
  509. if (radiance.is_valid()) {
  510. RD::get_singleton()->free(radiance);
  511. radiance = RID();
  512. }
  513. reflection.clear_reflection_data();
  514. if (uniform_buffer.is_valid()) {
  515. RD::get_singleton()->free(uniform_buffer);
  516. uniform_buffer = RID();
  517. }
  518. if (half_res_pass.is_valid()) {
  519. RD::get_singleton()->free(half_res_pass);
  520. half_res_pass = RID();
  521. }
  522. if (quarter_res_pass.is_valid()) {
  523. RD::get_singleton()->free(quarter_res_pass);
  524. quarter_res_pass = RID();
  525. }
  526. if (material.is_valid()) {
  527. p_storage->free(material);
  528. material = RID();
  529. }
  530. }
  531. RID RendererSceneSkyRD::Sky::get_textures(RendererStorageRD *p_storage, SkyTextureSetVersion p_version, RID p_default_shader_rd) {
  532. if (texture_uniform_sets[p_version].is_valid() && RD::get_singleton()->uniform_set_is_valid(texture_uniform_sets[p_version])) {
  533. return texture_uniform_sets[p_version];
  534. }
  535. Vector<RD::Uniform> uniforms;
  536. {
  537. RD::Uniform u;
  538. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  539. u.binding = 0;
  540. if (radiance.is_valid() && p_version <= SKY_TEXTURE_SET_QUARTER_RES) {
  541. u.append_id(radiance);
  542. } else {
  543. u.append_id(p_storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK));
  544. }
  545. uniforms.push_back(u);
  546. }
  547. {
  548. RD::Uniform u;
  549. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  550. u.binding = 1; // half res
  551. if (half_res_pass.is_valid() && p_version != SKY_TEXTURE_SET_HALF_RES && p_version != SKY_TEXTURE_SET_CUBEMAP_HALF_RES) {
  552. if (p_version >= SKY_TEXTURE_SET_CUBEMAP) {
  553. u.append_id(reflection.layers[0].views[1]);
  554. } else {
  555. u.append_id(half_res_pass);
  556. }
  557. } else {
  558. if (p_version < SKY_TEXTURE_SET_CUBEMAP) {
  559. u.append_id(p_storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE));
  560. } else {
  561. u.append_id(p_storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK));
  562. }
  563. }
  564. uniforms.push_back(u);
  565. }
  566. {
  567. RD::Uniform u;
  568. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  569. u.binding = 2; // quarter res
  570. if (quarter_res_pass.is_valid() && p_version != SKY_TEXTURE_SET_QUARTER_RES && p_version != SKY_TEXTURE_SET_CUBEMAP_QUARTER_RES) {
  571. if (p_version >= SKY_TEXTURE_SET_CUBEMAP) {
  572. u.append_id(reflection.layers[0].views[2]);
  573. } else {
  574. u.append_id(quarter_res_pass);
  575. }
  576. } else {
  577. if (p_version < SKY_TEXTURE_SET_CUBEMAP) {
  578. u.append_id(p_storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE));
  579. } else {
  580. u.append_id(p_storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK));
  581. }
  582. }
  583. uniforms.push_back(u);
  584. }
  585. texture_uniform_sets[p_version] = RD::get_singleton()->uniform_set_create(uniforms, p_default_shader_rd, SKY_SET_TEXTURES);
  586. return texture_uniform_sets[p_version];
  587. }
  588. bool RendererSceneSkyRD::Sky::set_radiance_size(int p_radiance_size) {
  589. ERR_FAIL_COND_V(p_radiance_size < 32 || p_radiance_size > 2048, false);
  590. if (radiance_size == p_radiance_size) {
  591. return false;
  592. }
  593. radiance_size = p_radiance_size;
  594. if (mode == RS::SKY_MODE_REALTIME && radiance_size != 256) {
  595. WARN_PRINT("Realtime Skies can only use a radiance size of 256. Radiance size will be set to 256 internally.");
  596. radiance_size = 256;
  597. }
  598. if (radiance.is_valid()) {
  599. RD::get_singleton()->free(radiance);
  600. radiance = RID();
  601. }
  602. reflection.clear_reflection_data();
  603. return true;
  604. }
  605. bool RendererSceneSkyRD::Sky::set_mode(RS::SkyMode p_mode) {
  606. if (mode == p_mode) {
  607. return false;
  608. }
  609. mode = p_mode;
  610. if (mode == RS::SKY_MODE_REALTIME && radiance_size != 256) {
  611. WARN_PRINT("Realtime Skies can only use a radiance size of 256. Radiance size will be set to 256 internally.");
  612. set_radiance_size(256);
  613. }
  614. if (radiance.is_valid()) {
  615. RD::get_singleton()->free(radiance);
  616. radiance = RID();
  617. }
  618. reflection.clear_reflection_data();
  619. return true;
  620. }
  621. bool RendererSceneSkyRD::Sky::set_material(RID p_material) {
  622. if (material == p_material) {
  623. return false;
  624. }
  625. material = p_material;
  626. return true;
  627. }
  628. Ref<Image> RendererSceneSkyRD::Sky::bake_panorama(RendererStorageRD *p_storage, float p_energy, int p_roughness_layers, const Size2i &p_size) {
  629. if (radiance.is_valid()) {
  630. RD::TextureFormat tf;
  631. tf.format = RD::DATA_FORMAT_R32G32B32A32_SFLOAT;
  632. tf.width = p_size.width;
  633. tf.height = p_size.height;
  634. tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
  635. RID rad_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
  636. p_storage->get_effects()->copy_cubemap_to_panorama(radiance, rad_tex, p_size, p_roughness_layers, reflection.layers.size() > 1);
  637. Vector<uint8_t> data = RD::get_singleton()->texture_get_data(rad_tex, 0);
  638. RD::get_singleton()->free(rad_tex);
  639. Ref<Image> img;
  640. img.instantiate();
  641. img->create(p_size.width, p_size.height, false, Image::FORMAT_RGBAF, data);
  642. for (int i = 0; i < p_size.width; i++) {
  643. for (int j = 0; j < p_size.height; j++) {
  644. Color c = img->get_pixel(i, j);
  645. c.r *= p_energy;
  646. c.g *= p_energy;
  647. c.b *= p_energy;
  648. img->set_pixel(i, j, c);
  649. }
  650. }
  651. return img;
  652. }
  653. return Ref<Image>();
  654. }
  655. ////////////////////////////////////////////////////////////////////////////////
  656. // RendererSceneSkyRD
  657. RendererStorageRD::ShaderData *RendererSceneSkyRD::_create_sky_shader_func() {
  658. SkyShaderData *shader_data = memnew(SkyShaderData);
  659. return shader_data;
  660. }
  661. RendererStorageRD::ShaderData *RendererSceneSkyRD::_create_sky_shader_funcs() {
  662. // !BAS! Why isn't _create_sky_shader_func not just static too?
  663. return static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton)->sky._create_sky_shader_func();
  664. };
  665. RendererStorageRD::MaterialData *RendererSceneSkyRD::_create_sky_material_func(SkyShaderData *p_shader) {
  666. SkyMaterialData *material_data = memnew(SkyMaterialData);
  667. material_data->shader_data = p_shader;
  668. //update will happen later anyway so do nothing.
  669. return material_data;
  670. }
  671. RendererStorageRD::MaterialData *RendererSceneSkyRD::_create_sky_material_funcs(RendererStorageRD::ShaderData *p_shader) {
  672. // !BAS! same here, we could just make _create_sky_material_func static?
  673. return static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton)->sky._create_sky_material_func(static_cast<SkyShaderData *>(p_shader));
  674. };
  675. RendererSceneSkyRD::RendererSceneSkyRD() {
  676. roughness_layers = GLOBAL_GET("rendering/reflections/sky_reflections/roughness_layers");
  677. sky_ggx_samples_quality = GLOBAL_GET("rendering/reflections/sky_reflections/ggx_samples");
  678. sky_use_cubemap_array = GLOBAL_GET("rendering/reflections/sky_reflections/texture_array_reflections");
  679. }
  680. void RendererSceneSkyRD::init(RendererStorageRD *p_storage) {
  681. storage = p_storage;
  682. {
  683. // Start with the directional lights for the sky
  684. sky_scene_state.max_directional_lights = 4;
  685. uint32_t directional_light_buffer_size = sky_scene_state.max_directional_lights * sizeof(SkyDirectionalLightData);
  686. sky_scene_state.directional_lights = memnew_arr(SkyDirectionalLightData, sky_scene_state.max_directional_lights);
  687. sky_scene_state.last_frame_directional_lights = memnew_arr(SkyDirectionalLightData, sky_scene_state.max_directional_lights);
  688. sky_scene_state.last_frame_directional_light_count = sky_scene_state.max_directional_lights + 1;
  689. sky_scene_state.directional_light_buffer = RD::get_singleton()->uniform_buffer_create(directional_light_buffer_size);
  690. String defines = "\n#define MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS " + itos(sky_scene_state.max_directional_lights) + "\n";
  691. // Initialize sky
  692. Vector<String> sky_modes;
  693. sky_modes.push_back(""); // Full size
  694. sky_modes.push_back("\n#define USE_HALF_RES_PASS\n"); // Half Res
  695. sky_modes.push_back("\n#define USE_QUARTER_RES_PASS\n"); // Quarter res
  696. sky_modes.push_back("\n#define USE_CUBEMAP_PASS\n"); // Cubemap
  697. sky_modes.push_back("\n#define USE_CUBEMAP_PASS\n#define USE_HALF_RES_PASS\n"); // Half Res Cubemap
  698. sky_modes.push_back("\n#define USE_CUBEMAP_PASS\n#define USE_QUARTER_RES_PASS\n"); // Quarter res Cubemap
  699. sky_modes.push_back("\n#define USE_MULTIVIEW\n"); // Full size multiview
  700. sky_modes.push_back("\n#define USE_HALF_RES_PASS\n#define USE_MULTIVIEW\n"); // Half Res multiview
  701. sky_modes.push_back("\n#define USE_QUARTER_RES_PASS\n#define USE_MULTIVIEW\n"); // Quarter res multiview
  702. sky_shader.shader.initialize(sky_modes, defines);
  703. if (!RendererCompositorRD::singleton->is_xr_enabled()) {
  704. sky_shader.shader.set_variant_enabled(SKY_VERSION_BACKGROUND_MULTIVIEW, false);
  705. sky_shader.shader.set_variant_enabled(SKY_VERSION_HALF_RES_MULTIVIEW, false);
  706. sky_shader.shader.set_variant_enabled(SKY_VERSION_QUARTER_RES_MULTIVIEW, false);
  707. }
  708. }
  709. // register our shader funds
  710. storage->shader_set_data_request_function(RendererStorageRD::SHADER_TYPE_SKY, _create_sky_shader_funcs);
  711. storage->material_set_data_request_function(RendererStorageRD::SHADER_TYPE_SKY, _create_sky_material_funcs);
  712. {
  713. ShaderCompiler::DefaultIdentifierActions actions;
  714. actions.renames["COLOR"] = "color";
  715. actions.renames["ALPHA"] = "alpha";
  716. actions.renames["EYEDIR"] = "cube_normal";
  717. actions.renames["POSITION"] = "params.position_multiplier.xyz";
  718. actions.renames["SKY_COORDS"] = "panorama_coords";
  719. actions.renames["SCREEN_UV"] = "uv";
  720. actions.renames["TIME"] = "params.time";
  721. actions.renames["PI"] = _MKSTR(Math_PI);
  722. actions.renames["TAU"] = _MKSTR(Math_TAU);
  723. actions.renames["E"] = _MKSTR(Math_E);
  724. actions.renames["HALF_RES_COLOR"] = "half_res_color";
  725. actions.renames["QUARTER_RES_COLOR"] = "quarter_res_color";
  726. actions.renames["RADIANCE"] = "radiance";
  727. actions.renames["FOG"] = "custom_fog";
  728. actions.renames["LIGHT0_ENABLED"] = "directional_lights.data[0].enabled";
  729. actions.renames["LIGHT0_DIRECTION"] = "directional_lights.data[0].direction_energy.xyz";
  730. actions.renames["LIGHT0_ENERGY"] = "directional_lights.data[0].direction_energy.w";
  731. actions.renames["LIGHT0_COLOR"] = "directional_lights.data[0].color_size.xyz";
  732. actions.renames["LIGHT0_SIZE"] = "directional_lights.data[0].color_size.w";
  733. actions.renames["LIGHT1_ENABLED"] = "directional_lights.data[1].enabled";
  734. actions.renames["LIGHT1_DIRECTION"] = "directional_lights.data[1].direction_energy.xyz";
  735. actions.renames["LIGHT1_ENERGY"] = "directional_lights.data[1].direction_energy.w";
  736. actions.renames["LIGHT1_COLOR"] = "directional_lights.data[1].color_size.xyz";
  737. actions.renames["LIGHT1_SIZE"] = "directional_lights.data[1].color_size.w";
  738. actions.renames["LIGHT2_ENABLED"] = "directional_lights.data[2].enabled";
  739. actions.renames["LIGHT2_DIRECTION"] = "directional_lights.data[2].direction_energy.xyz";
  740. actions.renames["LIGHT2_ENERGY"] = "directional_lights.data[2].direction_energy.w";
  741. actions.renames["LIGHT2_COLOR"] = "directional_lights.data[2].color_size.xyz";
  742. actions.renames["LIGHT2_SIZE"] = "directional_lights.data[2].color_size.w";
  743. actions.renames["LIGHT3_ENABLED"] = "directional_lights.data[3].enabled";
  744. actions.renames["LIGHT3_DIRECTION"] = "directional_lights.data[3].direction_energy.xyz";
  745. actions.renames["LIGHT3_ENERGY"] = "directional_lights.data[3].direction_energy.w";
  746. actions.renames["LIGHT3_COLOR"] = "directional_lights.data[3].color_size.xyz";
  747. actions.renames["LIGHT3_SIZE"] = "directional_lights.data[3].color_size.w";
  748. actions.renames["AT_CUBEMAP_PASS"] = "AT_CUBEMAP_PASS";
  749. actions.renames["AT_HALF_RES_PASS"] = "AT_HALF_RES_PASS";
  750. actions.renames["AT_QUARTER_RES_PASS"] = "AT_QUARTER_RES_PASS";
  751. actions.custom_samplers["RADIANCE"] = "material_samplers[3]";
  752. actions.usage_defines["HALF_RES_COLOR"] = "\n#define USES_HALF_RES_COLOR\n";
  753. actions.usage_defines["QUARTER_RES_COLOR"] = "\n#define USES_QUARTER_RES_COLOR\n";
  754. actions.render_mode_defines["disable_fog"] = "#define DISABLE_FOG\n";
  755. actions.sampler_array_name = "material_samplers";
  756. actions.base_texture_binding_index = 1;
  757. actions.texture_layout_set = 1;
  758. actions.base_uniform_string = "material.";
  759. actions.base_varying_index = 10;
  760. actions.default_filter = ShaderLanguage::FILTER_LINEAR_MIPMAP;
  761. actions.default_repeat = ShaderLanguage::REPEAT_ENABLE;
  762. actions.global_buffer_array_variable = "global_variables.data";
  763. sky_shader.compiler.initialize(actions);
  764. }
  765. {
  766. // default material and shader for sky shader
  767. sky_shader.default_shader = storage->shader_allocate();
  768. storage->shader_initialize(sky_shader.default_shader);
  769. storage->shader_set_code(sky_shader.default_shader, R"(
  770. // Default sky shader.
  771. shader_type sky;
  772. void sky() {
  773. COLOR = vec3(0.0);
  774. }
  775. )");
  776. sky_shader.default_material = storage->material_allocate();
  777. storage->material_initialize(sky_shader.default_material);
  778. storage->material_set_shader(sky_shader.default_material, sky_shader.default_shader);
  779. SkyMaterialData *md = (SkyMaterialData *)storage->material_get_data(sky_shader.default_material, RendererStorageRD::SHADER_TYPE_SKY);
  780. sky_shader.default_shader_rd = sky_shader.shader.version_get_shader(md->shader_data->version, SKY_VERSION_BACKGROUND);
  781. sky_scene_state.uniform_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(SkySceneState::UBO));
  782. Vector<RD::Uniform> uniforms;
  783. {
  784. Vector<RID> ids;
  785. ids.resize(12);
  786. RID *ids_ptr = ids.ptrw();
  787. ids_ptr[0] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  788. ids_ptr[1] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  789. ids_ptr[2] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  790. ids_ptr[3] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  791. ids_ptr[4] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  792. ids_ptr[5] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  793. ids_ptr[6] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  794. ids_ptr[7] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  795. ids_ptr[8] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  796. ids_ptr[9] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  797. ids_ptr[10] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  798. ids_ptr[11] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  799. RD::Uniform u(RD::UNIFORM_TYPE_SAMPLER, 0, ids);
  800. uniforms.push_back(u);
  801. }
  802. {
  803. RD::Uniform u;
  804. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  805. u.binding = 1;
  806. u.append_id(storage->global_variables_get_storage_buffer());
  807. uniforms.push_back(u);
  808. }
  809. {
  810. RD::Uniform u;
  811. u.binding = 2;
  812. u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  813. u.append_id(sky_scene_state.uniform_buffer);
  814. uniforms.push_back(u);
  815. }
  816. {
  817. RD::Uniform u;
  818. u.binding = 3;
  819. u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  820. u.append_id(sky_scene_state.directional_light_buffer);
  821. uniforms.push_back(u);
  822. }
  823. sky_scene_state.uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sky_shader.default_shader_rd, SKY_SET_UNIFORMS);
  824. }
  825. {
  826. Vector<RD::Uniform> uniforms;
  827. {
  828. RD::Uniform u;
  829. u.binding = 0;
  830. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  831. RID vfog = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE);
  832. u.append_id(vfog);
  833. uniforms.push_back(u);
  834. }
  835. sky_scene_state.default_fog_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sky_shader.default_shader_rd, SKY_SET_FOG);
  836. }
  837. {
  838. // Need defaults for using fog with clear color
  839. sky_scene_state.fog_shader = storage->shader_allocate();
  840. storage->shader_initialize(sky_scene_state.fog_shader);
  841. storage->shader_set_code(sky_scene_state.fog_shader, R"(
  842. // Default clear color sky shader.
  843. shader_type sky;
  844. uniform vec4 clear_color;
  845. void sky() {
  846. COLOR = clear_color.rgb;
  847. }
  848. )");
  849. sky_scene_state.fog_material = storage->material_allocate();
  850. storage->material_initialize(sky_scene_state.fog_material);
  851. storage->material_set_shader(sky_scene_state.fog_material, sky_scene_state.fog_shader);
  852. Vector<RD::Uniform> uniforms;
  853. {
  854. RD::Uniform u;
  855. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  856. u.binding = 0;
  857. u.append_id(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK));
  858. uniforms.push_back(u);
  859. }
  860. {
  861. RD::Uniform u;
  862. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  863. u.binding = 1;
  864. u.append_id(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE));
  865. uniforms.push_back(u);
  866. }
  867. {
  868. RD::Uniform u;
  869. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  870. u.binding = 2;
  871. u.append_id(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE));
  872. uniforms.push_back(u);
  873. }
  874. sky_scene_state.fog_only_texture_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sky_shader.default_shader_rd, SKY_SET_TEXTURES);
  875. }
  876. { //create index array for copy shaders
  877. Vector<uint8_t> pv;
  878. pv.resize(6 * 4);
  879. {
  880. uint8_t *w = pv.ptrw();
  881. int *p32 = (int *)w;
  882. p32[0] = 0;
  883. p32[1] = 1;
  884. p32[2] = 2;
  885. p32[3] = 0;
  886. p32[4] = 2;
  887. p32[5] = 3;
  888. }
  889. index_buffer = RD::get_singleton()->index_buffer_create(6, RenderingDevice::INDEX_BUFFER_FORMAT_UINT32, pv);
  890. index_array = RD::get_singleton()->index_array_create(index_buffer, 0, 6);
  891. }
  892. }
  893. void RendererSceneSkyRD::set_texture_format(RD::DataFormat p_texture_format) {
  894. texture_format = p_texture_format;
  895. }
  896. RendererSceneSkyRD::~RendererSceneSkyRD() {
  897. // TODO cleanup anything created in init...
  898. if (RD::get_singleton()->uniform_set_is_valid(sky_scene_state.uniform_set)) {
  899. RD::get_singleton()->free(sky_scene_state.uniform_set);
  900. }
  901. if (RD::get_singleton()->uniform_set_is_valid(sky_scene_state.default_fog_uniform_set)) {
  902. RD::get_singleton()->free(sky_scene_state.default_fog_uniform_set);
  903. }
  904. if (RD::get_singleton()->uniform_set_is_valid(sky_scene_state.fog_only_texture_uniform_set)) {
  905. RD::get_singleton()->free(sky_scene_state.fog_only_texture_uniform_set);
  906. }
  907. RD::get_singleton()->free(index_buffer); //array gets freed as dependency
  908. }
  909. 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) {
  910. ERR_FAIL_COND(!p_env);
  911. SkyMaterialData *material = nullptr;
  912. Sky *sky = get_sky(p_env->sky);
  913. RID sky_material;
  914. SkyShaderData *shader_data = nullptr;
  915. if (sky) {
  916. sky_material = sky_get_material(p_env->sky);
  917. if (sky_material.is_valid()) {
  918. material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY);
  919. if (!material || !material->shader_data->valid) {
  920. material = nullptr;
  921. }
  922. }
  923. if (!material) {
  924. sky_material = sky_shader.default_material;
  925. material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY);
  926. }
  927. ERR_FAIL_COND(!material);
  928. shader_data = material->shader_data;
  929. ERR_FAIL_COND(!shader_data);
  930. // Invalidate supbass buffers if screen size changes
  931. if (sky->screen_size != p_screen_size) {
  932. sky->screen_size = p_screen_size;
  933. sky->screen_size.x = sky->screen_size.x < 4 ? 4 : sky->screen_size.x;
  934. sky->screen_size.y = sky->screen_size.y < 4 ? 4 : sky->screen_size.y;
  935. if (shader_data->uses_half_res) {
  936. if (sky->half_res_pass.is_valid()) {
  937. RD::get_singleton()->free(sky->half_res_pass);
  938. sky->half_res_pass = RID();
  939. }
  940. invalidate_sky(sky);
  941. }
  942. if (shader_data->uses_quarter_res) {
  943. if (sky->quarter_res_pass.is_valid()) {
  944. RD::get_singleton()->free(sky->quarter_res_pass);
  945. sky->quarter_res_pass = RID();
  946. }
  947. invalidate_sky(sky);
  948. }
  949. }
  950. // Create new subpass buffers if necessary
  951. if ((shader_data->uses_half_res && sky->half_res_pass.is_null()) ||
  952. (shader_data->uses_quarter_res && sky->quarter_res_pass.is_null()) ||
  953. sky->radiance.is_null()) {
  954. invalidate_sky(sky);
  955. update_dirty_skys();
  956. }
  957. if (shader_data->uses_time && p_scene_render->time - sky->prev_time > 0.00001) {
  958. sky->prev_time = p_scene_render->time;
  959. sky->reflection.dirty = true;
  960. RenderingServerDefault::redraw_request();
  961. }
  962. if (material != sky->prev_material) {
  963. sky->prev_material = material;
  964. sky->reflection.dirty = true;
  965. }
  966. if (material->uniform_set_updated) {
  967. material->uniform_set_updated = false;
  968. sky->reflection.dirty = true;
  969. }
  970. if (!p_transform.origin.is_equal_approx(sky->prev_position) && shader_data->uses_position) {
  971. sky->prev_position = p_transform.origin;
  972. sky->reflection.dirty = true;
  973. }
  974. if (shader_data->uses_light) {
  975. sky_scene_state.ubo.directional_light_count = 0;
  976. // Run through the list of lights in the scene and pick out the Directional Lights.
  977. // This can't be done in RenderSceneRenderRD::_setup lights because that needs to be called
  978. // after the depth prepass, but this runs before the depth prepass
  979. for (int i = 0; i < (int)p_lights.size(); i++) {
  980. RendererSceneRenderRD::LightInstance *li = p_scene_render->light_instance_owner.get_or_null(p_lights[i]);
  981. if (!li) {
  982. continue;
  983. }
  984. RID base = li->light;
  985. ERR_CONTINUE(base.is_null());
  986. RS::LightType type = storage->light_get_type(base);
  987. if (type == RS::LIGHT_DIRECTIONAL) {
  988. SkyDirectionalLightData &sky_light_data = sky_scene_state.directional_lights[sky_scene_state.ubo.directional_light_count];
  989. Transform3D light_transform = li->transform;
  990. Vector3 world_direction = light_transform.basis.xform(Vector3(0, 0, 1)).normalized();
  991. sky_light_data.direction[0] = world_direction.x;
  992. sky_light_data.direction[1] = world_direction.y;
  993. sky_light_data.direction[2] = -world_direction.z;
  994. float sign = storage->light_is_negative(base) ? -1 : 1;
  995. sky_light_data.energy = sign * storage->light_get_param(base, RS::LIGHT_PARAM_ENERGY);
  996. Color linear_col = storage->light_get_color(base).to_linear();
  997. sky_light_data.color[0] = linear_col.r;
  998. sky_light_data.color[1] = linear_col.g;
  999. sky_light_data.color[2] = linear_col.b;
  1000. sky_light_data.enabled = true;
  1001. float angular_diameter = storage->light_get_param(base, RS::LIGHT_PARAM_SIZE);
  1002. if (angular_diameter > 0.0) {
  1003. // I know tan(0) is 0, but let's not risk it with numerical precision.
  1004. // technically this will keep expanding until reaching the sun, but all we care
  1005. // is expand until we reach the radius of the near plane (there can't be more occluders than that)
  1006. angular_diameter = Math::tan(Math::deg2rad(angular_diameter));
  1007. } else {
  1008. angular_diameter = 0.0;
  1009. }
  1010. sky_light_data.size = angular_diameter;
  1011. sky_scene_state.ubo.directional_light_count++;
  1012. if (sky_scene_state.ubo.directional_light_count >= sky_scene_state.max_directional_lights) {
  1013. break;
  1014. }
  1015. }
  1016. }
  1017. // Check whether the directional_light_buffer changes
  1018. bool light_data_dirty = false;
  1019. // Light buffer is dirty if we have fewer or more lights
  1020. // If we have fewer lights, make sure that old lights are disabled
  1021. if (sky_scene_state.ubo.directional_light_count != sky_scene_state.last_frame_directional_light_count) {
  1022. light_data_dirty = true;
  1023. for (uint32_t i = sky_scene_state.ubo.directional_light_count; i < sky_scene_state.max_directional_lights; i++) {
  1024. sky_scene_state.directional_lights[i].enabled = false;
  1025. }
  1026. }
  1027. if (!light_data_dirty) {
  1028. for (uint32_t i = 0; i < sky_scene_state.ubo.directional_light_count; i++) {
  1029. if (sky_scene_state.directional_lights[i].direction[0] != sky_scene_state.last_frame_directional_lights[i].direction[0] ||
  1030. sky_scene_state.directional_lights[i].direction[1] != sky_scene_state.last_frame_directional_lights[i].direction[1] ||
  1031. sky_scene_state.directional_lights[i].direction[2] != sky_scene_state.last_frame_directional_lights[i].direction[2] ||
  1032. sky_scene_state.directional_lights[i].energy != sky_scene_state.last_frame_directional_lights[i].energy ||
  1033. sky_scene_state.directional_lights[i].color[0] != sky_scene_state.last_frame_directional_lights[i].color[0] ||
  1034. sky_scene_state.directional_lights[i].color[1] != sky_scene_state.last_frame_directional_lights[i].color[1] ||
  1035. sky_scene_state.directional_lights[i].color[2] != sky_scene_state.last_frame_directional_lights[i].color[2] ||
  1036. sky_scene_state.directional_lights[i].enabled != sky_scene_state.last_frame_directional_lights[i].enabled ||
  1037. sky_scene_state.directional_lights[i].size != sky_scene_state.last_frame_directional_lights[i].size) {
  1038. light_data_dirty = true;
  1039. break;
  1040. }
  1041. }
  1042. }
  1043. if (light_data_dirty) {
  1044. 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);
  1045. SkyDirectionalLightData *temp = sky_scene_state.last_frame_directional_lights;
  1046. sky_scene_state.last_frame_directional_lights = sky_scene_state.directional_lights;
  1047. sky_scene_state.directional_lights = temp;
  1048. sky_scene_state.last_frame_directional_light_count = sky_scene_state.ubo.directional_light_count;
  1049. sky->reflection.dirty = true;
  1050. }
  1051. }
  1052. }
  1053. //setup fog variables
  1054. sky_scene_state.ubo.volumetric_fog_enabled = false;
  1055. if (p_render_buffers.is_valid()) {
  1056. if (p_scene_render->render_buffers_has_volumetric_fog(p_render_buffers)) {
  1057. sky_scene_state.ubo.volumetric_fog_enabled = true;
  1058. float fog_end = p_scene_render->render_buffers_get_volumetric_fog_end(p_render_buffers);
  1059. if (fog_end > 0.0) {
  1060. sky_scene_state.ubo.volumetric_fog_inv_length = 1.0 / fog_end;
  1061. } else {
  1062. sky_scene_state.ubo.volumetric_fog_inv_length = 1.0;
  1063. }
  1064. float fog_detail_spread = p_scene_render->render_buffers_get_volumetric_fog_detail_spread(p_render_buffers); //reverse lookup
  1065. if (fog_detail_spread > 0.0) {
  1066. sky_scene_state.ubo.volumetric_fog_detail_spread = 1.0 / fog_detail_spread;
  1067. } else {
  1068. sky_scene_state.ubo.volumetric_fog_detail_spread = 1.0;
  1069. }
  1070. sky_scene_state.fog_uniform_set = p_scene_render->render_buffers_get_volumetric_fog_sky_uniform_set(p_render_buffers);
  1071. }
  1072. }
  1073. sky_scene_state.ubo.z_far = p_projection.get_z_far();
  1074. sky_scene_state.ubo.fog_enabled = p_env->fog_enabled;
  1075. sky_scene_state.ubo.fog_density = p_env->fog_density;
  1076. sky_scene_state.ubo.fog_aerial_perspective = p_env->fog_aerial_perspective;
  1077. Color fog_color = p_env->fog_light_color.to_linear();
  1078. float fog_energy = p_env->fog_light_energy;
  1079. sky_scene_state.ubo.fog_light_color[0] = fog_color.r * fog_energy;
  1080. sky_scene_state.ubo.fog_light_color[1] = fog_color.g * fog_energy;
  1081. sky_scene_state.ubo.fog_light_color[2] = fog_color.b * fog_energy;
  1082. sky_scene_state.ubo.fog_sun_scatter = p_env->fog_sun_scatter;
  1083. RD::get_singleton()->buffer_update(sky_scene_state.uniform_buffer, 0, sizeof(SkySceneState::UBO), &sky_scene_state.ubo);
  1084. }
  1085. void RendererSceneSkyRD::update(RendererSceneEnvironmentRD *p_env, const CameraMatrix &p_projection, const Transform3D &p_transform, double p_time, float p_luminance_multiplier) {
  1086. ERR_FAIL_COND(!p_env);
  1087. Sky *sky = get_sky(p_env->sky);
  1088. ERR_FAIL_COND(!sky);
  1089. RID sky_material = sky_get_material(p_env->sky);
  1090. SkyMaterialData *material = nullptr;
  1091. if (sky_material.is_valid()) {
  1092. material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY);
  1093. if (!material || !material->shader_data->valid) {
  1094. material = nullptr;
  1095. }
  1096. }
  1097. if (!material) {
  1098. sky_material = sky_shader.default_material;
  1099. material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY);
  1100. }
  1101. ERR_FAIL_COND(!material);
  1102. SkyShaderData *shader_data = material->shader_data;
  1103. ERR_FAIL_COND(!shader_data);
  1104. float multiplier = p_env->bg_energy;
  1105. bool update_single_frame = sky->mode == RS::SKY_MODE_REALTIME || sky->mode == RS::SKY_MODE_QUALITY;
  1106. RS::SkyMode sky_mode = sky->mode;
  1107. if (sky_mode == RS::SKY_MODE_AUTOMATIC) {
  1108. if (shader_data->uses_time || shader_data->uses_position) {
  1109. update_single_frame = true;
  1110. sky_mode = RS::SKY_MODE_REALTIME;
  1111. } else if (shader_data->uses_light || shader_data->ubo_size > 0) {
  1112. update_single_frame = false;
  1113. sky_mode = RS::SKY_MODE_INCREMENTAL;
  1114. } else {
  1115. update_single_frame = true;
  1116. sky_mode = RS::SKY_MODE_QUALITY;
  1117. }
  1118. }
  1119. if (sky->processing_layer == 0 && sky_mode == RS::SKY_MODE_INCREMENTAL) {
  1120. // On the first frame after creating sky, rebuild in single frame
  1121. update_single_frame = true;
  1122. sky_mode = RS::SKY_MODE_QUALITY;
  1123. }
  1124. int max_processing_layer = sky_use_cubemap_array ? sky->reflection.layers.size() : sky->reflection.layers[0].mipmaps.size();
  1125. // Update radiance cubemap
  1126. if (sky->reflection.dirty && (sky->processing_layer >= max_processing_layer || update_single_frame)) {
  1127. static const Vector3 view_normals[6] = {
  1128. Vector3(+1, 0, 0),
  1129. Vector3(-1, 0, 0),
  1130. Vector3(0, +1, 0),
  1131. Vector3(0, -1, 0),
  1132. Vector3(0, 0, +1),
  1133. Vector3(0, 0, -1)
  1134. };
  1135. static const Vector3 view_up[6] = {
  1136. Vector3(0, -1, 0),
  1137. Vector3(0, -1, 0),
  1138. Vector3(0, 0, +1),
  1139. Vector3(0, 0, -1),
  1140. Vector3(0, -1, 0),
  1141. Vector3(0, -1, 0)
  1142. };
  1143. CameraMatrix cm;
  1144. cm.set_perspective(90, 1, 0.01, 10.0);
  1145. CameraMatrix correction;
  1146. correction.set_depth_correction(true);
  1147. cm = correction * cm;
  1148. if (shader_data->uses_quarter_res) {
  1149. RD::get_singleton()->draw_command_begin_label("Render Sky to Quarter Res Cubemap");
  1150. PipelineCacheRD *pipeline = &shader_data->pipelines[SKY_VERSION_CUBEMAP_QUARTER_RES];
  1151. Vector<Color> clear_colors;
  1152. clear_colors.push_back(Color(0.0, 0.0, 0.0));
  1153. RD::DrawListID cubemap_draw_list;
  1154. for (int i = 0; i < 6; i++) {
  1155. Basis local_view = Basis::looking_at(view_normals[i], view_up[i]);
  1156. RID texture_uniform_set = sky->get_textures(storage, SKY_TEXTURE_SET_CUBEMAP_QUARTER_RES, sky_shader.default_shader_rd);
  1157. 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);
  1158. _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);
  1159. RD::get_singleton()->draw_list_end();
  1160. }
  1161. RD::get_singleton()->draw_command_end_label();
  1162. }
  1163. if (shader_data->uses_half_res) {
  1164. RD::get_singleton()->draw_command_begin_label("Render Sky to Half Res Cubemap");
  1165. PipelineCacheRD *pipeline = &shader_data->pipelines[SKY_VERSION_CUBEMAP_HALF_RES];
  1166. Vector<Color> clear_colors;
  1167. clear_colors.push_back(Color(0.0, 0.0, 0.0));
  1168. RD::DrawListID cubemap_draw_list;
  1169. for (int i = 0; i < 6; i++) {
  1170. Basis local_view = Basis::looking_at(view_normals[i], view_up[i]);
  1171. RID texture_uniform_set = sky->get_textures(storage, SKY_TEXTURE_SET_CUBEMAP_HALF_RES, sky_shader.default_shader_rd);
  1172. 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);
  1173. _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);
  1174. RD::get_singleton()->draw_list_end();
  1175. }
  1176. RD::get_singleton()->draw_command_end_label();
  1177. }
  1178. RD::DrawListID cubemap_draw_list;
  1179. PipelineCacheRD *pipeline = &shader_data->pipelines[SKY_VERSION_CUBEMAP];
  1180. RD::get_singleton()->draw_command_begin_label("Render Sky Cubemap");
  1181. for (int i = 0; i < 6; i++) {
  1182. Basis local_view = Basis::looking_at(view_normals[i], view_up[i]);
  1183. RID texture_uniform_set = sky->get_textures(storage, SKY_TEXTURE_SET_CUBEMAP, sky_shader.default_shader_rd);
  1184. 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);
  1185. _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);
  1186. RD::get_singleton()->draw_list_end();
  1187. }
  1188. RD::get_singleton()->draw_command_end_label();
  1189. if (sky_mode == RS::SKY_MODE_REALTIME) {
  1190. sky->reflection.create_reflection_fast_filter(storage, sky_use_cubemap_array);
  1191. if (sky_use_cubemap_array) {
  1192. sky->reflection.update_reflection_mipmaps(storage, 0, sky->reflection.layers.size());
  1193. }
  1194. } else {
  1195. if (update_single_frame) {
  1196. for (int i = 1; i < max_processing_layer; i++) {
  1197. sky->reflection.create_reflection_importance_sample(storage, sky_use_cubemap_array, 10, i, sky_ggx_samples_quality);
  1198. }
  1199. if (sky_use_cubemap_array) {
  1200. sky->reflection.update_reflection_mipmaps(storage, 0, sky->reflection.layers.size());
  1201. }
  1202. } else {
  1203. if (sky_use_cubemap_array) {
  1204. // Multi-Frame so just update the first array level
  1205. sky->reflection.update_reflection_mipmaps(storage, 0, 1);
  1206. }
  1207. }
  1208. sky->processing_layer = 1;
  1209. }
  1210. sky->reflection.dirty = false;
  1211. } else {
  1212. if (sky_mode == RS::SKY_MODE_INCREMENTAL && sky->processing_layer < max_processing_layer) {
  1213. sky->reflection.create_reflection_importance_sample(storage, sky_use_cubemap_array, 10, sky->processing_layer, sky_ggx_samples_quality);
  1214. if (sky_use_cubemap_array) {
  1215. sky->reflection.update_reflection_mipmaps(storage, sky->processing_layer, sky->processing_layer + 1);
  1216. }
  1217. sky->processing_layer++;
  1218. }
  1219. }
  1220. }
  1221. 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) {
  1222. ERR_FAIL_COND(!p_env);
  1223. ERR_FAIL_COND(p_view_count == 0);
  1224. ERR_FAIL_COND(p_view_count > RendererSceneRender::MAX_RENDER_VIEWS);
  1225. Sky *sky = get_sky(p_env->sky);
  1226. SkyMaterialData *material = nullptr;
  1227. RID sky_material;
  1228. RS::EnvironmentBG background = p_env->background;
  1229. if (!(background == RS::ENV_BG_CLEAR_COLOR || background == RS::ENV_BG_COLOR) || sky) {
  1230. ERR_FAIL_COND(!sky);
  1231. sky_material = sky_get_material(p_env->sky);
  1232. if (sky_material.is_valid()) {
  1233. material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY);
  1234. if (!material || !material->shader_data->valid) {
  1235. material = nullptr;
  1236. }
  1237. }
  1238. if (!material) {
  1239. sky_material = sky_shader.default_material;
  1240. material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY);
  1241. }
  1242. }
  1243. if (background == RS::ENV_BG_CLEAR_COLOR || background == RS::ENV_BG_COLOR) {
  1244. sky_material = sky_scene_state.fog_material;
  1245. material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY);
  1246. }
  1247. ERR_FAIL_COND(!material);
  1248. SkyShaderData *shader_data = material->shader_data;
  1249. ERR_FAIL_COND(!shader_data);
  1250. Basis sky_transform = p_env->sky_orientation;
  1251. sky_transform.invert();
  1252. float multiplier = p_env->bg_energy;
  1253. float custom_fov = p_env->sky_custom_fov;
  1254. // Camera
  1255. CameraMatrix camera;
  1256. uint32_t view_count = p_view_count;
  1257. const CameraMatrix *projections = p_projections;
  1258. if (custom_fov) {
  1259. // With custom fov we don't support stereo...
  1260. float near_plane = p_projections[0].get_z_near();
  1261. float far_plane = p_projections[0].get_z_far();
  1262. float aspect = p_projections[0].get_aspect();
  1263. camera.set_perspective(custom_fov, aspect, near_plane, far_plane);
  1264. view_count = 1;
  1265. projections = &camera;
  1266. }
  1267. sky_transform = p_transform.basis * sky_transform;
  1268. if (shader_data->uses_quarter_res) {
  1269. PipelineCacheRD *pipeline = &shader_data->pipelines[view_count > 1 ? SKY_VERSION_QUARTER_RES_MULTIVIEW : SKY_VERSION_QUARTER_RES];
  1270. RID texture_uniform_set = sky->get_textures(storage, SKY_TEXTURE_SET_QUARTER_RES, sky_shader.default_shader_rd);
  1271. Vector<Color> clear_colors;
  1272. clear_colors.push_back(Color(0.0, 0.0, 0.0));
  1273. 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);
  1274. _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);
  1275. RD::get_singleton()->draw_list_end();
  1276. }
  1277. if (shader_data->uses_half_res) {
  1278. PipelineCacheRD *pipeline = &shader_data->pipelines[view_count > 1 ? SKY_VERSION_HALF_RES_MULTIVIEW : SKY_VERSION_HALF_RES];
  1279. RID texture_uniform_set = sky->get_textures(storage, SKY_TEXTURE_SET_HALF_RES, sky_shader.default_shader_rd);
  1280. Vector<Color> clear_colors;
  1281. clear_colors.push_back(Color(0.0, 0.0, 0.0));
  1282. 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);
  1283. _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);
  1284. RD::get_singleton()->draw_list_end();
  1285. }
  1286. PipelineCacheRD *pipeline = &shader_data->pipelines[view_count > 1 ? SKY_VERSION_BACKGROUND_MULTIVIEW : SKY_VERSION_BACKGROUND];
  1287. RID texture_uniform_set;
  1288. if (sky) {
  1289. texture_uniform_set = sky->get_textures(storage, SKY_TEXTURE_SET_BACKGROUND, sky_shader.default_shader_rd);
  1290. } else {
  1291. texture_uniform_set = sky_scene_state.fog_only_texture_uniform_set;
  1292. }
  1293. 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);
  1294. _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);
  1295. RD::get_singleton()->draw_list_end();
  1296. }
  1297. 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) {
  1298. ERR_FAIL_COND(!p_env);
  1299. ERR_FAIL_COND(p_view_count == 0);
  1300. ERR_FAIL_COND(p_view_count > RendererSceneRender::MAX_RENDER_VIEWS);
  1301. Sky *sky = get_sky(p_env->sky);
  1302. ERR_FAIL_COND(!sky);
  1303. SkyMaterialData *material = nullptr;
  1304. RID sky_material;
  1305. sky_material = sky_get_material(p_env->sky);
  1306. if (sky_material.is_valid()) {
  1307. material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY);
  1308. if (!material || !material->shader_data->valid) {
  1309. material = nullptr;
  1310. }
  1311. }
  1312. if (!material) {
  1313. sky_material = sky_shader.default_material;
  1314. material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY);
  1315. }
  1316. ERR_FAIL_COND(!material);
  1317. SkyShaderData *shader_data = material->shader_data;
  1318. ERR_FAIL_COND(!shader_data);
  1319. Basis sky_transform = p_env->sky_orientation;
  1320. sky_transform.invert();
  1321. float multiplier = p_env->bg_energy;
  1322. float custom_fov = p_env->sky_custom_fov;
  1323. // Camera
  1324. CameraMatrix camera;
  1325. uint32_t view_count = p_view_count;
  1326. const CameraMatrix *projections = p_projections;
  1327. if (custom_fov) {
  1328. // With custom fov we don't support stereo...
  1329. float near_plane = p_projections[0].get_z_near();
  1330. float far_plane = p_projections[0].get_z_far();
  1331. float aspect = p_projections[0].get_aspect();
  1332. camera.set_perspective(custom_fov, aspect, near_plane, far_plane);
  1333. view_count = 1;
  1334. projections = &camera;
  1335. }
  1336. sky_transform = p_transform.basis * sky_transform;
  1337. if (shader_data->uses_quarter_res) {
  1338. PipelineCacheRD *pipeline = &shader_data->pipelines[view_count > 1 ? SKY_VERSION_QUARTER_RES_MULTIVIEW : SKY_VERSION_QUARTER_RES];
  1339. RID texture_uniform_set = sky->get_textures(storage, SKY_TEXTURE_SET_QUARTER_RES, sky_shader.default_shader_rd);
  1340. Vector<Color> clear_colors;
  1341. clear_colors.push_back(Color(0.0, 0.0, 0.0));
  1342. 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);
  1343. _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);
  1344. RD::get_singleton()->draw_list_end();
  1345. }
  1346. if (shader_data->uses_half_res) {
  1347. PipelineCacheRD *pipeline = &shader_data->pipelines[view_count > 1 ? SKY_VERSION_HALF_RES_MULTIVIEW : SKY_VERSION_HALF_RES];
  1348. RID texture_uniform_set = sky->get_textures(storage, SKY_TEXTURE_SET_HALF_RES, sky_shader.default_shader_rd);
  1349. Vector<Color> clear_colors;
  1350. clear_colors.push_back(Color(0.0, 0.0, 0.0));
  1351. 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);
  1352. _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);
  1353. RD::get_singleton()->draw_list_end();
  1354. }
  1355. }
  1356. 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) {
  1357. ERR_FAIL_COND(!p_env);
  1358. ERR_FAIL_COND(p_view_count == 0);
  1359. ERR_FAIL_COND(p_view_count > RendererSceneRender::MAX_RENDER_VIEWS);
  1360. Sky *sky = get_sky(p_env->sky);
  1361. SkyMaterialData *material = nullptr;
  1362. RID sky_material;
  1363. RS::EnvironmentBG background = p_env->background;
  1364. if (!(background == RS::ENV_BG_CLEAR_COLOR || background == RS::ENV_BG_COLOR) || sky) {
  1365. ERR_FAIL_COND(!sky);
  1366. sky_material = sky_get_material(p_env->sky);
  1367. if (sky_material.is_valid()) {
  1368. material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY);
  1369. if (!material || !material->shader_data->valid) {
  1370. material = nullptr;
  1371. }
  1372. }
  1373. if (!material) {
  1374. sky_material = sky_shader.default_material;
  1375. material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY);
  1376. }
  1377. }
  1378. if (background == RS::ENV_BG_CLEAR_COLOR || background == RS::ENV_BG_COLOR) {
  1379. sky_material = sky_scene_state.fog_material;
  1380. material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY);
  1381. }
  1382. ERR_FAIL_COND(!material);
  1383. SkyShaderData *shader_data = material->shader_data;
  1384. ERR_FAIL_COND(!shader_data);
  1385. Basis sky_transform = p_env->sky_orientation;
  1386. sky_transform.invert();
  1387. float multiplier = p_env->bg_energy;
  1388. float custom_fov = p_env->sky_custom_fov;
  1389. // Camera
  1390. CameraMatrix camera;
  1391. uint32_t view_count = p_view_count;
  1392. const CameraMatrix *projections = p_projections;
  1393. if (custom_fov) {
  1394. // With custom fov we don't support stereo...
  1395. float near_plane = p_projections[0].get_z_near();
  1396. float far_plane = p_projections[0].get_z_far();
  1397. float aspect = p_projections[0].get_aspect();
  1398. camera.set_perspective(custom_fov, aspect, near_plane, far_plane);
  1399. view_count = 1;
  1400. projections = &camera;
  1401. }
  1402. sky_transform = p_transform.basis * sky_transform;
  1403. PipelineCacheRD *pipeline = &shader_data->pipelines[view_count > 1 ? SKY_VERSION_BACKGROUND_MULTIVIEW : SKY_VERSION_BACKGROUND];
  1404. RID texture_uniform_set;
  1405. if (sky) {
  1406. texture_uniform_set = sky->get_textures(storage, SKY_TEXTURE_SET_BACKGROUND, sky_shader.default_shader_rd);
  1407. } else {
  1408. texture_uniform_set = sky_scene_state.fog_only_texture_uniform_set;
  1409. }
  1410. _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);
  1411. }
  1412. void RendererSceneSkyRD::invalidate_sky(Sky *p_sky) {
  1413. if (!p_sky->dirty) {
  1414. p_sky->dirty = true;
  1415. p_sky->dirty_list = dirty_sky_list;
  1416. dirty_sky_list = p_sky;
  1417. }
  1418. }
  1419. void RendererSceneSkyRD::update_dirty_skys() {
  1420. Sky *sky = dirty_sky_list;
  1421. while (sky) {
  1422. bool texture_set_dirty = false;
  1423. //update sky configuration if texture is missing
  1424. if (sky->radiance.is_null()) {
  1425. int mipmaps = Image::get_image_required_mipmaps(sky->radiance_size, sky->radiance_size, Image::FORMAT_RGBAH) + 1;
  1426. uint32_t w = sky->radiance_size, h = sky->radiance_size;
  1427. int layers = roughness_layers;
  1428. if (sky->mode == RS::SKY_MODE_REALTIME) {
  1429. layers = 8;
  1430. if (roughness_layers != 8) {
  1431. WARN_PRINT("When using REALTIME skies, roughness_layers should be set to 8 in the project settings for best quality reflections");
  1432. }
  1433. }
  1434. if (sky_use_cubemap_array) {
  1435. //array (higher quality, 6 times more memory)
  1436. RD::TextureFormat tf;
  1437. tf.array_layers = layers * 6;
  1438. tf.format = texture_format;
  1439. tf.texture_type = RD::TEXTURE_TYPE_CUBE_ARRAY;
  1440. tf.mipmaps = mipmaps;
  1441. tf.width = w;
  1442. tf.height = h;
  1443. tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
  1444. sky->radiance = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1445. sky->reflection.update_reflection_data(storage, sky->radiance_size, mipmaps, true, sky->radiance, 0, sky->mode == RS::SKY_MODE_REALTIME, roughness_layers, texture_format);
  1446. } else {
  1447. //regular cubemap, lower quality (aliasing, less memory)
  1448. RD::TextureFormat tf;
  1449. tf.array_layers = 6;
  1450. tf.format = texture_format;
  1451. tf.texture_type = RD::TEXTURE_TYPE_CUBE;
  1452. tf.mipmaps = MIN(mipmaps, layers);
  1453. tf.width = w;
  1454. tf.height = h;
  1455. tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
  1456. sky->radiance = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1457. 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);
  1458. }
  1459. texture_set_dirty = true;
  1460. }
  1461. // Create subpass buffers if they haven't been created already
  1462. 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) {
  1463. RD::TextureFormat tformat;
  1464. tformat.format = texture_format;
  1465. tformat.width = sky->screen_size.x / 2;
  1466. tformat.height = sky->screen_size.y / 2;
  1467. tformat.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
  1468. tformat.texture_type = RD::TEXTURE_TYPE_2D;
  1469. sky->half_res_pass = RD::get_singleton()->texture_create(tformat, RD::TextureView());
  1470. Vector<RID> texs;
  1471. texs.push_back(sky->half_res_pass);
  1472. sky->half_res_framebuffer = RD::get_singleton()->framebuffer_create(texs);
  1473. texture_set_dirty = true;
  1474. }
  1475. 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) {
  1476. RD::TextureFormat tformat;
  1477. tformat.format = texture_format;
  1478. tformat.width = sky->screen_size.x / 4;
  1479. tformat.height = sky->screen_size.y / 4;
  1480. tformat.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
  1481. tformat.texture_type = RD::TEXTURE_TYPE_2D;
  1482. sky->quarter_res_pass = RD::get_singleton()->texture_create(tformat, RD::TextureView());
  1483. Vector<RID> texs;
  1484. texs.push_back(sky->quarter_res_pass);
  1485. sky->quarter_res_framebuffer = RD::get_singleton()->framebuffer_create(texs);
  1486. texture_set_dirty = true;
  1487. }
  1488. if (texture_set_dirty) {
  1489. for (int i = 0; i < SKY_TEXTURE_SET_MAX; i++) {
  1490. if (sky->texture_uniform_sets[i].is_valid() && RD::get_singleton()->uniform_set_is_valid(sky->texture_uniform_sets[i])) {
  1491. RD::get_singleton()->free(sky->texture_uniform_sets[i]);
  1492. sky->texture_uniform_sets[i] = RID();
  1493. }
  1494. }
  1495. }
  1496. sky->reflection.dirty = true;
  1497. sky->processing_layer = 0;
  1498. Sky *next = sky->dirty_list;
  1499. sky->dirty_list = nullptr;
  1500. sky->dirty = false;
  1501. sky = next;
  1502. }
  1503. dirty_sky_list = nullptr;
  1504. }
  1505. RID RendererSceneSkyRD::sky_get_material(RID p_sky) const {
  1506. Sky *sky = get_sky(p_sky);
  1507. ERR_FAIL_COND_V(!sky, RID());
  1508. return sky->material;
  1509. }
  1510. RID RendererSceneSkyRD::allocate_sky_rid() {
  1511. return sky_owner.allocate_rid();
  1512. }
  1513. void RendererSceneSkyRD::initialize_sky_rid(RID p_rid) {
  1514. sky_owner.initialize_rid(p_rid, Sky());
  1515. }
  1516. RendererSceneSkyRD::Sky *RendererSceneSkyRD::get_sky(RID p_sky) const {
  1517. return sky_owner.get_or_null(p_sky);
  1518. }
  1519. void RendererSceneSkyRD::free_sky(RID p_sky) {
  1520. Sky *sky = get_sky(p_sky);
  1521. ERR_FAIL_COND(!sky);
  1522. sky->free(storage);
  1523. sky_owner.free(p_sky);
  1524. }
  1525. void RendererSceneSkyRD::sky_set_radiance_size(RID p_sky, int p_radiance_size) {
  1526. Sky *sky = get_sky(p_sky);
  1527. ERR_FAIL_COND(!sky);
  1528. if (sky->set_radiance_size(p_radiance_size)) {
  1529. invalidate_sky(sky);
  1530. }
  1531. }
  1532. void RendererSceneSkyRD::sky_set_mode(RID p_sky, RS::SkyMode p_mode) {
  1533. Sky *sky = get_sky(p_sky);
  1534. ERR_FAIL_COND(!sky);
  1535. if (sky->set_mode(p_mode)) {
  1536. invalidate_sky(sky);
  1537. }
  1538. }
  1539. void RendererSceneSkyRD::sky_set_material(RID p_sky, RID p_material) {
  1540. Sky *sky = get_sky(p_sky);
  1541. ERR_FAIL_COND(!sky);
  1542. if (sky->set_material(p_material)) {
  1543. invalidate_sky(sky);
  1544. }
  1545. }
  1546. Ref<Image> RendererSceneSkyRD::sky_bake_panorama(RID p_sky, float p_energy, bool p_bake_irradiance, const Size2i &p_size) {
  1547. Sky *sky = get_sky(p_sky);
  1548. ERR_FAIL_COND_V(!sky, Ref<Image>());
  1549. update_dirty_skys();
  1550. return sky->bake_panorama(storage, p_energy, p_bake_irradiance ? roughness_layers : 0, p_size);
  1551. }
  1552. RID RendererSceneSkyRD::sky_get_radiance_texture_rd(RID p_sky) const {
  1553. Sky *sky = get_sky(p_sky);
  1554. ERR_FAIL_COND_V(!sky, RID());
  1555. return sky->radiance;
  1556. }