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, float p_border_size) {
  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.border_size[0] = p_border_size;
  193. sky_push_constant.border_size[1] = 1.0f - p_border_size * 2.0;
  194. sky_push_constant.luminance_multiplier = p_luminance_multiplier;
  195. sky_push_constant.brightness_multiplier = p_brightness_multiplier;
  196. store_transform_3x3(p_orientation, sky_push_constant.orientation);
  197. RenderingDevice::FramebufferFormatID fb_format = RD::get_singleton()->framebuffer_get_format(p_fb);
  198. RD::DrawListID draw_list = p_list;
  199. 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()));
  200. // Update uniform sets.
  201. {
  202. RD::get_singleton()->draw_list_bind_uniform_set(draw_list, sky_scene_state.uniform_set, SKY_SET_UNIFORMS);
  203. if (p_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(p_uniform_set)) { // Material may not have a uniform set.
  204. RD::get_singleton()->draw_list_bind_uniform_set(draw_list, p_uniform_set, SKY_SET_MATERIAL);
  205. }
  206. RD::get_singleton()->draw_list_bind_uniform_set(draw_list, p_texture_set, SKY_SET_TEXTURES);
  207. // Fog uniform set can be invalidated before drawing, so validate at draw time
  208. if (sky_scene_state.fog_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(sky_scene_state.fog_uniform_set)) {
  209. RD::get_singleton()->draw_list_bind_uniform_set(draw_list, sky_scene_state.fog_uniform_set, SKY_SET_FOG);
  210. } else {
  211. RD::get_singleton()->draw_list_bind_uniform_set(draw_list, sky_scene_state.default_fog_uniform_set, SKY_SET_FOG);
  212. }
  213. }
  214. RD::get_singleton()->draw_list_set_push_constant(draw_list, &sky_push_constant, sizeof(SkyPushConstant));
  215. RD::get_singleton()->draw_list_draw(draw_list, false, 1u, 3u);
  216. }
  217. ////////////////////////////////////////////////////////////////////////////////
  218. // ReflectionData
  219. void SkyRD::ReflectionData::clear_reflection_data() {
  220. layers.clear();
  221. radiance_base_octmap = RID();
  222. if (downsampled_radiance_octmap.is_valid()) {
  223. RD::get_singleton()->free_rid(downsampled_radiance_octmap);
  224. }
  225. downsampled_radiance_octmap = RID();
  226. downsampled_layer.mipmaps.clear();
  227. coefficient_buffer = RID();
  228. }
  229. 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, float p_border_size) {
  230. //recreate radiance and all data
  231. int mipmaps = p_mipmaps;
  232. uint32_t w = p_size, h = p_size;
  233. bool use_raster_effect = RendererRD::CopyEffects::get_singleton()->get_raster_effects().has_flag(RendererRD::CopyEffects::RASTER_EFFECT_OCTMAP);
  234. uv_border_size = p_border_size;
  235. if (p_use_array) {
  236. int num_layers = p_low_quality ? Sky::REAL_TIME_ROUGHNESS_LAYERS : p_roughness_layers;
  237. for (int i = 0; i < num_layers; i++) {
  238. ReflectionData::Layer layer;
  239. uint32_t mmw = w;
  240. uint32_t mmh = h;
  241. layer.mipmaps.resize(mipmaps);
  242. for (int j = 0; j < mipmaps; j++) {
  243. ReflectionData::Layer::Mipmap &mm = layer.mipmaps[j];
  244. mm.size.width = mmw;
  245. mm.size.height = mmh;
  246. mm.view = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_base_cube, p_base_layer + i, j);
  247. Vector<RID> fbtex;
  248. fbtex.append(mm.view);
  249. mm.framebuffer = RD::get_singleton()->framebuffer_create(fbtex);
  250. mmw = MAX(1u, mmw >> 1);
  251. mmh = MAX(1u, mmh >> 1);
  252. }
  253. layers.push_back(layer);
  254. }
  255. } else {
  256. mipmaps = p_low_quality ? Sky::REAL_TIME_ROUGHNESS_LAYERS : mipmaps;
  257. ReflectionData::Layer layer;
  258. uint32_t mmw = w;
  259. uint32_t mmh = h;
  260. layer.mipmaps.resize(mipmaps);
  261. for (int j = 0; j < mipmaps; j++) {
  262. ReflectionData::Layer::Mipmap &mm = layer.mipmaps[j];
  263. mm.size.width = mmw;
  264. mm.size.height = mmh;
  265. mm.view = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_base_cube, p_base_layer, j);
  266. Vector<RID> fbtex;
  267. fbtex.push_back(mm.view);
  268. mm.framebuffer = RD::get_singleton()->framebuffer_create(fbtex);
  269. mmw = MAX(1u, mmw >> 1);
  270. mmh = MAX(1u, mmh >> 1);
  271. }
  272. layers.push_back(layer);
  273. }
  274. radiance_base_octmap = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_base_cube, p_base_layer, 0);
  275. RD::get_singleton()->set_resource_name(radiance_base_octmap, "Radiance Base Octmap");
  276. RD::TextureFormat tf;
  277. tf.format = p_texture_format;
  278. tf.width = p_low_quality ? 160 : p_size >> 1; // Always 160x160 when using REALTIME.
  279. tf.height = p_low_quality ? 160 : p_size >> 1;
  280. tf.mipmaps = p_low_quality ? 5 : mipmaps - 1;
  281. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
  282. if (!use_raster_effect) {
  283. tf.usage_bits |= RD::TEXTURE_USAGE_STORAGE_BIT;
  284. }
  285. downsampled_radiance_octmap = RD::get_singleton()->texture_create(tf, RD::TextureView());
  286. RD::get_singleton()->set_resource_name(downsampled_radiance_octmap, "Downsampled Radiance Octmap");
  287. {
  288. uint32_t mmw = tf.width;
  289. uint32_t mmh = tf.height;
  290. downsampled_layer.mipmaps.resize(tf.mipmaps);
  291. for (uint32_t j = 0; j < downsampled_layer.mipmaps.size(); j++) {
  292. ReflectionData::DownsampleLayer::Mipmap &mm = downsampled_layer.mipmaps[j];
  293. mm.size.width = mmw;
  294. mm.size.height = mmh;
  295. mm.view = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), downsampled_radiance_octmap, 0, j);
  296. RD::get_singleton()->set_resource_name(mm.view, "Downsampled Radiance Octmap Mip " + itos(j) + " ");
  297. if (use_raster_effect) {
  298. // We need a framebuffer for the octmap.
  299. Vector<RID> fbtex;
  300. fbtex.push_back(mm.view);
  301. mm.framebuffer = RD::get_singleton()->framebuffer_create(fbtex);
  302. }
  303. mmw = MAX(1u, mmw >> 1);
  304. mmh = MAX(1u, mmh >> 1);
  305. }
  306. }
  307. }
  308. void SkyRD::ReflectionData::create_reflection_fast_filter(bool p_use_arrays) {
  309. RendererRD::CopyEffects *copy_effects = RendererRD::CopyEffects::get_singleton();
  310. ERR_FAIL_NULL_MSG(copy_effects, "Effects haven't been initialized");
  311. bool use_raster_effect = copy_effects->get_raster_effects().has_flag(RendererRD::CopyEffects::RASTER_EFFECT_OCTMAP);
  312. if (use_raster_effect) {
  313. RD::get_singleton()->draw_command_begin_label("Downsample Radiance Map");
  314. copy_effects->octmap_downsample_raster(radiance_base_octmap, downsampled_layer.mipmaps[0].framebuffer, downsampled_layer.mipmaps[0].size, uv_border_size);
  315. for (uint32_t i = 1; i < downsampled_layer.mipmaps.size(); i++) {
  316. copy_effects->octmap_downsample_raster(downsampled_layer.mipmaps[i - 1].view, downsampled_layer.mipmaps[i].framebuffer, downsampled_layer.mipmaps[i].size, uv_border_size);
  317. }
  318. RD::get_singleton()->draw_command_end_label(); // Downsample Radiance
  319. if (p_use_arrays) {
  320. RD::get_singleton()->draw_command_begin_label("Filter Radiance Map into Array Heads");
  321. for (uint32_t i = 0; i < layers.size(); i++) {
  322. copy_effects->octmap_filter_raster(downsampled_radiance_octmap, layers[i].mipmaps[0].framebuffer, i, uv_border_size);
  323. }
  324. } else {
  325. RD::get_singleton()->draw_command_begin_label("Filter Radiance Map into Mipmaps Directly");
  326. for (uint32_t j = 0; j < layers[0].mipmaps.size(); j++) {
  327. copy_effects->octmap_filter_raster(downsampled_radiance_octmap, layers[0].mipmaps[j].framebuffer, j, uv_border_size);
  328. }
  329. }
  330. RD::get_singleton()->draw_command_end_label(); // Filter radiance
  331. } else {
  332. RD::get_singleton()->draw_command_begin_label("Downsample Radiance Map");
  333. copy_effects->octmap_downsample(radiance_base_octmap, downsampled_layer.mipmaps[0].view, downsampled_layer.mipmaps[0].size, uv_border_size);
  334. for (uint32_t i = 1; i < downsampled_layer.mipmaps.size(); i++) {
  335. copy_effects->octmap_downsample(downsampled_layer.mipmaps[i - 1].view, downsampled_layer.mipmaps[i].view, downsampled_layer.mipmaps[i].size, uv_border_size);
  336. }
  337. RD::get_singleton()->draw_command_end_label(); // Downsample Radiance
  338. Vector<RID> views;
  339. if (p_use_arrays) {
  340. for (uint32_t i = 1; i < layers.size(); i++) {
  341. views.push_back(layers[i].mipmaps[0].view);
  342. }
  343. } else {
  344. for (uint32_t i = 1; i < layers[0].mipmaps.size(); i++) {
  345. views.push_back(layers[0].mipmaps[i].view);
  346. }
  347. }
  348. RD::get_singleton()->draw_command_begin_label("Fast Filter Radiance");
  349. copy_effects->octmap_filter(downsampled_radiance_octmap, views, p_use_arrays, uv_border_size);
  350. RD::get_singleton()->draw_command_end_label(); // Filter radiance
  351. }
  352. }
  353. void SkyRD::ReflectionData::create_reflection_importance_sample(bool p_use_arrays, int p_base_layer, uint32_t p_sky_ggx_samples_quality) {
  354. RendererRD::CopyEffects *copy_effects = RendererRD::CopyEffects::get_singleton();
  355. ERR_FAIL_NULL_MSG(copy_effects, "Effects haven't been initialized");
  356. bool use_raster_effect = copy_effects->get_raster_effects().has_flag(RendererRD::CopyEffects::RASTER_EFFECT_OCTMAP);
  357. if (use_raster_effect) {
  358. if (p_base_layer == 1) {
  359. RD::get_singleton()->draw_command_begin_label("Downsample Radiance Map");
  360. copy_effects->octmap_downsample_raster(radiance_base_octmap, downsampled_layer.mipmaps[0].framebuffer, downsampled_layer.mipmaps[0].size, uv_border_size);
  361. for (uint32_t i = 1; i < downsampled_layer.mipmaps.size(); i++) {
  362. copy_effects->octmap_downsample_raster(downsampled_layer.mipmaps[i - 1].view, downsampled_layer.mipmaps[i].framebuffer, downsampled_layer.mipmaps[i].size, uv_border_size);
  363. }
  364. RD::get_singleton()->draw_command_end_label(); // Downsample Radiance
  365. }
  366. RD::get_singleton()->draw_command_begin_label("High Quality Filter Radiance");
  367. if (p_use_arrays) {
  368. copy_effects->octmap_roughness_raster(
  369. downsampled_radiance_octmap,
  370. layers[p_base_layer].mipmaps[0].framebuffer,
  371. p_sky_ggx_samples_quality,
  372. float(p_base_layer) / (layers.size() - 1.0),
  373. downsampled_layer.mipmaps[0].size.x,
  374. layers[p_base_layer].mipmaps[0].size.x,
  375. uv_border_size);
  376. } else {
  377. copy_effects->octmap_roughness_raster(
  378. downsampled_radiance_octmap,
  379. layers[0].mipmaps[p_base_layer].framebuffer,
  380. p_sky_ggx_samples_quality,
  381. float(p_base_layer) / (layers[0].mipmaps.size() - 1.0),
  382. downsampled_layer.mipmaps[0].size.x,
  383. layers[0].mipmaps[p_base_layer].size.x,
  384. uv_border_size);
  385. }
  386. } else {
  387. if (p_base_layer == 1) {
  388. RD::get_singleton()->draw_command_begin_label("Downsample Radiance Map");
  389. copy_effects->octmap_downsample(radiance_base_octmap, downsampled_layer.mipmaps[0].view, downsampled_layer.mipmaps[0].size, uv_border_size);
  390. for (uint32_t i = 1; i < downsampled_layer.mipmaps.size(); i++) {
  391. copy_effects->octmap_downsample(downsampled_layer.mipmaps[i - 1].view, downsampled_layer.mipmaps[i].view, downsampled_layer.mipmaps[i].size, uv_border_size);
  392. }
  393. RD::get_singleton()->draw_command_end_label(); // Downsample Radiance
  394. }
  395. RD::get_singleton()->draw_command_begin_label("High Quality Filter Radiance");
  396. if (p_use_arrays) {
  397. copy_effects->octmap_roughness(downsampled_radiance_octmap, layers[p_base_layer].mipmaps[0].view, p_sky_ggx_samples_quality, float(p_base_layer) / (layers.size() - 1.0), downsampled_layer.mipmaps[0].size.x, layers[p_base_layer].mipmaps[0].size.x, uv_border_size);
  398. } else {
  399. copy_effects->octmap_roughness(downsampled_radiance_octmap, layers[0].mipmaps[p_base_layer].view, p_sky_ggx_samples_quality, float(p_base_layer) / (layers[0].mipmaps.size() - 1.0), downsampled_layer.mipmaps[0].size.x, layers[0].mipmaps[p_base_layer].size.x, uv_border_size);
  400. }
  401. }
  402. RD::get_singleton()->draw_command_end_label(); // Filter radiance
  403. }
  404. void SkyRD::ReflectionData::update_reflection_mipmaps(int p_start, int p_end) {
  405. RendererRD::CopyEffects *copy_effects = RendererRD::CopyEffects::get_singleton();
  406. ERR_FAIL_NULL_MSG(copy_effects, "Effects haven't been initialized");
  407. bool use_raster_effect = copy_effects->get_raster_effects().has_flag(RendererRD::CopyEffects::RASTER_EFFECT_OCTMAP);
  408. RD::get_singleton()->draw_command_begin_label("Update Radiance Octmap Array Mipmaps");
  409. for (int i = p_start; i < p_end; i++) {
  410. for (uint32_t j = 0; j < layers[i].mipmaps.size() - 1; j++) {
  411. RID view = layers[i].mipmaps[j].view;
  412. Size2i size = layers[i].mipmaps[j + 1].size;
  413. if (use_raster_effect) {
  414. RID framebuffer = layers[i].mipmaps[j + 1].framebuffer;
  415. copy_effects->octmap_downsample_raster(view, framebuffer, size, uv_border_size);
  416. } else {
  417. RID texture = layers[i].mipmaps[j + 1].view;
  418. copy_effects->octmap_downsample(view, texture, size, uv_border_size);
  419. }
  420. }
  421. }
  422. RD::get_singleton()->draw_command_end_label();
  423. }
  424. ////////////////////////////////////////////////////////////////////////////////
  425. // SkyRD::Sky
  426. void SkyRD::Sky::free() {
  427. if (radiance.is_valid()) {
  428. RD::get_singleton()->free_rid(radiance);
  429. radiance = RID();
  430. }
  431. reflection.clear_reflection_data();
  432. if (uniform_buffer.is_valid()) {
  433. RD::get_singleton()->free_rid(uniform_buffer);
  434. uniform_buffer = RID();
  435. }
  436. if (material.is_valid()) {
  437. material = RID();
  438. }
  439. }
  440. RID SkyRD::Sky::get_textures(SkyTextureSetVersion p_version, RID p_default_shader_rd, Ref<RenderSceneBuffersRD> p_render_buffers) {
  441. RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
  442. thread_local LocalVector<RD::Uniform> uniforms;
  443. uniforms.clear();
  444. {
  445. RD::Uniform u;
  446. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  447. u.binding = 0;
  448. if (radiance.is_valid() && p_version <= SKY_TEXTURE_SET_QUARTER_RES) {
  449. u.append_id(radiance);
  450. } else {
  451. u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK));
  452. }
  453. uniforms.push_back(u);
  454. }
  455. {
  456. RD::Uniform u;
  457. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  458. u.binding = 1; // half res
  459. if (p_version >= SKY_TEXTURE_SET_OCTMAP) {
  460. if (reflection.layers.size() && reflection.layers[0].mipmaps.size() >= 2 && reflection.layers[0].mipmaps[1].view.is_valid() && p_version != SKY_TEXTURE_SET_OCTMAP_HALF_RES) {
  461. u.append_id(reflection.layers[0].mipmaps[1].view);
  462. } else {
  463. u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK));
  464. }
  465. } else {
  466. 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();
  467. if (half_texture.is_valid() && p_version != SKY_TEXTURE_SET_HALF_RES) {
  468. u.append_id(half_texture);
  469. } else {
  470. u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE));
  471. }
  472. }
  473. uniforms.push_back(u);
  474. }
  475. {
  476. RD::Uniform u;
  477. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  478. u.binding = 2; // quarter res
  479. if (p_version >= SKY_TEXTURE_SET_OCTMAP) {
  480. if (reflection.layers.size() && reflection.layers[0].mipmaps.size() >= 3 && reflection.layers[0].mipmaps[2].view.is_valid() && p_version != SKY_TEXTURE_SET_OCTMAP_QUARTER_RES) {
  481. u.append_id(reflection.layers[0].mipmaps[2].view);
  482. } else {
  483. u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK));
  484. }
  485. } else {
  486. 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();
  487. if (quarter_texture.is_valid() && p_version != SKY_TEXTURE_SET_QUARTER_RES) {
  488. u.append_id(quarter_texture);
  489. } else {
  490. u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE));
  491. }
  492. }
  493. uniforms.push_back(u);
  494. }
  495. return UniformSetCacheRD::get_singleton()->get_cache_vec(p_default_shader_rd, SKY_SET_TEXTURES, uniforms);
  496. }
  497. bool SkyRD::Sky::set_radiance_size(int p_radiance_size) {
  498. ERR_FAIL_COND_V(p_radiance_size < 32 || p_radiance_size > 2048, false);
  499. if (radiance_size == p_radiance_size) {
  500. return false;
  501. }
  502. radiance_size = p_radiance_size;
  503. if (mode == RS::SKY_MODE_REALTIME && radiance_size != REAL_TIME_SIZE) {
  504. WARN_PRINT(vformat("Realtime Skies can only use a radiance size of %d. Radiance size will be set to %d internally.", REAL_TIME_SIZE, REAL_TIME_SIZE));
  505. radiance_size = REAL_TIME_SIZE;
  506. }
  507. if (radiance.is_valid()) {
  508. RD::get_singleton()->free_rid(radiance);
  509. radiance = RID();
  510. }
  511. reflection.clear_reflection_data();
  512. return true;
  513. }
  514. int SkyRD::Sky::get_radiance_size() const {
  515. return radiance_size;
  516. }
  517. bool SkyRD::Sky::set_mode(RS::SkyMode p_mode) {
  518. if (mode == p_mode) {
  519. return false;
  520. }
  521. mode = p_mode;
  522. if (mode == RS::SKY_MODE_REALTIME && radiance_size != REAL_TIME_SIZE) {
  523. WARN_PRINT(vformat("Realtime Skies can only use a radiance size of %d. Radiance size will be set to %d internally.", REAL_TIME_SIZE, REAL_TIME_SIZE));
  524. set_radiance_size(REAL_TIME_SIZE);
  525. }
  526. if (radiance.is_valid()) {
  527. RD::get_singleton()->free_rid(radiance);
  528. radiance = RID();
  529. }
  530. reflection.clear_reflection_data();
  531. return true;
  532. }
  533. bool SkyRD::Sky::set_material(RID p_material) {
  534. if (material == p_material) {
  535. return false;
  536. }
  537. material = p_material;
  538. return true;
  539. }
  540. Ref<Image> SkyRD::Sky::bake_panorama(float p_energy, int p_roughness_layers, const Size2i &p_size) {
  541. if (radiance.is_valid()) {
  542. RendererRD::CopyEffects *copy_effects = RendererRD::CopyEffects::get_singleton();
  543. RD::TextureFormat tf;
  544. tf.format = RD::DATA_FORMAT_R32G32B32A32_SFLOAT; // Could be RGBA16
  545. tf.width = p_size.width;
  546. tf.height = p_size.height;
  547. tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
  548. RID rad_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
  549. copy_effects->copy_octmap_to_panorama(radiance, rad_tex, p_size, p_roughness_layers, reflection.layers.size() > 1, Size2(uv_border_size, 1.0f - uv_border_size * 2.0));
  550. Vector<uint8_t> data = RD::get_singleton()->texture_get_data(rad_tex, 0);
  551. RD::get_singleton()->free_rid(rad_tex);
  552. Ref<Image> img = Image::create_from_data(p_size.width, p_size.height, false, Image::FORMAT_RGBAF, data);
  553. for (int i = 0; i < p_size.width; i++) {
  554. for (int j = 0; j < p_size.height; j++) {
  555. Color c = img->get_pixel(i, j);
  556. c.r *= p_energy;
  557. c.g *= p_energy;
  558. c.b *= p_energy;
  559. img->set_pixel(i, j, c);
  560. }
  561. }
  562. return img;
  563. }
  564. return Ref<Image>();
  565. }
  566. ////////////////////////////////////////////////////////////////////////////////
  567. // SkyRD
  568. RendererRD::MaterialStorage::ShaderData *SkyRD::_create_sky_shader_func() {
  569. SkyShaderData *shader_data = memnew(SkyShaderData);
  570. return shader_data;
  571. }
  572. RendererRD::MaterialStorage::ShaderData *SkyRD::_create_sky_shader_funcs() {
  573. // !BAS! Why isn't _create_sky_shader_func not just static too?
  574. return static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton)->sky._create_sky_shader_func();
  575. }
  576. RendererRD::MaterialStorage::MaterialData *SkyRD::_create_sky_material_func(SkyShaderData *p_shader) {
  577. SkyMaterialData *material_data = memnew(SkyMaterialData);
  578. material_data->shader_data = p_shader;
  579. //update will happen later anyway so do nothing.
  580. return material_data;
  581. }
  582. RendererRD::MaterialStorage::MaterialData *SkyRD::_create_sky_material_funcs(RendererRD::MaterialStorage::ShaderData *p_shader) {
  583. // !BAS! same here, we could just make _create_sky_material_func static?
  584. return static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton)->sky._create_sky_material_func(static_cast<SkyShaderData *>(p_shader));
  585. }
  586. SkyRD::SkyRD() {
  587. roughness_layers = GLOBAL_GET("rendering/reflections/sky_reflections/roughness_layers");
  588. sky_ggx_samples_quality = GLOBAL_GET("rendering/reflections/sky_reflections/ggx_samples");
  589. sky_use_octmap_array = GLOBAL_GET("rendering/reflections/sky_reflections/texture_array_reflections");
  590. }
  591. void SkyRD::init() {
  592. RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
  593. RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
  594. {
  595. // Start with the directional lights for the sky
  596. sky_scene_state.max_directional_lights = 4;
  597. uint32_t directional_light_buffer_size = sky_scene_state.max_directional_lights * sizeof(SkyDirectionalLightData);
  598. sky_scene_state.directional_lights = memnew_arr(SkyDirectionalLightData, sky_scene_state.max_directional_lights);
  599. sky_scene_state.last_frame_directional_lights = memnew_arr(SkyDirectionalLightData, sky_scene_state.max_directional_lights);
  600. sky_scene_state.last_frame_directional_light_count = sky_scene_state.max_directional_lights + 1;
  601. sky_scene_state.directional_light_buffer = RD::get_singleton()->uniform_buffer_create(directional_light_buffer_size);
  602. String defines = "\n#define MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS " + itos(sky_scene_state.max_directional_lights) + "\n";
  603. defines += "\n#define SAMPLERS_BINDING_FIRST_INDEX " + itos(SAMPLERS_BINDING_FIRST_INDEX) + "\n";
  604. // Initialize sky
  605. Vector<String> sky_modes;
  606. sky_modes.push_back(""); // Full size
  607. sky_modes.push_back("\n#define USE_HALF_RES_PASS\n"); // Half Res
  608. sky_modes.push_back("\n#define USE_QUARTER_RES_PASS\n"); // Quarter res
  609. sky_modes.push_back("\n#define USE_CUBEMAP_PASS\n"); // Cubemap
  610. sky_modes.push_back("\n#define USE_CUBEMAP_PASS\n#define USE_HALF_RES_PASS\n"); // Half Res Cubemap
  611. sky_modes.push_back("\n#define USE_CUBEMAP_PASS\n#define USE_QUARTER_RES_PASS\n"); // Quarter res Cubemap
  612. sky_modes.push_back("\n#define USE_MULTIVIEW\n"); // Full size multiview
  613. sky_modes.push_back("\n#define USE_HALF_RES_PASS\n#define USE_MULTIVIEW\n"); // Half Res multiview
  614. sky_modes.push_back("\n#define USE_QUARTER_RES_PASS\n#define USE_MULTIVIEW\n"); // Quarter res multiview
  615. sky_shader.shader.initialize(sky_modes, defines);
  616. if (!RendererCompositorRD::get_singleton()->is_xr_enabled()) {
  617. sky_shader.shader.set_variant_enabled(SKY_VERSION_BACKGROUND_MULTIVIEW, false);
  618. sky_shader.shader.set_variant_enabled(SKY_VERSION_HALF_RES_MULTIVIEW, false);
  619. sky_shader.shader.set_variant_enabled(SKY_VERSION_QUARTER_RES_MULTIVIEW, false);
  620. }
  621. }
  622. // register our shader funds
  623. material_storage->shader_set_data_request_function(RendererRD::MaterialStorage::SHADER_TYPE_SKY, _create_sky_shader_funcs);
  624. material_storage->material_set_data_request_function(RendererRD::MaterialStorage::SHADER_TYPE_SKY, _create_sky_material_funcs);
  625. {
  626. ShaderCompiler::DefaultIdentifierActions actions;
  627. actions.renames["COLOR"] = "color";
  628. actions.renames["ALPHA"] = "alpha";
  629. actions.renames["EYEDIR"] = "cube_normal";
  630. actions.renames["POSITION"] = "params.position";
  631. actions.renames["SKY_COORDS"] = "panorama_coords";
  632. actions.renames["SCREEN_UV"] = "uv";
  633. actions.renames["FRAGCOORD"] = "gl_FragCoord";
  634. actions.renames["TIME"] = "params.time";
  635. actions.renames["PI"] = String::num(Math::PI);
  636. actions.renames["TAU"] = String::num(Math::TAU);
  637. actions.renames["E"] = String::num(Math::E);
  638. actions.renames["HALF_RES_COLOR"] = "half_res_color";
  639. actions.renames["QUARTER_RES_COLOR"] = "quarter_res_color";
  640. actions.renames["RADIANCE"] = "radiance";
  641. actions.renames["FOG"] = "custom_fog";
  642. actions.renames["LIGHT0_ENABLED"] = "directional_lights.data[0].enabled";
  643. actions.renames["LIGHT0_DIRECTION"] = "directional_lights.data[0].direction_energy.xyz";
  644. actions.renames["LIGHT0_ENERGY"] = "directional_lights.data[0].direction_energy.w";
  645. actions.renames["LIGHT0_COLOR"] = "directional_lights.data[0].color_size.xyz";
  646. actions.renames["LIGHT0_SIZE"] = "directional_lights.data[0].color_size.w";
  647. actions.renames["LIGHT1_ENABLED"] = "directional_lights.data[1].enabled";
  648. actions.renames["LIGHT1_DIRECTION"] = "directional_lights.data[1].direction_energy.xyz";
  649. actions.renames["LIGHT1_ENERGY"] = "directional_lights.data[1].direction_energy.w";
  650. actions.renames["LIGHT1_COLOR"] = "directional_lights.data[1].color_size.xyz";
  651. actions.renames["LIGHT1_SIZE"] = "directional_lights.data[1].color_size.w";
  652. actions.renames["LIGHT2_ENABLED"] = "directional_lights.data[2].enabled";
  653. actions.renames["LIGHT2_DIRECTION"] = "directional_lights.data[2].direction_energy.xyz";
  654. actions.renames["LIGHT2_ENERGY"] = "directional_lights.data[2].direction_energy.w";
  655. actions.renames["LIGHT2_COLOR"] = "directional_lights.data[2].color_size.xyz";
  656. actions.renames["LIGHT2_SIZE"] = "directional_lights.data[2].color_size.w";
  657. actions.renames["LIGHT3_ENABLED"] = "directional_lights.data[3].enabled";
  658. actions.renames["LIGHT3_DIRECTION"] = "directional_lights.data[3].direction_energy.xyz";
  659. actions.renames["LIGHT3_ENERGY"] = "directional_lights.data[3].direction_energy.w";
  660. actions.renames["LIGHT3_COLOR"] = "directional_lights.data[3].color_size.xyz";
  661. actions.renames["LIGHT3_SIZE"] = "directional_lights.data[3].color_size.w";
  662. actions.renames["AT_CUBEMAP_PASS"] = "AT_CUBEMAP_PASS";
  663. actions.renames["AT_HALF_RES_PASS"] = "AT_HALF_RES_PASS";
  664. actions.renames["AT_QUARTER_RES_PASS"] = "AT_QUARTER_RES_PASS";
  665. actions.custom_samplers["RADIANCE"] = "SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP";
  666. actions.usage_defines["HALF_RES_COLOR"] = "\n#define USES_HALF_RES_COLOR\n";
  667. actions.usage_defines["QUARTER_RES_COLOR"] = "\n#define USES_QUARTER_RES_COLOR\n";
  668. actions.render_mode_defines["disable_fog"] = "#define DISABLE_FOG\n";
  669. actions.render_mode_defines["use_debanding"] = "#define USE_DEBANDING\n";
  670. actions.base_texture_binding_index = 1;
  671. actions.texture_layout_set = 1;
  672. actions.base_uniform_string = "material.";
  673. actions.base_varying_index = 10;
  674. actions.default_filter = ShaderLanguage::FILTER_LINEAR_MIPMAP;
  675. actions.default_repeat = ShaderLanguage::REPEAT_ENABLE;
  676. actions.global_buffer_array_variable = "global_shader_uniforms.data";
  677. sky_shader.compiler.initialize(actions);
  678. }
  679. {
  680. // default material and shader for sky shader
  681. sky_shader.default_shader = material_storage->shader_allocate();
  682. material_storage->shader_initialize(sky_shader.default_shader);
  683. material_storage->shader_set_code(sky_shader.default_shader, R"(
  684. // Default sky shader.
  685. shader_type sky;
  686. void sky() {
  687. COLOR = vec3(0.0);
  688. }
  689. )");
  690. sky_shader.default_material = material_storage->material_allocate();
  691. material_storage->material_initialize(sky_shader.default_material);
  692. material_storage->material_set_shader(sky_shader.default_material, sky_shader.default_shader);
  693. SkyMaterialData *md = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_shader.default_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));
  694. sky_shader.default_shader_rd = sky_shader.shader.version_get_shader(md->shader_data->version, SKY_VERSION_BACKGROUND);
  695. sky_scene_state.uniform_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(SkySceneState::UBO));
  696. Vector<RD::Uniform> uniforms;
  697. {
  698. RD::Uniform u;
  699. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  700. u.binding = 1;
  701. u.append_id(RendererRD::MaterialStorage::get_singleton()->global_shader_uniforms_get_storage_buffer());
  702. uniforms.push_back(u);
  703. }
  704. {
  705. RD::Uniform u;
  706. u.binding = 2;
  707. u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  708. u.append_id(sky_scene_state.uniform_buffer);
  709. uniforms.push_back(u);
  710. }
  711. {
  712. RD::Uniform u;
  713. u.binding = 3;
  714. u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  715. u.append_id(sky_scene_state.directional_light_buffer);
  716. uniforms.push_back(u);
  717. }
  718. material_storage->samplers_rd_get_default().append_uniforms(uniforms, SAMPLERS_BINDING_FIRST_INDEX);
  719. sky_scene_state.uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sky_shader.default_shader_rd, SKY_SET_UNIFORMS);
  720. }
  721. {
  722. Vector<RD::Uniform> uniforms;
  723. {
  724. RD::Uniform u;
  725. u.binding = 0;
  726. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  727. RID vfog = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE);
  728. u.append_id(vfog);
  729. uniforms.push_back(u);
  730. }
  731. sky_scene_state.default_fog_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sky_shader.default_shader_rd, SKY_SET_FOG);
  732. }
  733. {
  734. // Need defaults for using fog with clear color
  735. sky_scene_state.fog_shader = material_storage->shader_allocate();
  736. material_storage->shader_initialize(sky_scene_state.fog_shader);
  737. material_storage->shader_set_code(sky_scene_state.fog_shader, R"(
  738. // Default clear color sky shader.
  739. shader_type sky;
  740. uniform vec4 clear_color;
  741. void sky() {
  742. COLOR = clear_color.rgb;
  743. }
  744. )");
  745. sky_scene_state.fog_material = material_storage->material_allocate();
  746. material_storage->material_initialize(sky_scene_state.fog_material);
  747. material_storage->material_set_shader(sky_scene_state.fog_material, sky_scene_state.fog_shader);
  748. Vector<RD::Uniform> uniforms;
  749. {
  750. RD::Uniform u;
  751. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  752. u.binding = 0;
  753. u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK));
  754. uniforms.push_back(u);
  755. }
  756. {
  757. RD::Uniform u;
  758. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  759. u.binding = 1;
  760. u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE));
  761. uniforms.push_back(u);
  762. }
  763. {
  764. RD::Uniform u;
  765. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  766. u.binding = 2;
  767. u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE));
  768. uniforms.push_back(u);
  769. }
  770. sky_scene_state.fog_only_texture_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sky_shader.default_shader_rd, SKY_SET_TEXTURES);
  771. }
  772. }
  773. void SkyRD::set_texture_format(RD::DataFormat p_texture_format) {
  774. texture_format = p_texture_format;
  775. }
  776. SkyRD::~SkyRD() {
  777. // cleanup anything created in init...
  778. RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
  779. SkyMaterialData *md = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_shader.default_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));
  780. sky_shader.shader.version_free(md->shader_data->version);
  781. RD::get_singleton()->free_rid(sky_scene_state.directional_light_buffer);
  782. RD::get_singleton()->free_rid(sky_scene_state.uniform_buffer);
  783. memdelete_arr(sky_scene_state.directional_lights);
  784. memdelete_arr(sky_scene_state.last_frame_directional_lights);
  785. material_storage->shader_free(sky_shader.default_shader);
  786. material_storage->material_free(sky_shader.default_material);
  787. material_storage->shader_free(sky_scene_state.fog_shader);
  788. material_storage->material_free(sky_scene_state.fog_material);
  789. if (RD::get_singleton()->uniform_set_is_valid(sky_scene_state.uniform_set)) {
  790. RD::get_singleton()->free_rid(sky_scene_state.uniform_set);
  791. }
  792. if (RD::get_singleton()->uniform_set_is_valid(sky_scene_state.default_fog_uniform_set)) {
  793. RD::get_singleton()->free_rid(sky_scene_state.default_fog_uniform_set);
  794. }
  795. if (RD::get_singleton()->uniform_set_is_valid(sky_scene_state.fog_only_texture_uniform_set)) {
  796. RD::get_singleton()->free_rid(sky_scene_state.fog_only_texture_uniform_set);
  797. }
  798. }
  799. void SkyRD::setup_sky(const RenderDataRD *p_render_data, const Size2i p_screen_size) {
  800. RendererRD::LightStorage *light_storage = RendererRD::LightStorage::get_singleton();
  801. RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
  802. ERR_FAIL_COND(p_render_data->environment.is_null());
  803. ERR_FAIL_COND(p_render_data->render_buffers.is_null());
  804. // make sure we support our view count
  805. ERR_FAIL_COND(p_render_data->scene_data->view_count == 0);
  806. ERR_FAIL_COND(p_render_data->scene_data->view_count > RendererSceneRender::MAX_RENDER_VIEWS);
  807. SkyMaterialData *material = nullptr;
  808. Sky *sky = get_sky(RendererSceneRenderRD::get_singleton()->environment_get_sky(p_render_data->environment));
  809. RID sky_material;
  810. SkyShaderData *shader_data = nullptr;
  811. if (sky) {
  812. sky_material = sky_get_material(RendererSceneRenderRD::get_singleton()->environment_get_sky(p_render_data->environment));
  813. if (sky_material.is_valid()) {
  814. material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));
  815. if (!material || !material->shader_data->valid) {
  816. material = nullptr;
  817. }
  818. }
  819. }
  820. if (!material) {
  821. sky_material = sky_shader.default_material;
  822. material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));
  823. }
  824. ERR_FAIL_NULL(material);
  825. shader_data = material->shader_data;
  826. ERR_FAIL_NULL(shader_data);
  827. material->set_as_used();
  828. if (sky) {
  829. // Save our screen size; our buffers will already have been cleared.
  830. sky->screen_size.x = p_screen_size.x < 4 ? 4 : p_screen_size.x;
  831. sky->screen_size.y = p_screen_size.y < 4 ? 4 : p_screen_size.y;
  832. // Trigger updating radiance buffers.
  833. if (sky->radiance.is_null()) {
  834. invalidate_sky(sky);
  835. update_dirty_skys();
  836. }
  837. if (shader_data->uses_time && p_render_data->scene_data->time - sky->prev_time > 0.00001) {
  838. sky->prev_time = p_render_data->scene_data->time;
  839. sky->reflection.dirty = true;
  840. RenderingServerDefault::redraw_request();
  841. }
  842. if (material != sky->prev_material) {
  843. sky->prev_material = material;
  844. sky->reflection.dirty = true;
  845. }
  846. if (material->uniform_set_updated) {
  847. material->uniform_set_updated = false;
  848. sky->reflection.dirty = true;
  849. }
  850. if (!p_render_data->scene_data->cam_transform.origin.is_equal_approx(sky->prev_position) && shader_data->uses_position) {
  851. sky->prev_position = p_render_data->scene_data->cam_transform.origin;
  852. sky->reflection.dirty = true;
  853. }
  854. }
  855. bool sun_scatter_enabled = 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;
  856. sky_scene_state.ubo.directional_light_count = 0;
  857. if (shader_data->uses_light || sun_scatter_enabled) {
  858. const PagedArray<RID> &lights = *p_render_data->lights;
  859. // Run through the list of lights in the scene and pick out the Directional Lights.
  860. // This can't be done in RenderSceneRenderRD::_setup lights because that needs to be called
  861. // after the depth prepass, but this runs before the depth prepass.
  862. for (int i = 0; i < (int)lights.size(); i++) {
  863. if (!light_storage->owns_light_instance(lights[i])) {
  864. continue;
  865. }
  866. RID base = light_storage->light_instance_get_base_light(lights[i]);
  867. ERR_CONTINUE(base.is_null());
  868. RS::LightType type = light_storage->light_get_type(base);
  869. if (type == RS::LIGHT_DIRECTIONAL && light_storage->light_directional_get_sky_mode(base) != RS::LIGHT_DIRECTIONAL_SKY_MODE_LIGHT_ONLY) {
  870. SkyDirectionalLightData &sky_light_data = sky_scene_state.directional_lights[sky_scene_state.ubo.directional_light_count];
  871. Transform3D light_transform = light_storage->light_instance_get_base_transform(lights[i]);
  872. Vector3 world_direction = light_transform.basis.xform(Vector3(0, 0, 1)).normalized();
  873. sky_light_data.direction[0] = world_direction.x;
  874. sky_light_data.direction[1] = world_direction.y;
  875. sky_light_data.direction[2] = world_direction.z;
  876. float sign = light_storage->light_is_negative(base) ? -1 : 1;
  877. sky_light_data.energy = sign * light_storage->light_get_param(base, RS::LIGHT_PARAM_ENERGY);
  878. if (RendererSceneRenderRD::get_singleton()->is_using_physical_light_units()) {
  879. sky_light_data.energy *= light_storage->light_get_param(base, RS::LIGHT_PARAM_INTENSITY);
  880. }
  881. if (p_render_data->camera_attributes.is_valid()) {
  882. sky_light_data.energy *= RSG::camera_attributes->camera_attributes_get_exposure_normalization_factor(p_render_data->camera_attributes);
  883. }
  884. Color linear_col = light_storage->light_get_color(base).srgb_to_linear();
  885. sky_light_data.color[0] = linear_col.r;
  886. sky_light_data.color[1] = linear_col.g;
  887. sky_light_data.color[2] = linear_col.b;
  888. sky_light_data.enabled = true;
  889. float angular_diameter = light_storage->light_get_param(base, RS::LIGHT_PARAM_SIZE);
  890. sky_light_data.size = Math::deg_to_rad(angular_diameter);
  891. sky_scene_state.ubo.directional_light_count++;
  892. if (sky_scene_state.ubo.directional_light_count >= sky_scene_state.max_directional_lights) {
  893. break;
  894. }
  895. }
  896. }
  897. // Check whether the directional_light_buffer changes.
  898. bool light_data_dirty = false;
  899. // Light buffer is dirty if we have fewer or more lights.
  900. // If we have fewer lights, make sure that old lights are disabled.
  901. if (sky_scene_state.ubo.directional_light_count != sky_scene_state.last_frame_directional_light_count) {
  902. light_data_dirty = true;
  903. for (uint32_t i = sky_scene_state.ubo.directional_light_count; i < sky_scene_state.max_directional_lights; i++) {
  904. sky_scene_state.directional_lights[i].enabled = false;
  905. sky_scene_state.last_frame_directional_lights[i].enabled = false;
  906. }
  907. }
  908. if (!light_data_dirty) {
  909. for (uint32_t i = 0; i < sky_scene_state.ubo.directional_light_count; i++) {
  910. if (sky_scene_state.directional_lights[i].direction[0] != sky_scene_state.last_frame_directional_lights[i].direction[0] ||
  911. sky_scene_state.directional_lights[i].direction[1] != sky_scene_state.last_frame_directional_lights[i].direction[1] ||
  912. sky_scene_state.directional_lights[i].direction[2] != sky_scene_state.last_frame_directional_lights[i].direction[2] ||
  913. sky_scene_state.directional_lights[i].energy != sky_scene_state.last_frame_directional_lights[i].energy ||
  914. sky_scene_state.directional_lights[i].color[0] != sky_scene_state.last_frame_directional_lights[i].color[0] ||
  915. sky_scene_state.directional_lights[i].color[1] != sky_scene_state.last_frame_directional_lights[i].color[1] ||
  916. sky_scene_state.directional_lights[i].color[2] != sky_scene_state.last_frame_directional_lights[i].color[2] ||
  917. sky_scene_state.directional_lights[i].enabled != sky_scene_state.last_frame_directional_lights[i].enabled ||
  918. sky_scene_state.directional_lights[i].size != sky_scene_state.last_frame_directional_lights[i].size) {
  919. light_data_dirty = true;
  920. break;
  921. }
  922. }
  923. }
  924. if (light_data_dirty) {
  925. 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);
  926. SkyDirectionalLightData *temp = sky_scene_state.last_frame_directional_lights;
  927. sky_scene_state.last_frame_directional_lights = sky_scene_state.directional_lights;
  928. sky_scene_state.directional_lights = temp;
  929. sky_scene_state.last_frame_directional_light_count = sky_scene_state.ubo.directional_light_count;
  930. if (sky) {
  931. sky->reflection.dirty = true;
  932. }
  933. }
  934. }
  935. // Setup fog variables.
  936. sky_scene_state.ubo.volumetric_fog_enabled = false;
  937. if (p_render_data->render_buffers->has_custom_data(RB_SCOPE_FOG)) {
  938. Ref<RendererRD::Fog::VolumetricFog> fog = p_render_data->render_buffers->get_custom_data(RB_SCOPE_FOG);
  939. sky_scene_state.ubo.volumetric_fog_enabled = true;
  940. float fog_end = fog->length;
  941. if (fog_end > 0.0) {
  942. sky_scene_state.ubo.volumetric_fog_inv_length = 1.0 / fog_end;
  943. } else {
  944. sky_scene_state.ubo.volumetric_fog_inv_length = 1.0;
  945. }
  946. float fog_detail_spread = fog->spread; // Reverse lookup.
  947. if (fog_detail_spread > 0.0) {
  948. sky_scene_state.ubo.volumetric_fog_detail_spread = 1.0 / fog_detail_spread;
  949. } else {
  950. sky_scene_state.ubo.volumetric_fog_detail_spread = 1.0;
  951. }
  952. sky_scene_state.fog_uniform_set = fog->sky_uniform_set;
  953. }
  954. sky_scene_state.view_count = p_render_data->scene_data->view_count;
  955. sky_scene_state.cam_transform = p_render_data->scene_data->cam_transform;
  956. Projection correction;
  957. correction.set_depth_correction(p_render_data->scene_data->flip_y, true);
  958. correction.add_jitter_offset(p_render_data->scene_data->taa_jitter);
  959. Projection projection = p_render_data->scene_data->cam_projection;
  960. if (p_render_data->scene_data->cam_frustum) {
  961. // We don't use a full projection matrix for the sky, this is enough to make up for it.
  962. projection[2].y = -projection[2].y;
  963. }
  964. float custom_fov = RendererSceneRenderRD::get_singleton()->environment_get_sky_custom_fov(p_render_data->environment);
  965. if (custom_fov && sky_scene_state.view_count == 1) {
  966. // With custom fov we don't support stereo...
  967. float near_plane = projection.get_z_near();
  968. float far_plane = projection.get_z_far();
  969. float aspect = projection.get_aspect();
  970. projection.set_perspective(custom_fov, aspect, near_plane, far_plane);
  971. }
  972. sky_scene_state.cam_projection = correction * projection;
  973. // Our info in our UBO is only used if we're rendering stereo.
  974. for (uint32_t i = 0; i < p_render_data->scene_data->view_count; i++) {
  975. Projection view_inv_projection = (correction * p_render_data->scene_data->view_projection[i]).inverse();
  976. if (p_render_data->scene_data->view_count > 1) {
  977. // Reprojection is used when we need to have things in combined space.
  978. RendererRD::MaterialStorage::store_camera(p_render_data->scene_data->cam_projection * view_inv_projection, sky_scene_state.ubo.combined_reprojection[i]);
  979. } else {
  980. // This is unused so just reset to identity.
  981. Projection ident;
  982. RendererRD::MaterialStorage::store_camera(ident, sky_scene_state.ubo.combined_reprojection[i]);
  983. }
  984. RendererRD::MaterialStorage::store_camera(view_inv_projection, sky_scene_state.ubo.view_inv_projections[i]);
  985. sky_scene_state.ubo.view_eye_offsets[i][0] = p_render_data->scene_data->view_eye_offset[i].x;
  986. sky_scene_state.ubo.view_eye_offsets[i][1] = p_render_data->scene_data->view_eye_offset[i].y;
  987. sky_scene_state.ubo.view_eye_offsets[i][2] = p_render_data->scene_data->view_eye_offset[i].z;
  988. sky_scene_state.ubo.view_eye_offsets[i][3] = 0.0;
  989. }
  990. sky_scene_state.ubo.z_far = p_render_data->scene_data->view_projection[0].get_z_far(); // Should be the same for all projection.
  991. sky_scene_state.ubo.fog_enabled = RendererSceneRenderRD::get_singleton()->environment_get_fog_enabled(p_render_data->environment);
  992. sky_scene_state.ubo.fog_density = RendererSceneRenderRD::get_singleton()->environment_get_fog_density(p_render_data->environment);
  993. sky_scene_state.ubo.fog_aerial_perspective = RendererSceneRenderRD::get_singleton()->environment_get_fog_aerial_perspective(p_render_data->environment);
  994. Color fog_color = RendererSceneRenderRD::get_singleton()->environment_get_fog_light_color(p_render_data->environment).srgb_to_linear();
  995. float fog_energy = RendererSceneRenderRD::get_singleton()->environment_get_fog_light_energy(p_render_data->environment);
  996. sky_scene_state.ubo.fog_light_color[0] = fog_color.r * fog_energy;
  997. sky_scene_state.ubo.fog_light_color[1] = fog_color.g * fog_energy;
  998. sky_scene_state.ubo.fog_light_color[2] = fog_color.b * fog_energy;
  999. sky_scene_state.ubo.fog_sun_scatter = RendererSceneRenderRD::get_singleton()->environment_get_fog_sun_scatter(p_render_data->environment);
  1000. sky_scene_state.ubo.fog_sky_affect = RendererSceneRenderRD::get_singleton()->environment_get_fog_sky_affect(p_render_data->environment);
  1001. sky_scene_state.ubo.volumetric_fog_sky_affect = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_sky_affect(p_render_data->environment);
  1002. RD::get_singleton()->buffer_update(sky_scene_state.uniform_buffer, 0, sizeof(SkySceneState::UBO), &sky_scene_state.ubo);
  1003. }
  1004. 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) {
  1005. ERR_FAIL_COND(p_render_buffers.is_null());
  1006. RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
  1007. ERR_FAIL_COND(p_env.is_null());
  1008. Sky *sky = get_sky(RendererSceneRenderRD::get_singleton()->environment_get_sky(p_env));
  1009. ERR_FAIL_NULL(sky);
  1010. RID sky_material = sky_get_material(RendererSceneRenderRD::get_singleton()->environment_get_sky(p_env));
  1011. SkyMaterialData *material = nullptr;
  1012. if (sky_material.is_valid()) {
  1013. material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));
  1014. if (!material || !material->shader_data->valid) {
  1015. material = nullptr;
  1016. }
  1017. }
  1018. if (!material) {
  1019. sky_material = sky_shader.default_material;
  1020. material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));
  1021. }
  1022. ERR_FAIL_NULL(material);
  1023. SkyShaderData *shader_data = material->shader_data;
  1024. ERR_FAIL_NULL(shader_data);
  1025. bool update_single_frame = sky->mode == RS::SKY_MODE_REALTIME || sky->mode == RS::SKY_MODE_QUALITY;
  1026. RS::SkyMode sky_mode = sky->mode;
  1027. if (sky_mode == RS::SKY_MODE_AUTOMATIC) {
  1028. bool sun_scatter_enabled = RendererSceneRenderRD::get_singleton()->environment_get_fog_enabled(p_env) && RendererSceneRenderRD::get_singleton()->environment_get_fog_sun_scatter(p_env) > 0.001;
  1029. if ((shader_data->uses_time || shader_data->uses_position) && sky->radiance_size == Sky::REAL_TIME_SIZE) {
  1030. update_single_frame = true;
  1031. sky_mode = RS::SKY_MODE_REALTIME;
  1032. } else if (shader_data->uses_light || sun_scatter_enabled || shader_data->ubo_size > 0) {
  1033. update_single_frame = false;
  1034. sky_mode = RS::SKY_MODE_INCREMENTAL;
  1035. } else {
  1036. update_single_frame = true;
  1037. sky_mode = RS::SKY_MODE_QUALITY;
  1038. }
  1039. }
  1040. if (sky->processing_layer == 0 && sky_mode == RS::SKY_MODE_INCREMENTAL) {
  1041. // On the first frame after creating sky, rebuild in single frame
  1042. update_single_frame = true;
  1043. sky_mode = RS::SKY_MODE_QUALITY;
  1044. }
  1045. int max_processing_layer = sky_use_octmap_array ? sky->reflection.layers.size() : sky->reflection.layers[0].mipmaps.size();
  1046. // Update radiance octmap
  1047. if (sky->reflection.dirty && (sky->processing_layer >= max_processing_layer || update_single_frame)) {
  1048. Projection cm;
  1049. cm.set_perspective(90, 1, 0.01, 10.0);
  1050. Projection correction;
  1051. correction.set_depth_correction(false);
  1052. cm = correction * cm;
  1053. // Note, we ignore environment_get_sky_orientation here as this is applied when we do our lookup in our scene shader.
  1054. if (shader_data->uses_quarter_res && roughness_layers >= 3) {
  1055. RD::get_singleton()->draw_command_begin_label("Render Sky to Quarter-Resolution Cubemap");
  1056. PipelineCacheRD *pipeline = &shader_data->pipelines[SKY_VERSION_OCTMAP_QUARTER_RES];
  1057. Vector<Color> clear_colors;
  1058. clear_colors.push_back(Color(0.0, 0.0, 0.0));
  1059. RD::DrawListID octmap_draw_list;
  1060. RID texture_uniform_set = sky->get_textures(SKY_TEXTURE_SET_OCTMAP_QUARTER_RES, sky_shader.default_shader_rd, p_render_buffers);
  1061. octmap_draw_list = RD::get_singleton()->draw_list_begin(sky->reflection.layers[0].mipmaps[2].framebuffer, RD::DRAW_IGNORE_COLOR_ALL);
  1062. _render_sky(octmap_draw_list, p_time, sky->reflection.layers[0].mipmaps[2].framebuffer, pipeline, material->uniform_set, texture_uniform_set, cm, Basis(), p_global_pos, p_luminance_multiplier, p_brightness_multiplier, sky->uv_border_size);
  1063. RD::get_singleton()->draw_list_end();
  1064. RD::get_singleton()->draw_command_end_label();
  1065. } else if (shader_data->uses_quarter_res && roughness_layers < 3) {
  1066. 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.");
  1067. }
  1068. if (shader_data->uses_half_res && roughness_layers >= 2) {
  1069. RD::get_singleton()->draw_command_begin_label("Render Sky to Half-Resolution Cubemap");
  1070. PipelineCacheRD *pipeline = &shader_data->pipelines[SKY_VERSION_OCTMAP_HALF_RES];
  1071. Vector<Color> clear_colors;
  1072. clear_colors.push_back(Color(0.0, 0.0, 0.0));
  1073. RD::DrawListID octmap_draw_list;
  1074. RID texture_uniform_set = sky->get_textures(SKY_TEXTURE_SET_OCTMAP_HALF_RES, sky_shader.default_shader_rd, p_render_buffers);
  1075. octmap_draw_list = RD::get_singleton()->draw_list_begin(sky->reflection.layers[0].mipmaps[1].framebuffer, RD::DRAW_IGNORE_COLOR_ALL);
  1076. _render_sky(octmap_draw_list, p_time, sky->reflection.layers[0].mipmaps[1].framebuffer, pipeline, material->uniform_set, texture_uniform_set, cm, Basis(), p_global_pos, p_luminance_multiplier, p_brightness_multiplier, sky->uv_border_size);
  1077. RD::get_singleton()->draw_list_end();
  1078. RD::get_singleton()->draw_command_end_label();
  1079. } else if (shader_data->uses_half_res && roughness_layers < 2) {
  1080. 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.");
  1081. }
  1082. RD::DrawListID octmap_draw_list;
  1083. PipelineCacheRD *pipeline = &shader_data->pipelines[SKY_VERSION_OCTMAP];
  1084. RD::get_singleton()->draw_command_begin_label("Render Sky Octmap");
  1085. RID texture_uniform_set = sky->get_textures(SKY_TEXTURE_SET_OCTMAP, sky_shader.default_shader_rd, p_render_buffers);
  1086. octmap_draw_list = RD::get_singleton()->draw_list_begin(sky->reflection.layers[0].mipmaps[0].framebuffer, RD::DRAW_IGNORE_COLOR_ALL, Vector<Color>(), 1.0f, 0, Rect2(), RDD::BreadcrumbMarker::SKY_PASS);
  1087. _render_sky(octmap_draw_list, p_time, sky->reflection.layers[0].mipmaps[0].framebuffer, pipeline, material->uniform_set, texture_uniform_set, cm, Basis(), p_global_pos, p_luminance_multiplier, p_brightness_multiplier, sky->uv_border_size);
  1088. RD::get_singleton()->draw_list_end();
  1089. RD::get_singleton()->draw_command_end_label();
  1090. if (sky_mode == RS::SKY_MODE_REALTIME) {
  1091. sky->reflection.create_reflection_fast_filter(sky_use_octmap_array);
  1092. if (sky_use_octmap_array) {
  1093. sky->reflection.update_reflection_mipmaps(0, sky->reflection.layers.size());
  1094. }
  1095. } else {
  1096. if (update_single_frame) {
  1097. for (int i = 1; i < max_processing_layer; i++) {
  1098. sky->reflection.create_reflection_importance_sample(sky_use_octmap_array, i, sky_ggx_samples_quality);
  1099. }
  1100. if (sky_use_octmap_array) {
  1101. sky->reflection.update_reflection_mipmaps(0, sky->reflection.layers.size());
  1102. }
  1103. } else {
  1104. if (sky_use_octmap_array) {
  1105. // Multi-Frame so just update the first array level
  1106. sky->reflection.update_reflection_mipmaps(0, 1);
  1107. }
  1108. }
  1109. sky->processing_layer = 1;
  1110. }
  1111. sky->baked_exposure = p_luminance_multiplier;
  1112. sky->reflection.dirty = false;
  1113. } else {
  1114. if (sky_mode == RS::SKY_MODE_INCREMENTAL && sky->processing_layer < max_processing_layer) {
  1115. sky->reflection.create_reflection_importance_sample(sky_use_octmap_array, sky->processing_layer, sky_ggx_samples_quality);
  1116. if (sky_use_octmap_array) {
  1117. sky->reflection.update_reflection_mipmaps(sky->processing_layer, sky->processing_layer + 1);
  1118. }
  1119. sky->processing_layer++;
  1120. }
  1121. }
  1122. }
  1123. void SkyRD::update_res_buffers(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_env, double p_time, float p_luminance_multiplier, float p_brightness_multiplier) {
  1124. ERR_FAIL_COND(p_render_buffers.is_null());
  1125. RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
  1126. ERR_FAIL_COND(p_env.is_null());
  1127. Sky *sky = get_sky(RendererSceneRenderRD::get_singleton()->environment_get_sky(p_env));
  1128. SkyMaterialData *material = nullptr;
  1129. RID sky_material;
  1130. RS::EnvironmentBG background = RendererSceneRenderRD::get_singleton()->environment_get_background(p_env);
  1131. if (!(background == RS::ENV_BG_CLEAR_COLOR || background == RS::ENV_BG_COLOR) || sky) {
  1132. ERR_FAIL_NULL(sky);
  1133. sky_material = sky_get_material(RendererSceneRenderRD::get_singleton()->environment_get_sky(p_env));
  1134. if (sky_material.is_valid()) {
  1135. material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));
  1136. if (!material || !material->shader_data->valid) {
  1137. material = nullptr;
  1138. }
  1139. }
  1140. if (!material) {
  1141. sky_material = sky_shader.default_material;
  1142. material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));
  1143. }
  1144. }
  1145. if (background == RS::ENV_BG_CLEAR_COLOR || background == RS::ENV_BG_COLOR) {
  1146. sky_material = sky_scene_state.fog_material;
  1147. material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));
  1148. }
  1149. ERR_FAIL_NULL(material);
  1150. SkyShaderData *shader_data = material->shader_data;
  1151. ERR_FAIL_NULL(shader_data);
  1152. if (!shader_data->uses_quarter_res && !shader_data->uses_half_res) {
  1153. return;
  1154. }
  1155. material->set_as_used();
  1156. RENDER_TIMESTAMP("Setup Sky Resolution Buffers");
  1157. RD::get_singleton()->draw_command_begin_label("Setup Sky Resolution Buffers");
  1158. Basis sky_transform = RendererSceneRenderRD::get_singleton()->environment_get_sky_orientation(p_env);
  1159. sky_transform.invert();
  1160. // Camera
  1161. Projection projection = sky_scene_state.cam_projection;
  1162. sky_transform = sky_transform * sky_scene_state.cam_transform.basis;
  1163. if (shader_data->uses_quarter_res) {
  1164. PipelineCacheRD *pipeline = &shader_data->pipelines[sky_scene_state.view_count > 1 ? SKY_VERSION_QUARTER_RES_MULTIVIEW : SKY_VERSION_QUARTER_RES];
  1165. // Grab texture and framebuffer from cache, create if needed...
  1166. uint32_t usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
  1167. Size2i quarter_size = sky->screen_size / 4;
  1168. RID texture = p_render_buffers->create_texture(RB_SCOPE_SKY, RB_QUARTER_TEXTURE, texture_format, usage_bits, RD::TEXTURE_SAMPLES_1, quarter_size);
  1169. RID framebuffer = FramebufferCacheRD::get_singleton()->get_cache_multiview(sky_scene_state.view_count, texture);
  1170. RID texture_uniform_set = sky->get_textures(SKY_TEXTURE_SET_QUARTER_RES, sky_shader.default_shader_rd, p_render_buffers);
  1171. RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(framebuffer, RD::DRAW_IGNORE_COLOR_ALL);
  1172. _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);
  1173. RD::get_singleton()->draw_list_end();
  1174. }
  1175. if (shader_data->uses_half_res) {
  1176. PipelineCacheRD *pipeline = &shader_data->pipelines[sky_scene_state.view_count > 1 ? SKY_VERSION_HALF_RES_MULTIVIEW : SKY_VERSION_HALF_RES];
  1177. // Grab texture and framebuffer from cache, create if needed...
  1178. uint32_t usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
  1179. Size2i half_size = sky->screen_size / 2;
  1180. RID texture = p_render_buffers->create_texture(RB_SCOPE_SKY, RB_HALF_TEXTURE, texture_format, usage_bits, RD::TEXTURE_SAMPLES_1, half_size);
  1181. RID framebuffer = FramebufferCacheRD::get_singleton()->get_cache_multiview(sky_scene_state.view_count, texture);
  1182. RID texture_uniform_set = sky->get_textures(SKY_TEXTURE_SET_HALF_RES, sky_shader.default_shader_rd, p_render_buffers);
  1183. RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(framebuffer, RD::DRAW_IGNORE_COLOR_ALL);
  1184. _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);
  1185. RD::get_singleton()->draw_list_end();
  1186. }
  1187. RD::get_singleton()->draw_command_end_label(); // Setup Sky resolution buffers
  1188. }
  1189. 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) {
  1190. ERR_FAIL_COND(p_render_buffers.is_null());
  1191. RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
  1192. ERR_FAIL_COND(p_env.is_null());
  1193. Sky *sky = get_sky(RendererSceneRenderRD::get_singleton()->environment_get_sky(p_env));
  1194. SkyMaterialData *material = nullptr;
  1195. RID sky_material;
  1196. RS::EnvironmentBG background = RendererSceneRenderRD::get_singleton()->environment_get_background(p_env);
  1197. if (!(background == RS::ENV_BG_CLEAR_COLOR || background == RS::ENV_BG_COLOR) || sky) {
  1198. ERR_FAIL_NULL(sky);
  1199. sky_material = sky_get_material(RendererSceneRenderRD::get_singleton()->environment_get_sky(p_env));
  1200. if (sky_material.is_valid()) {
  1201. material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));
  1202. if (!material || !material->shader_data->valid) {
  1203. material = nullptr;
  1204. }
  1205. }
  1206. if (!material) {
  1207. sky_material = sky_shader.default_material;
  1208. material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));
  1209. }
  1210. }
  1211. if (background == RS::ENV_BG_CLEAR_COLOR || background == RS::ENV_BG_COLOR) {
  1212. sky_material = sky_scene_state.fog_material;
  1213. material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));
  1214. }
  1215. ERR_FAIL_NULL(material);
  1216. SkyShaderData *shader_data = material->shader_data;
  1217. ERR_FAIL_NULL(shader_data);
  1218. material->set_as_used();
  1219. Basis sky_transform = RendererSceneRenderRD::get_singleton()->environment_get_sky_orientation(p_env);
  1220. sky_transform.invert();
  1221. // Camera
  1222. Projection projection = sky_scene_state.cam_projection;
  1223. sky_transform = sky_transform * sky_scene_state.cam_transform.basis;
  1224. PipelineCacheRD *pipeline = &shader_data->pipelines[sky_scene_state.view_count > 1 ? SKY_VERSION_BACKGROUND_MULTIVIEW : SKY_VERSION_BACKGROUND];
  1225. RID texture_uniform_set;
  1226. if (sky) {
  1227. texture_uniform_set = sky->get_textures(SKY_TEXTURE_SET_BACKGROUND, sky_shader.default_shader_rd, p_render_buffers);
  1228. } else {
  1229. texture_uniform_set = sky_scene_state.fog_only_texture_uniform_set;
  1230. }
  1231. _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);
  1232. }
  1233. void SkyRD::invalidate_sky(Sky *p_sky) {
  1234. if (!p_sky->dirty) {
  1235. p_sky->dirty = true;
  1236. p_sky->dirty_list = dirty_sky_list;
  1237. dirty_sky_list = p_sky;
  1238. }
  1239. }
  1240. void SkyRD::update_dirty_skys() {
  1241. bool use_raster_effect = RendererRD::CopyEffects::get_singleton()->get_raster_effects().has_flag(RendererRD::CopyEffects::RASTER_EFFECT_OCTMAP);
  1242. Sky *sky = dirty_sky_list;
  1243. while (sky) {
  1244. //update sky configuration if texture is missing
  1245. // TODO See if we can move this into `update_radiance_buffers` and remove our dirty_sky logic.
  1246. // As this is basically a duplicate of the logic in reflection probes we could move this logic
  1247. // into RenderSceneBuffersRD and use that from both places.
  1248. if (sky->radiance.is_null()) {
  1249. int mipmaps = Image::get_image_required_mipmaps(sky->radiance_size, sky->radiance_size, Image::FORMAT_RGBAH) + 1;
  1250. int layers = roughness_layers;
  1251. if (sky->mode == RS::SKY_MODE_REALTIME) {
  1252. layers = Sky::REAL_TIME_ROUGHNESS_LAYERS;
  1253. if (roughness_layers != layers) {
  1254. WARN_PRINT(vformat("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 %d in the project settings for best quality reflections.", Sky::REAL_TIME_ROUGHNESS_LAYERS));
  1255. }
  1256. }
  1257. if (sky_use_octmap_array) {
  1258. mipmaps -= 2; // reduce the number of mipmaps to keep the border size reasonable.
  1259. // Double size to approximate texel density of cubemaps + add border for proper filtering/mipmapping.
  1260. uint32_t padding_pixels = (1 << (mipmaps - 1));
  1261. uint32_t w = sky->radiance_size * 2 + padding_pixels * 2;
  1262. uint32_t h = w;
  1263. sky->uv_border_size = float(padding_pixels) / float(w);
  1264. // Array (higher quality, more memory).
  1265. RD::TextureFormat tf;
  1266. tf.array_layers = layers;
  1267. tf.format = texture_format;
  1268. tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
  1269. tf.mipmaps = mipmaps;
  1270. tf.width = w;
  1271. tf.height = h;
  1272. tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
  1273. if (!use_raster_effect) {
  1274. tf.usage_bits |= RD::TEXTURE_USAGE_STORAGE_BIT;
  1275. }
  1276. sky->radiance = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1277. sky->reflection.update_reflection_data(w, mipmaps, true, sky->radiance, 0, sky->mode == RS::SKY_MODE_REALTIME, roughness_layers, texture_format, sky->uv_border_size);
  1278. } else {
  1279. // Double size to approximate texel density of cubemaps + add border for proper filtering/mipmapping.
  1280. uint32_t padding_pixels = (1 << (MIN(mipmaps, layers) - 1));
  1281. uint32_t w = sky->radiance_size * 2 + padding_pixels * 2;
  1282. uint32_t h = w;
  1283. sky->uv_border_size = float(padding_pixels) / float(w);
  1284. // Single texture (lower quality, less memory).
  1285. RD::TextureFormat tf;
  1286. tf.format = texture_format;
  1287. tf.mipmaps = MIN(mipmaps, layers);
  1288. tf.width = w;
  1289. tf.height = h;
  1290. tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
  1291. if (!use_raster_effect) {
  1292. tf.usage_bits |= RD::TEXTURE_USAGE_STORAGE_BIT;
  1293. }
  1294. sky->radiance = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1295. sky->reflection.update_reflection_data(w, MIN(mipmaps, layers), false, sky->radiance, 0, sky->mode == RS::SKY_MODE_REALTIME, roughness_layers, texture_format, sky->uv_border_size);
  1296. }
  1297. }
  1298. sky->reflection.dirty = true;
  1299. sky->processing_layer = 0;
  1300. Sky *next = sky->dirty_list;
  1301. sky->dirty_list = nullptr;
  1302. sky->dirty = false;
  1303. sky = next;
  1304. }
  1305. dirty_sky_list = nullptr;
  1306. }
  1307. RID SkyRD::sky_get_material(RID p_sky) const {
  1308. Sky *sky = get_sky(p_sky);
  1309. ERR_FAIL_NULL_V(sky, RID());
  1310. return sky->material;
  1311. }
  1312. float SkyRD::sky_get_baked_exposure(RID p_sky) const {
  1313. Sky *sky = get_sky(p_sky);
  1314. ERR_FAIL_NULL_V(sky, 1.0);
  1315. return sky->baked_exposure;
  1316. }
  1317. RID SkyRD::allocate_sky_rid() {
  1318. return sky_owner.allocate_rid();
  1319. }
  1320. void SkyRD::initialize_sky_rid(RID p_rid) {
  1321. sky_owner.initialize_rid(p_rid, Sky());
  1322. }
  1323. SkyRD::Sky *SkyRD::get_sky(RID p_sky) const {
  1324. return sky_owner.get_or_null(p_sky);
  1325. }
  1326. void SkyRD::free_sky(RID p_sky) {
  1327. Sky *sky = get_sky(p_sky);
  1328. ERR_FAIL_NULL(sky);
  1329. sky->free();
  1330. sky_owner.free(p_sky);
  1331. }
  1332. void SkyRD::sky_set_radiance_size(RID p_sky, int p_radiance_size) {
  1333. Sky *sky = get_sky(p_sky);
  1334. ERR_FAIL_NULL(sky);
  1335. if (sky->set_radiance_size(p_radiance_size)) {
  1336. invalidate_sky(sky);
  1337. }
  1338. }
  1339. int SkyRD::sky_get_radiance_size(RID p_sky) const {
  1340. Sky *sky = get_sky(p_sky);
  1341. ERR_FAIL_NULL_V(sky, 0);
  1342. return sky->get_radiance_size();
  1343. }
  1344. void SkyRD::sky_set_mode(RID p_sky, RS::SkyMode p_mode) {
  1345. Sky *sky = get_sky(p_sky);
  1346. ERR_FAIL_NULL(sky);
  1347. if (sky->set_mode(p_mode)) {
  1348. invalidate_sky(sky);
  1349. }
  1350. }
  1351. void SkyRD::sky_set_material(RID p_sky, RID p_material) {
  1352. Sky *sky = get_sky(p_sky);
  1353. ERR_FAIL_NULL(sky);
  1354. if (sky->set_material(p_material)) {
  1355. invalidate_sky(sky);
  1356. }
  1357. }
  1358. Ref<Image> SkyRD::sky_bake_panorama(RID p_sky, float p_energy, bool p_bake_irradiance, const Size2i &p_size) {
  1359. Sky *sky = get_sky(p_sky);
  1360. ERR_FAIL_NULL_V(sky, Ref<Image>());
  1361. update_dirty_skys();
  1362. return sky->bake_panorama(p_energy, p_bake_irradiance ? roughness_layers : 0, p_size);
  1363. }
  1364. RID SkyRD::sky_get_radiance_texture_rd(RID p_sky) const {
  1365. Sky *sky = get_sky(p_sky);
  1366. ERR_FAIL_NULL_V(sky, RID());
  1367. return sky->radiance;
  1368. }
  1369. float SkyRD::sky_get_uv_border_size(RID p_sky) {
  1370. Sky *sky = get_sky(p_sky);
  1371. ERR_FAIL_NULL_V(sky, 1.0);
  1372. return sky->uv_border_size;
  1373. }