renderer_scene_sky_rd.cpp 58 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) 2007-2021 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2021 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 "renderer_scene_render_rd.h"
  33. #include "servers/rendering/rendering_server_default.h"
  34. ////////////////////////////////////////////////////////////////////////////////
  35. // SKY SHADER
  36. void RendererSceneSkyRD::SkyShaderData::set_code(const String &p_code) {
  37. //compile
  38. code = p_code;
  39. valid = false;
  40. ubo_size = 0;
  41. uniforms.clear();
  42. if (code == String()) {
  43. return; //just invalid, but no error
  44. }
  45. ShaderCompilerRD::GeneratedCode gen_code;
  46. ShaderCompilerRD::IdentifierActions actions;
  47. actions.entry_point_stages["sky"] = ShaderCompilerRD::STAGE_FRAGMENT;
  48. uses_time = false;
  49. uses_half_res = false;
  50. uses_quarter_res = false;
  51. uses_position = false;
  52. uses_light = false;
  53. actions.render_mode_flags["use_half_res_pass"] = &uses_half_res;
  54. actions.render_mode_flags["use_quarter_res_pass"] = &uses_quarter_res;
  55. actions.usage_flag_pointers["TIME"] = &uses_time;
  56. actions.usage_flag_pointers["POSITION"] = &uses_position;
  57. actions.usage_flag_pointers["LIGHT0_ENABLED"] = &uses_light;
  58. actions.usage_flag_pointers["LIGHT0_ENERGY"] = &uses_light;
  59. actions.usage_flag_pointers["LIGHT0_DIRECTION"] = &uses_light;
  60. actions.usage_flag_pointers["LIGHT0_COLOR"] = &uses_light;
  61. actions.usage_flag_pointers["LIGHT0_SIZE"] = &uses_light;
  62. actions.usage_flag_pointers["LIGHT1_ENABLED"] = &uses_light;
  63. actions.usage_flag_pointers["LIGHT1_ENERGY"] = &uses_light;
  64. actions.usage_flag_pointers["LIGHT1_DIRECTION"] = &uses_light;
  65. actions.usage_flag_pointers["LIGHT1_COLOR"] = &uses_light;
  66. actions.usage_flag_pointers["LIGHT1_SIZE"] = &uses_light;
  67. actions.usage_flag_pointers["LIGHT2_ENABLED"] = &uses_light;
  68. actions.usage_flag_pointers["LIGHT2_ENERGY"] = &uses_light;
  69. actions.usage_flag_pointers["LIGHT2_DIRECTION"] = &uses_light;
  70. actions.usage_flag_pointers["LIGHT2_COLOR"] = &uses_light;
  71. actions.usage_flag_pointers["LIGHT2_SIZE"] = &uses_light;
  72. actions.usage_flag_pointers["LIGHT3_ENABLED"] = &uses_light;
  73. actions.usage_flag_pointers["LIGHT3_ENERGY"] = &uses_light;
  74. actions.usage_flag_pointers["LIGHT3_DIRECTION"] = &uses_light;
  75. actions.usage_flag_pointers["LIGHT3_COLOR"] = &uses_light;
  76. actions.usage_flag_pointers["LIGHT3_SIZE"] = &uses_light;
  77. actions.uniforms = &uniforms;
  78. // !BAS! Contemplate making `SkyShader sky` accessible from this struct or even part of this struct.
  79. RendererSceneRenderRD *scene_singleton = (RendererSceneRenderRD *)RendererSceneRenderRD::singleton;
  80. Error err = scene_singleton->sky.sky_shader.compiler.compile(RS::SHADER_SKY, code, &actions, path, gen_code);
  81. ERR_FAIL_COND(err != OK);
  82. if (version.is_null()) {
  83. version = scene_singleton->sky.sky_shader.shader.version_create();
  84. }
  85. #if 0
  86. print_line("**compiling shader:");
  87. print_line("**defines:\n");
  88. for (int i = 0; i < gen_code.defines.size(); i++) {
  89. print_line(gen_code.defines[i]);
  90. }
  91. print_line("\n**uniforms:\n" + gen_code.uniforms);
  92. // print_line("\n**vertex_globals:\n" + gen_code.vertex_global);
  93. // print_line("\n**vertex_code:\n" + gen_code.vertex);
  94. print_line("\n**fragment_globals:\n" + gen_code.fragment_global);
  95. print_line("\n**fragment_code:\n" + gen_code.fragment);
  96. print_line("\n**light_code:\n" + gen_code.light);
  97. #endif
  98. scene_singleton->sky.sky_shader.shader.version_set_code(version, gen_code.code, gen_code.uniforms, gen_code.stage_globals[ShaderCompilerRD::STAGE_VERTEX], gen_code.stage_globals[ShaderCompilerRD::STAGE_FRAGMENT], gen_code.defines);
  99. ERR_FAIL_COND(!scene_singleton->sky.sky_shader.shader.version_is_valid(version));
  100. ubo_size = gen_code.uniform_total_size;
  101. ubo_offsets = gen_code.uniform_offsets;
  102. texture_uniforms = gen_code.texture_uniforms;
  103. //update pipelines
  104. for (int i = 0; i < SKY_VERSION_MAX; i++) {
  105. RD::PipelineDepthStencilState depth_stencil_state;
  106. depth_stencil_state.enable_depth_test = true;
  107. depth_stencil_state.depth_compare_operator = RD::COMPARE_OP_LESS_OR_EQUAL;
  108. RID shader_variant = scene_singleton->sky.sky_shader.shader.version_get_shader(version, i);
  109. pipelines[i].setup(shader_variant, RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), depth_stencil_state, RD::PipelineColorBlendState::create_disabled(), 0);
  110. }
  111. valid = true;
  112. }
  113. void RendererSceneSkyRD::SkyShaderData::set_default_texture_param(const StringName &p_name, RID p_texture) {
  114. if (!p_texture.is_valid()) {
  115. default_texture_params.erase(p_name);
  116. } else {
  117. default_texture_params[p_name] = p_texture;
  118. }
  119. }
  120. void RendererSceneSkyRD::SkyShaderData::get_param_list(List<PropertyInfo> *p_param_list) const {
  121. Map<int, StringName> order;
  122. for (Map<StringName, ShaderLanguage::ShaderNode::Uniform>::Element *E = uniforms.front(); E; E = E->next()) {
  123. if (E->get().scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_GLOBAL || E->get().scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
  124. continue;
  125. }
  126. if (E->get().texture_order >= 0) {
  127. order[E->get().texture_order + 100000] = E->key();
  128. } else {
  129. order[E->get().order] = E->key();
  130. }
  131. }
  132. for (Map<int, StringName>::Element *E = order.front(); E; E = E->next()) {
  133. PropertyInfo pi = ShaderLanguage::uniform_to_property_info(uniforms[E->get()]);
  134. pi.name = E->get();
  135. p_param_list->push_back(pi);
  136. }
  137. }
  138. void RendererSceneSkyRD::SkyShaderData::get_instance_param_list(List<RendererStorage::InstanceShaderParam> *p_param_list) const {
  139. for (Map<StringName, ShaderLanguage::ShaderNode::Uniform>::Element *E = uniforms.front(); E; E = E->next()) {
  140. if (E->get().scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
  141. continue;
  142. }
  143. RendererStorage::InstanceShaderParam p;
  144. p.info = ShaderLanguage::uniform_to_property_info(E->get());
  145. p.info.name = E->key(); //supply name
  146. p.index = E->get().instance_index;
  147. p.default_value = ShaderLanguage::constant_value_to_variant(E->get().default_value, E->get().type, E->get().hint);
  148. p_param_list->push_back(p);
  149. }
  150. }
  151. bool RendererSceneSkyRD::SkyShaderData::is_param_texture(const StringName &p_param) const {
  152. if (!uniforms.has(p_param)) {
  153. return false;
  154. }
  155. return uniforms[p_param].texture_order >= 0;
  156. }
  157. bool RendererSceneSkyRD::SkyShaderData::is_animated() const {
  158. return false;
  159. }
  160. bool RendererSceneSkyRD::SkyShaderData::casts_shadows() const {
  161. return false;
  162. }
  163. Variant RendererSceneSkyRD::SkyShaderData::get_default_parameter(const StringName &p_parameter) const {
  164. if (uniforms.has(p_parameter)) {
  165. ShaderLanguage::ShaderNode::Uniform uniform = uniforms[p_parameter];
  166. Vector<ShaderLanguage::ConstantNode::Value> default_value = uniform.default_value;
  167. return ShaderLanguage::constant_value_to_variant(default_value, uniform.type, uniform.hint);
  168. }
  169. return Variant();
  170. }
  171. RS::ShaderNativeSourceCode RendererSceneSkyRD::SkyShaderData::get_native_source_code() const {
  172. RendererSceneRenderRD *scene_singleton = (RendererSceneRenderRD *)RendererSceneRenderRD::singleton;
  173. return scene_singleton->sky.sky_shader.shader.version_get_native_source_code(version);
  174. }
  175. RendererSceneSkyRD::SkyShaderData::SkyShaderData() {
  176. valid = false;
  177. }
  178. RendererSceneSkyRD::SkyShaderData::~SkyShaderData() {
  179. RendererSceneRenderRD *scene_singleton = (RendererSceneRenderRD *)RendererSceneRenderRD::singleton;
  180. ERR_FAIL_COND(!scene_singleton);
  181. //pipeline variants will clear themselves if shader is gone
  182. if (version.is_valid()) {
  183. scene_singleton->sky.sky_shader.shader.version_free(version);
  184. }
  185. }
  186. ////////////////////////////////////////////////////////////////////////////////
  187. // Sky material
  188. void RendererSceneSkyRD::SkyMaterialData::update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
  189. RendererSceneRenderRD *scene_singleton = (RendererSceneRenderRD *)RendererSceneRenderRD::singleton;
  190. uniform_set_updated = true;
  191. if ((uint32_t)ubo_data.size() != shader_data->ubo_size) {
  192. p_uniform_dirty = true;
  193. if (uniform_buffer.is_valid()) {
  194. RD::get_singleton()->free(uniform_buffer);
  195. uniform_buffer = RID();
  196. }
  197. ubo_data.resize(shader_data->ubo_size);
  198. if (ubo_data.size()) {
  199. uniform_buffer = RD::get_singleton()->uniform_buffer_create(ubo_data.size());
  200. memset(ubo_data.ptrw(), 0, ubo_data.size()); //clear
  201. }
  202. //clear previous uniform set
  203. if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
  204. RD::get_singleton()->free(uniform_set);
  205. uniform_set = RID();
  206. }
  207. }
  208. //check whether buffer changed
  209. if (p_uniform_dirty && ubo_data.size()) {
  210. update_uniform_buffer(shader_data->uniforms, shader_data->ubo_offsets.ptr(), p_parameters, ubo_data.ptrw(), ubo_data.size(), false);
  211. RD::get_singleton()->buffer_update(uniform_buffer, 0, ubo_data.size(), ubo_data.ptrw());
  212. }
  213. uint32_t tex_uniform_count = shader_data->texture_uniforms.size();
  214. if ((uint32_t)texture_cache.size() != tex_uniform_count) {
  215. texture_cache.resize(tex_uniform_count);
  216. p_textures_dirty = true;
  217. //clear previous uniform set
  218. if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
  219. RD::get_singleton()->free(uniform_set);
  220. uniform_set = RID();
  221. }
  222. }
  223. if (p_textures_dirty && tex_uniform_count) {
  224. update_textures(p_parameters, shader_data->default_texture_params, shader_data->texture_uniforms, texture_cache.ptrw(), true);
  225. }
  226. if (shader_data->ubo_size == 0 && shader_data->texture_uniforms.size() == 0) {
  227. // This material does not require an uniform set, so don't create it.
  228. return;
  229. }
  230. if (!p_textures_dirty && uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
  231. //no reason to update uniform set, only UBO (or nothing) was needed to update
  232. return;
  233. }
  234. Vector<RD::Uniform> uniforms;
  235. {
  236. if (shader_data->ubo_size) {
  237. RD::Uniform u;
  238. u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  239. u.binding = 0;
  240. u.ids.push_back(uniform_buffer);
  241. uniforms.push_back(u);
  242. }
  243. const RID *textures = texture_cache.ptrw();
  244. for (uint32_t i = 0; i < tex_uniform_count; i++) {
  245. RD::Uniform u;
  246. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  247. u.binding = 1 + i;
  248. u.ids.push_back(textures[i]);
  249. uniforms.push_back(u);
  250. }
  251. }
  252. uniform_set = RD::get_singleton()->uniform_set_create(uniforms, scene_singleton->sky.sky_shader.shader.version_get_shader(shader_data->version, 0), SKY_SET_MATERIAL);
  253. }
  254. RendererSceneSkyRD::SkyMaterialData::~SkyMaterialData() {
  255. if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
  256. RD::get_singleton()->free(uniform_set);
  257. }
  258. if (uniform_buffer.is_valid()) {
  259. RD::get_singleton()->free(uniform_buffer);
  260. }
  261. }
  262. ////////////////////////////////////////////////////////////////////////////////
  263. // ReflectionData
  264. void RendererSceneSkyRD::ReflectionData::clear_reflection_data() {
  265. layers.clear();
  266. radiance_base_cubemap = RID();
  267. if (downsampled_radiance_cubemap.is_valid()) {
  268. RD::get_singleton()->free(downsampled_radiance_cubemap);
  269. }
  270. downsampled_radiance_cubemap = RID();
  271. downsampled_layer.mipmaps.clear();
  272. coefficient_buffer = RID();
  273. }
  274. void RendererSceneSkyRD::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) {
  275. //recreate radiance and all data
  276. int mipmaps = p_mipmaps;
  277. uint32_t w = p_size, h = p_size;
  278. if (p_use_array) {
  279. int num_layers = p_low_quality ? 8 : p_roughness_layers;
  280. for (int i = 0; i < num_layers; i++) {
  281. ReflectionData::Layer layer;
  282. uint32_t mmw = w;
  283. uint32_t mmh = h;
  284. layer.mipmaps.resize(mipmaps);
  285. layer.views.resize(mipmaps);
  286. for (int j = 0; j < mipmaps; j++) {
  287. ReflectionData::Layer::Mipmap &mm = layer.mipmaps.write[j];
  288. mm.size.width = mmw;
  289. mm.size.height = mmh;
  290. for (int k = 0; k < 6; k++) {
  291. mm.views[k] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_base_cube, p_base_layer + i * 6 + k, j);
  292. Vector<RID> fbtex;
  293. fbtex.push_back(mm.views[k]);
  294. mm.framebuffers[k] = RD::get_singleton()->framebuffer_create(fbtex);
  295. }
  296. layer.views.write[j] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_base_cube, p_base_layer + i * 6, j, RD::TEXTURE_SLICE_CUBEMAP);
  297. mmw = MAX(1, mmw >> 1);
  298. mmh = MAX(1, mmh >> 1);
  299. }
  300. layers.push_back(layer);
  301. }
  302. } else {
  303. mipmaps = p_low_quality ? 8 : mipmaps;
  304. //regular cubemap, lower quality (aliasing, less memory)
  305. ReflectionData::Layer layer;
  306. uint32_t mmw = w;
  307. uint32_t mmh = h;
  308. layer.mipmaps.resize(mipmaps);
  309. layer.views.resize(mipmaps);
  310. for (int j = 0; j < mipmaps; j++) {
  311. ReflectionData::Layer::Mipmap &mm = layer.mipmaps.write[j];
  312. mm.size.width = mmw;
  313. mm.size.height = mmh;
  314. for (int k = 0; k < 6; k++) {
  315. mm.views[k] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_base_cube, p_base_layer + k, j);
  316. Vector<RID> fbtex;
  317. fbtex.push_back(mm.views[k]);
  318. mm.framebuffers[k] = RD::get_singleton()->framebuffer_create(fbtex);
  319. }
  320. layer.views.write[j] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_base_cube, p_base_layer, j, RD::TEXTURE_SLICE_CUBEMAP);
  321. mmw = MAX(1, mmw >> 1);
  322. mmh = MAX(1, mmh >> 1);
  323. }
  324. layers.push_back(layer);
  325. }
  326. radiance_base_cubemap = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_base_cube, p_base_layer, 0, RD::TEXTURE_SLICE_CUBEMAP);
  327. RD::TextureFormat tf;
  328. tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
  329. tf.width = 64; // Always 64x64
  330. tf.height = 64;
  331. tf.texture_type = RD::TEXTURE_TYPE_CUBE;
  332. tf.array_layers = 6;
  333. tf.mipmaps = 7;
  334. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
  335. downsampled_radiance_cubemap = RD::get_singleton()->texture_create(tf, RD::TextureView());
  336. {
  337. uint32_t mmw = 64;
  338. uint32_t mmh = 64;
  339. downsampled_layer.mipmaps.resize(7);
  340. for (int j = 0; j < downsampled_layer.mipmaps.size(); j++) {
  341. ReflectionData::DownsampleLayer::Mipmap &mm = downsampled_layer.mipmaps.write[j];
  342. mm.size.width = mmw;
  343. mm.size.height = mmh;
  344. mm.view = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), downsampled_radiance_cubemap, 0, j, RD::TEXTURE_SLICE_CUBEMAP);
  345. mmw = MAX(1, mmw >> 1);
  346. mmh = MAX(1, mmh >> 1);
  347. }
  348. }
  349. }
  350. void RendererSceneSkyRD::ReflectionData::create_reflection_fast_filter(RendererStorageRD *p_storage, bool p_use_arrays) {
  351. p_storage->get_effects()->cubemap_downsample(radiance_base_cubemap, downsampled_layer.mipmaps[0].view, downsampled_layer.mipmaps[0].size);
  352. for (int i = 1; i < downsampled_layer.mipmaps.size(); i++) {
  353. p_storage->get_effects()->cubemap_downsample(downsampled_layer.mipmaps[i - 1].view, downsampled_layer.mipmaps[i].view, downsampled_layer.mipmaps[i].size);
  354. }
  355. Vector<RID> views;
  356. if (p_use_arrays) {
  357. for (int i = 1; i < layers.size(); i++) {
  358. views.push_back(layers[i].views[0]);
  359. }
  360. } else {
  361. for (int i = 1; i < layers[0].views.size(); i++) {
  362. views.push_back(layers[0].views[i]);
  363. }
  364. }
  365. p_storage->get_effects()->cubemap_filter(downsampled_radiance_cubemap, views, p_use_arrays);
  366. }
  367. 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) {
  368. if (p_use_arrays) {
  369. //render directly to the layers
  370. p_storage->get_effects()->cubemap_roughness(radiance_base_cubemap, layers[p_base_layer].views[0], p_cube_side, p_sky_ggx_samples_quality, float(p_base_layer) / (layers.size() - 1.0), layers[p_base_layer].mipmaps[0].size.x);
  371. } else {
  372. p_storage->get_effects()->cubemap_roughness(
  373. layers[0].views[p_base_layer - 1],
  374. layers[0].views[p_base_layer],
  375. p_cube_side,
  376. p_sky_ggx_samples_quality,
  377. float(p_base_layer) / (layers[0].mipmaps.size() - 1.0),
  378. layers[0].mipmaps[p_base_layer].size.x);
  379. }
  380. }
  381. void RendererSceneSkyRD::ReflectionData::update_reflection_mipmaps(RendererStorageRD *p_storage, int p_start, int p_end) {
  382. for (int i = p_start; i < p_end; i++) {
  383. for (int j = 0; j < layers[i].views.size() - 1; j++) {
  384. RID view = layers[i].views[j];
  385. RID texture = layers[i].views[j + 1];
  386. Size2i size = layers[i].mipmaps[j + 1].size;
  387. p_storage->get_effects()->cubemap_downsample(view, texture, size);
  388. }
  389. }
  390. }
  391. ////////////////////////////////////////////////////////////////////////////////
  392. // RendererSceneSkyRD::Sky
  393. void RendererSceneSkyRD::Sky::free(RendererStorageRD *p_storage) {
  394. if (radiance.is_valid()) {
  395. RD::get_singleton()->free(radiance);
  396. radiance = RID();
  397. }
  398. reflection.clear_reflection_data();
  399. if (uniform_buffer.is_valid()) {
  400. RD::get_singleton()->free(uniform_buffer);
  401. uniform_buffer = RID();
  402. }
  403. if (half_res_pass.is_valid()) {
  404. RD::get_singleton()->free(half_res_pass);
  405. half_res_pass = RID();
  406. }
  407. if (quarter_res_pass.is_valid()) {
  408. RD::get_singleton()->free(quarter_res_pass);
  409. quarter_res_pass = RID();
  410. }
  411. if (material.is_valid()) {
  412. p_storage->free(material);
  413. }
  414. }
  415. RID RendererSceneSkyRD::Sky::get_textures(RendererStorageRD *p_storage, SkyTextureSetVersion p_version, RID p_default_shader_rd) {
  416. if (texture_uniform_sets[p_version].is_valid() && RD::get_singleton()->uniform_set_is_valid(texture_uniform_sets[p_version])) {
  417. return texture_uniform_sets[p_version];
  418. }
  419. Vector<RD::Uniform> uniforms;
  420. {
  421. RD::Uniform u;
  422. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  423. u.binding = 0;
  424. if (radiance.is_valid() && p_version <= SKY_TEXTURE_SET_QUARTER_RES) {
  425. u.ids.push_back(radiance);
  426. } else {
  427. u.ids.push_back(p_storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK));
  428. }
  429. uniforms.push_back(u);
  430. }
  431. {
  432. RD::Uniform u;
  433. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  434. u.binding = 1; // half res
  435. if (half_res_pass.is_valid() && p_version != SKY_TEXTURE_SET_HALF_RES && p_version != SKY_TEXTURE_SET_CUBEMAP_HALF_RES) {
  436. if (p_version >= SKY_TEXTURE_SET_CUBEMAP) {
  437. u.ids.push_back(reflection.layers[0].views[1]);
  438. } else {
  439. u.ids.push_back(half_res_pass);
  440. }
  441. } else {
  442. if (p_version < SKY_TEXTURE_SET_CUBEMAP) {
  443. u.ids.push_back(p_storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE));
  444. } else {
  445. u.ids.push_back(p_storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK));
  446. }
  447. }
  448. uniforms.push_back(u);
  449. }
  450. {
  451. RD::Uniform u;
  452. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  453. u.binding = 2; // quarter res
  454. if (quarter_res_pass.is_valid() && p_version != SKY_TEXTURE_SET_QUARTER_RES && p_version != SKY_TEXTURE_SET_CUBEMAP_QUARTER_RES) {
  455. if (p_version >= SKY_TEXTURE_SET_CUBEMAP) {
  456. u.ids.push_back(reflection.layers[0].views[2]);
  457. } else {
  458. u.ids.push_back(quarter_res_pass);
  459. }
  460. } else {
  461. if (p_version < SKY_TEXTURE_SET_CUBEMAP) {
  462. u.ids.push_back(p_storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE));
  463. } else {
  464. u.ids.push_back(p_storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK));
  465. }
  466. }
  467. uniforms.push_back(u);
  468. }
  469. texture_uniform_sets[p_version] = RD::get_singleton()->uniform_set_create(uniforms, p_default_shader_rd, SKY_SET_TEXTURES);
  470. return texture_uniform_sets[p_version];
  471. }
  472. bool RendererSceneSkyRD::Sky::set_radiance_size(int p_radiance_size) {
  473. ERR_FAIL_COND_V(p_radiance_size < 32 || p_radiance_size > 2048, false);
  474. if (radiance_size == p_radiance_size) {
  475. return false;
  476. }
  477. radiance_size = p_radiance_size;
  478. if (mode == RS::SKY_MODE_REALTIME && radiance_size != 256) {
  479. WARN_PRINT("Realtime Skies can only use a radiance size of 256. Radiance size will be set to 256 internally.");
  480. radiance_size = 256;
  481. }
  482. if (radiance.is_valid()) {
  483. RD::get_singleton()->free(radiance);
  484. radiance = RID();
  485. }
  486. reflection.clear_reflection_data();
  487. return true;
  488. }
  489. bool RendererSceneSkyRD::Sky::set_mode(RS::SkyMode p_mode) {
  490. if (mode == p_mode) {
  491. return false;
  492. }
  493. mode = p_mode;
  494. if (mode == RS::SKY_MODE_REALTIME && radiance_size != 256) {
  495. WARN_PRINT("Realtime Skies can only use a radiance size of 256. Radiance size will be set to 256 internally.");
  496. set_radiance_size(256);
  497. }
  498. if (radiance.is_valid()) {
  499. RD::get_singleton()->free(radiance);
  500. radiance = RID();
  501. }
  502. reflection.clear_reflection_data();
  503. return true;
  504. }
  505. bool RendererSceneSkyRD::Sky::set_material(RID p_material) {
  506. if (material == p_material) {
  507. return false;
  508. }
  509. material = p_material;
  510. return true;
  511. }
  512. Ref<Image> RendererSceneSkyRD::Sky::bake_panorama(RendererStorageRD *p_storage, float p_energy, int p_roughness_layers, const Size2i &p_size) {
  513. if (radiance.is_valid()) {
  514. RD::TextureFormat tf;
  515. tf.format = RD::DATA_FORMAT_R32G32B32A32_SFLOAT;
  516. tf.width = p_size.width;
  517. tf.height = p_size.height;
  518. tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
  519. RID rad_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
  520. p_storage->get_effects()->copy_cubemap_to_panorama(radiance, rad_tex, p_size, p_roughness_layers, reflection.layers.size() > 1);
  521. Vector<uint8_t> data = RD::get_singleton()->texture_get_data(rad_tex, 0);
  522. RD::get_singleton()->free(rad_tex);
  523. Ref<Image> img;
  524. img.instance();
  525. img->create(p_size.width, p_size.height, false, Image::FORMAT_RGBAF, data);
  526. for (int i = 0; i < p_size.width; i++) {
  527. for (int j = 0; j < p_size.height; j++) {
  528. Color c = img->get_pixel(i, j);
  529. c.r *= p_energy;
  530. c.g *= p_energy;
  531. c.b *= p_energy;
  532. img->set_pixel(i, j, c);
  533. }
  534. }
  535. return img;
  536. }
  537. return Ref<Image>();
  538. }
  539. ////////////////////////////////////////////////////////////////////////////////
  540. // RendererSceneSkyRD
  541. RendererStorageRD::ShaderData *RendererSceneSkyRD::_create_sky_shader_func() {
  542. SkyShaderData *shader_data = memnew(SkyShaderData);
  543. return shader_data;
  544. }
  545. RendererStorageRD::ShaderData *RendererSceneSkyRD::_create_sky_shader_funcs() {
  546. // !BAS! Why isn't _create_sky_shader_func not just static too?
  547. return static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton)->sky._create_sky_shader_func();
  548. };
  549. RendererStorageRD::MaterialData *RendererSceneSkyRD::_create_sky_material_func(SkyShaderData *p_shader) {
  550. SkyMaterialData *material_data = memnew(SkyMaterialData);
  551. material_data->shader_data = p_shader;
  552. material_data->last_frame = false;
  553. //update will happen later anyway so do nothing.
  554. return material_data;
  555. }
  556. RendererStorageRD::MaterialData *RendererSceneSkyRD::_create_sky_material_funcs(RendererStorageRD::ShaderData *p_shader) {
  557. // !BAS! same here, we could just make _create_sky_material_func static?
  558. return static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton)->sky._create_sky_material_func(static_cast<SkyShaderData *>(p_shader));
  559. };
  560. RendererSceneSkyRD::RendererSceneSkyRD() {
  561. roughness_layers = GLOBAL_GET("rendering/reflections/sky_reflections/roughness_layers");
  562. sky_ggx_samples_quality = GLOBAL_GET("rendering/reflections/sky_reflections/ggx_samples");
  563. sky_use_cubemap_array = GLOBAL_GET("rendering/reflections/sky_reflections/texture_array_reflections");
  564. }
  565. void RendererSceneSkyRD::init(RendererStorageRD *p_storage) {
  566. storage = p_storage;
  567. {
  568. // Start with the directional lights for the sky
  569. sky_scene_state.max_directional_lights = 4;
  570. uint32_t directional_light_buffer_size = sky_scene_state.max_directional_lights * sizeof(SkyDirectionalLightData);
  571. sky_scene_state.directional_lights = memnew_arr(SkyDirectionalLightData, sky_scene_state.max_directional_lights);
  572. sky_scene_state.last_frame_directional_lights = memnew_arr(SkyDirectionalLightData, sky_scene_state.max_directional_lights);
  573. sky_scene_state.last_frame_directional_light_count = sky_scene_state.max_directional_lights + 1;
  574. sky_scene_state.directional_light_buffer = RD::get_singleton()->uniform_buffer_create(directional_light_buffer_size);
  575. String defines = "\n#define MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS " + itos(sky_scene_state.max_directional_lights) + "\n";
  576. // Initialize sky
  577. Vector<String> sky_modes;
  578. sky_modes.push_back(""); // Full size
  579. sky_modes.push_back("\n#define USE_HALF_RES_PASS\n"); // Half Res
  580. sky_modes.push_back("\n#define USE_QUARTER_RES_PASS\n"); // Quarter res
  581. sky_modes.push_back("\n#define USE_CUBEMAP_PASS\n"); // Cubemap
  582. sky_modes.push_back("\n#define USE_CUBEMAP_PASS\n#define USE_HALF_RES_PASS\n"); // Half Res Cubemap
  583. sky_modes.push_back("\n#define USE_CUBEMAP_PASS\n#define USE_QUARTER_RES_PASS\n"); // Quarter res Cubemap
  584. sky_shader.shader.initialize(sky_modes, defines);
  585. }
  586. // register our shader funds
  587. storage->shader_set_data_request_function(RendererStorageRD::SHADER_TYPE_SKY, _create_sky_shader_funcs);
  588. storage->material_set_data_request_function(RendererStorageRD::SHADER_TYPE_SKY, _create_sky_material_funcs);
  589. {
  590. ShaderCompilerRD::DefaultIdentifierActions actions;
  591. actions.renames["COLOR"] = "color";
  592. actions.renames["ALPHA"] = "alpha";
  593. actions.renames["EYEDIR"] = "cube_normal";
  594. actions.renames["POSITION"] = "params.position_multiplier.xyz";
  595. actions.renames["SKY_COORDS"] = "panorama_coords";
  596. actions.renames["SCREEN_UV"] = "uv";
  597. actions.renames["TIME"] = "params.time";
  598. actions.renames["HALF_RES_COLOR"] = "half_res_color";
  599. actions.renames["QUARTER_RES_COLOR"] = "quarter_res_color";
  600. actions.renames["RADIANCE"] = "radiance";
  601. actions.renames["FOG"] = "custom_fog";
  602. actions.renames["LIGHT0_ENABLED"] = "directional_lights.data[0].enabled";
  603. actions.renames["LIGHT0_DIRECTION"] = "directional_lights.data[0].direction_energy.xyz";
  604. actions.renames["LIGHT0_ENERGY"] = "directional_lights.data[0].direction_energy.w";
  605. actions.renames["LIGHT0_COLOR"] = "directional_lights.data[0].color_size.xyz";
  606. actions.renames["LIGHT0_SIZE"] = "directional_lights.data[0].color_size.w";
  607. actions.renames["LIGHT1_ENABLED"] = "directional_lights.data[1].enabled";
  608. actions.renames["LIGHT1_DIRECTION"] = "directional_lights.data[1].direction_energy.xyz";
  609. actions.renames["LIGHT1_ENERGY"] = "directional_lights.data[1].direction_energy.w";
  610. actions.renames["LIGHT1_COLOR"] = "directional_lights.data[1].color_size.xyz";
  611. actions.renames["LIGHT1_SIZE"] = "directional_lights.data[1].color_size.w";
  612. actions.renames["LIGHT2_ENABLED"] = "directional_lights.data[2].enabled";
  613. actions.renames["LIGHT2_DIRECTION"] = "directional_lights.data[2].direction_energy.xyz";
  614. actions.renames["LIGHT2_ENERGY"] = "directional_lights.data[2].direction_energy.w";
  615. actions.renames["LIGHT2_COLOR"] = "directional_lights.data[2].color_size.xyz";
  616. actions.renames["LIGHT2_SIZE"] = "directional_lights.data[2].color_size.w";
  617. actions.renames["LIGHT3_ENABLED"] = "directional_lights.data[3].enabled";
  618. actions.renames["LIGHT3_DIRECTION"] = "directional_lights.data[3].direction_energy.xyz";
  619. actions.renames["LIGHT3_ENERGY"] = "directional_lights.data[3].direction_energy.w";
  620. actions.renames["LIGHT3_COLOR"] = "directional_lights.data[3].color_size.xyz";
  621. actions.renames["LIGHT3_SIZE"] = "directional_lights.data[3].color_size.w";
  622. actions.renames["AT_CUBEMAP_PASS"] = "AT_CUBEMAP_PASS";
  623. actions.renames["AT_HALF_RES_PASS"] = "AT_HALF_RES_PASS";
  624. actions.renames["AT_QUARTER_RES_PASS"] = "AT_QUARTER_RES_PASS";
  625. actions.custom_samplers["RADIANCE"] = "material_samplers[3]";
  626. actions.usage_defines["HALF_RES_COLOR"] = "\n#define USES_HALF_RES_COLOR\n";
  627. actions.usage_defines["QUARTER_RES_COLOR"] = "\n#define USES_QUARTER_RES_COLOR\n";
  628. actions.render_mode_defines["disable_fog"] = "#define DISABLE_FOG\n";
  629. actions.sampler_array_name = "material_samplers";
  630. actions.base_texture_binding_index = 1;
  631. actions.texture_layout_set = 1;
  632. actions.base_uniform_string = "material.";
  633. actions.base_varying_index = 10;
  634. actions.default_filter = ShaderLanguage::FILTER_LINEAR_MIPMAP;
  635. actions.default_repeat = ShaderLanguage::REPEAT_ENABLE;
  636. actions.global_buffer_array_variable = "global_variables.data";
  637. sky_shader.compiler.initialize(actions);
  638. }
  639. {
  640. // default material and shader for sky shader
  641. sky_shader.default_shader = storage->shader_allocate();
  642. storage->shader_initialize(sky_shader.default_shader);
  643. storage->shader_set_code(sky_shader.default_shader, "shader_type sky; void sky() { COLOR = vec3(0.0); } \n");
  644. sky_shader.default_material = storage->material_allocate();
  645. storage->material_initialize(sky_shader.default_material);
  646. storage->material_set_shader(sky_shader.default_material, sky_shader.default_shader);
  647. SkyMaterialData *md = (SkyMaterialData *)storage->material_get_data(sky_shader.default_material, RendererStorageRD::SHADER_TYPE_SKY);
  648. sky_shader.default_shader_rd = sky_shader.shader.version_get_shader(md->shader_data->version, SKY_VERSION_BACKGROUND);
  649. sky_scene_state.uniform_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(SkySceneState::UBO));
  650. Vector<RD::Uniform> uniforms;
  651. {
  652. RD::Uniform u;
  653. u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
  654. u.binding = 0;
  655. u.ids.resize(12);
  656. RID *ids_ptr = u.ids.ptrw();
  657. ids_ptr[0] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  658. ids_ptr[1] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  659. ids_ptr[2] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  660. ids_ptr[3] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  661. ids_ptr[4] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  662. ids_ptr[5] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  663. ids_ptr[6] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  664. ids_ptr[7] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  665. ids_ptr[8] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  666. ids_ptr[9] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  667. ids_ptr[10] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  668. ids_ptr[11] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  669. uniforms.push_back(u);
  670. }
  671. {
  672. RD::Uniform u;
  673. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  674. u.binding = 1;
  675. u.ids.push_back(storage->global_variables_get_storage_buffer());
  676. uniforms.push_back(u);
  677. }
  678. {
  679. RD::Uniform u;
  680. u.binding = 2;
  681. u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  682. u.ids.push_back(sky_scene_state.uniform_buffer);
  683. uniforms.push_back(u);
  684. }
  685. {
  686. RD::Uniform u;
  687. u.binding = 3;
  688. u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  689. u.ids.push_back(sky_scene_state.directional_light_buffer);
  690. uniforms.push_back(u);
  691. }
  692. sky_scene_state.uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sky_shader.default_shader_rd, SKY_SET_UNIFORMS);
  693. }
  694. {
  695. Vector<RD::Uniform> uniforms;
  696. {
  697. RD::Uniform u;
  698. u.binding = 0;
  699. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  700. RID vfog = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE);
  701. u.ids.push_back(vfog);
  702. uniforms.push_back(u);
  703. }
  704. sky_scene_state.default_fog_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sky_shader.default_shader_rd, SKY_SET_FOG);
  705. }
  706. {
  707. // Need defaults for using fog with clear color
  708. sky_scene_state.fog_shader = storage->shader_allocate();
  709. storage->shader_initialize(sky_scene_state.fog_shader);
  710. storage->shader_set_code(sky_scene_state.fog_shader, "shader_type sky; uniform vec4 clear_color; void sky() { COLOR = clear_color.rgb; } \n");
  711. sky_scene_state.fog_material = storage->material_allocate();
  712. storage->material_initialize(sky_scene_state.fog_material);
  713. storage->material_set_shader(sky_scene_state.fog_material, sky_scene_state.fog_shader);
  714. Vector<RD::Uniform> uniforms;
  715. {
  716. RD::Uniform u;
  717. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  718. u.binding = 0;
  719. u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK));
  720. uniforms.push_back(u);
  721. }
  722. {
  723. RD::Uniform u;
  724. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  725. u.binding = 1;
  726. u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE));
  727. uniforms.push_back(u);
  728. }
  729. {
  730. RD::Uniform u;
  731. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  732. u.binding = 2;
  733. u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE));
  734. uniforms.push_back(u);
  735. }
  736. sky_scene_state.fog_only_texture_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sky_shader.default_shader_rd, SKY_SET_TEXTURES);
  737. }
  738. }
  739. void RendererSceneSkyRD::setup(RendererSceneEnvironmentRD *p_env, RID p_render_buffers, const CameraMatrix &p_projection, const Transform &p_transform, const Size2i p_screen_size, RendererSceneRenderRD *p_scene_render) {
  740. ERR_FAIL_COND(!p_env); // I guess without an environment we also can't have a sky...
  741. SkyMaterialData *material = nullptr;
  742. Sky *sky = get_sky(p_env->sky);
  743. RID sky_material;
  744. SkyShaderData *shader_data = nullptr;
  745. RS::EnvironmentBG background = p_env->background;
  746. if (!(background == RS::ENV_BG_CLEAR_COLOR || background == RS::ENV_BG_COLOR) || sky) {
  747. // !BAS! Possibly silently fail here, we now get error spam when you select sky as the background but haven't setup the sky yet.
  748. ERR_FAIL_COND(!sky);
  749. sky_material = sky_get_material(p_env->sky);
  750. if (sky_material.is_valid()) {
  751. material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY);
  752. if (!material || !material->shader_data->valid) {
  753. material = nullptr;
  754. }
  755. }
  756. if (!material) {
  757. sky_material = sky_shader.default_material;
  758. material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY);
  759. }
  760. ERR_FAIL_COND(!material);
  761. shader_data = material->shader_data;
  762. ERR_FAIL_COND(!shader_data);
  763. }
  764. if (sky) {
  765. // Invalidate supbass buffers if screen size changes
  766. if (sky->screen_size != p_screen_size) {
  767. sky->screen_size = p_screen_size;
  768. sky->screen_size.x = sky->screen_size.x < 4 ? 4 : sky->screen_size.x;
  769. sky->screen_size.y = sky->screen_size.y < 4 ? 4 : sky->screen_size.y;
  770. if (shader_data->uses_half_res) {
  771. if (sky->half_res_pass.is_valid()) {
  772. RD::get_singleton()->free(sky->half_res_pass);
  773. sky->half_res_pass = RID();
  774. }
  775. invalidate_sky(sky);
  776. }
  777. if (shader_data->uses_quarter_res) {
  778. if (sky->quarter_res_pass.is_valid()) {
  779. RD::get_singleton()->free(sky->quarter_res_pass);
  780. sky->quarter_res_pass = RID();
  781. }
  782. invalidate_sky(sky);
  783. }
  784. }
  785. // Create new subpass buffers if necessary
  786. if ((shader_data->uses_half_res && sky->half_res_pass.is_null()) ||
  787. (shader_data->uses_quarter_res && sky->quarter_res_pass.is_null()) ||
  788. sky->radiance.is_null()) {
  789. invalidate_sky(sky);
  790. update_dirty_skys();
  791. }
  792. if (shader_data->uses_time && p_scene_render->time - sky->prev_time > 0.00001) {
  793. sky->prev_time = p_scene_render->time;
  794. sky->reflection.dirty = true;
  795. RenderingServerDefault::redraw_request();
  796. }
  797. if (material != sky->prev_material) {
  798. sky->prev_material = material;
  799. sky->reflection.dirty = true;
  800. }
  801. if (material->uniform_set_updated) {
  802. material->uniform_set_updated = false;
  803. sky->reflection.dirty = true;
  804. }
  805. if (!p_transform.origin.is_equal_approx(sky->prev_position) && shader_data->uses_position) {
  806. sky->prev_position = p_transform.origin;
  807. sky->reflection.dirty = true;
  808. }
  809. if (shader_data->uses_light) {
  810. // Check whether the directional_light_buffer changes
  811. bool light_data_dirty = false;
  812. if (sky_scene_state.ubo.directional_light_count != sky_scene_state.last_frame_directional_light_count) {
  813. light_data_dirty = true;
  814. for (uint32_t i = sky_scene_state.ubo.directional_light_count; i < sky_scene_state.max_directional_lights; i++) {
  815. sky_scene_state.directional_lights[i].enabled = false;
  816. }
  817. }
  818. if (!light_data_dirty) {
  819. for (uint32_t i = 0; i < sky_scene_state.ubo.directional_light_count; i++) {
  820. if (sky_scene_state.directional_lights[i].direction[0] != sky_scene_state.last_frame_directional_lights[i].direction[0] ||
  821. sky_scene_state.directional_lights[i].direction[1] != sky_scene_state.last_frame_directional_lights[i].direction[1] ||
  822. sky_scene_state.directional_lights[i].direction[2] != sky_scene_state.last_frame_directional_lights[i].direction[2] ||
  823. sky_scene_state.directional_lights[i].energy != sky_scene_state.last_frame_directional_lights[i].energy ||
  824. sky_scene_state.directional_lights[i].color[0] != sky_scene_state.last_frame_directional_lights[i].color[0] ||
  825. sky_scene_state.directional_lights[i].color[1] != sky_scene_state.last_frame_directional_lights[i].color[1] ||
  826. sky_scene_state.directional_lights[i].color[2] != sky_scene_state.last_frame_directional_lights[i].color[2] ||
  827. sky_scene_state.directional_lights[i].enabled != sky_scene_state.last_frame_directional_lights[i].enabled ||
  828. sky_scene_state.directional_lights[i].size != sky_scene_state.last_frame_directional_lights[i].size) {
  829. light_data_dirty = true;
  830. break;
  831. }
  832. }
  833. }
  834. if (light_data_dirty) {
  835. 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);
  836. SkyDirectionalLightData *temp = sky_scene_state.last_frame_directional_lights;
  837. sky_scene_state.last_frame_directional_lights = sky_scene_state.directional_lights;
  838. sky_scene_state.directional_lights = temp;
  839. sky_scene_state.last_frame_directional_light_count = sky_scene_state.ubo.directional_light_count;
  840. sky->reflection.dirty = true;
  841. }
  842. }
  843. }
  844. //setup fog variables
  845. sky_scene_state.ubo.volumetric_fog_enabled = false;
  846. if (p_render_buffers.is_valid()) {
  847. if (p_scene_render->render_buffers_has_volumetric_fog(p_render_buffers)) {
  848. sky_scene_state.ubo.volumetric_fog_enabled = true;
  849. float fog_end = p_scene_render->render_buffers_get_volumetric_fog_end(p_render_buffers);
  850. if (fog_end > 0.0) {
  851. sky_scene_state.ubo.volumetric_fog_inv_length = 1.0 / fog_end;
  852. } else {
  853. sky_scene_state.ubo.volumetric_fog_inv_length = 1.0;
  854. }
  855. float fog_detail_spread = p_scene_render->render_buffers_get_volumetric_fog_detail_spread(p_render_buffers); //reverse lookup
  856. if (fog_detail_spread > 0.0) {
  857. sky_scene_state.ubo.volumetric_fog_detail_spread = 1.0 / fog_detail_spread;
  858. } else {
  859. sky_scene_state.ubo.volumetric_fog_detail_spread = 1.0;
  860. }
  861. }
  862. RID fog_uniform_set = p_scene_render->render_buffers_get_volumetric_fog_sky_uniform_set(p_render_buffers);
  863. if (fog_uniform_set != RID()) {
  864. sky_scene_state.fog_uniform_set = fog_uniform_set;
  865. } else {
  866. sky_scene_state.fog_uniform_set = sky_scene_state.default_fog_uniform_set;
  867. }
  868. }
  869. sky_scene_state.ubo.z_far = p_projection.get_z_far();
  870. sky_scene_state.ubo.fog_enabled = p_env->fog_enabled;
  871. sky_scene_state.ubo.fog_density = p_env->fog_density;
  872. sky_scene_state.ubo.fog_aerial_perspective = p_env->fog_aerial_perspective;
  873. Color fog_color = p_env->fog_light_color.to_linear();
  874. float fog_energy = p_env->fog_light_energy;
  875. sky_scene_state.ubo.fog_light_color[0] = fog_color.r * fog_energy;
  876. sky_scene_state.ubo.fog_light_color[1] = fog_color.g * fog_energy;
  877. sky_scene_state.ubo.fog_light_color[2] = fog_color.b * fog_energy;
  878. sky_scene_state.ubo.fog_sun_scatter = p_env->fog_sun_scatter;
  879. RD::get_singleton()->buffer_update(sky_scene_state.uniform_buffer, 0, sizeof(SkySceneState::UBO), &sky_scene_state.ubo);
  880. }
  881. void RendererSceneSkyRD::update(RendererSceneEnvironmentRD *p_env, const CameraMatrix &p_projection, const Transform &p_transform, double p_time) {
  882. ERR_FAIL_COND(!p_env);
  883. Sky *sky = get_sky(p_env->sky);
  884. ERR_FAIL_COND(!sky);
  885. RID sky_material = sky_get_material(p_env->sky);
  886. SkyMaterialData *material = nullptr;
  887. if (sky_material.is_valid()) {
  888. material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY);
  889. if (!material || !material->shader_data->valid) {
  890. material = nullptr;
  891. }
  892. }
  893. if (!material) {
  894. sky_material = sky_shader.default_material;
  895. material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY);
  896. }
  897. ERR_FAIL_COND(!material);
  898. SkyShaderData *shader_data = material->shader_data;
  899. ERR_FAIL_COND(!shader_data);
  900. float multiplier = p_env->bg_energy;
  901. bool update_single_frame = sky->mode == RS::SKY_MODE_REALTIME || sky->mode == RS::SKY_MODE_QUALITY;
  902. RS::SkyMode sky_mode = sky->mode;
  903. if (sky_mode == RS::SKY_MODE_AUTOMATIC) {
  904. if (shader_data->uses_time || shader_data->uses_position) {
  905. update_single_frame = true;
  906. sky_mode = RS::SKY_MODE_REALTIME;
  907. } else if (shader_data->uses_light || shader_data->ubo_size > 0) {
  908. update_single_frame = false;
  909. sky_mode = RS::SKY_MODE_INCREMENTAL;
  910. } else {
  911. update_single_frame = true;
  912. sky_mode = RS::SKY_MODE_QUALITY;
  913. }
  914. }
  915. if (sky->processing_layer == 0 && sky_mode == RS::SKY_MODE_INCREMENTAL) {
  916. // On the first frame after creating sky, rebuild in single frame
  917. update_single_frame = true;
  918. sky_mode = RS::SKY_MODE_QUALITY;
  919. }
  920. int max_processing_layer = sky_use_cubemap_array ? sky->reflection.layers.size() : sky->reflection.layers[0].mipmaps.size();
  921. // Update radiance cubemap
  922. if (sky->reflection.dirty && (sky->processing_layer >= max_processing_layer || update_single_frame)) {
  923. static const Vector3 view_normals[6] = {
  924. Vector3(+1, 0, 0),
  925. Vector3(-1, 0, 0),
  926. Vector3(0, +1, 0),
  927. Vector3(0, -1, 0),
  928. Vector3(0, 0, +1),
  929. Vector3(0, 0, -1)
  930. };
  931. static const Vector3 view_up[6] = {
  932. Vector3(0, -1, 0),
  933. Vector3(0, -1, 0),
  934. Vector3(0, 0, +1),
  935. Vector3(0, 0, -1),
  936. Vector3(0, -1, 0),
  937. Vector3(0, -1, 0)
  938. };
  939. CameraMatrix cm;
  940. cm.set_perspective(90, 1, 0.01, 10.0);
  941. CameraMatrix correction;
  942. correction.set_depth_correction(true);
  943. cm = correction * cm;
  944. if (shader_data->uses_quarter_res) {
  945. PipelineCacheRD *pipeline = &shader_data->pipelines[SKY_VERSION_CUBEMAP_QUARTER_RES];
  946. Vector<Color> clear_colors;
  947. clear_colors.push_back(Color(0.0, 0.0, 0.0));
  948. RD::DrawListID cubemap_draw_list;
  949. for (int i = 0; i < 6; i++) {
  950. Transform local_view;
  951. local_view.set_look_at(Vector3(0, 0, 0), view_normals[i], view_up[i]);
  952. RID texture_uniform_set = sky->get_textures(storage, SKY_TEXTURE_SET_CUBEMAP_QUARTER_RES, sky_shader.default_shader_rd);
  953. 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);
  954. storage->get_effects()->render_sky(cubemap_draw_list, p_time, sky->reflection.layers[0].mipmaps[2].framebuffers[i], sky_scene_state.uniform_set, sky_scene_state.fog_uniform_set, pipeline, material->uniform_set, texture_uniform_set, cm, local_view.basis, multiplier, p_transform.origin);
  955. RD::get_singleton()->draw_list_end();
  956. }
  957. }
  958. if (shader_data->uses_half_res) {
  959. PipelineCacheRD *pipeline = &shader_data->pipelines[SKY_VERSION_CUBEMAP_HALF_RES];
  960. Vector<Color> clear_colors;
  961. clear_colors.push_back(Color(0.0, 0.0, 0.0));
  962. RD::DrawListID cubemap_draw_list;
  963. for (int i = 0; i < 6; i++) {
  964. Transform local_view;
  965. local_view.set_look_at(Vector3(0, 0, 0), view_normals[i], view_up[i]);
  966. RID texture_uniform_set = sky->get_textures(storage, SKY_TEXTURE_SET_CUBEMAP_HALF_RES, sky_shader.default_shader_rd);
  967. 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);
  968. storage->get_effects()->render_sky(cubemap_draw_list, p_time, sky->reflection.layers[0].mipmaps[1].framebuffers[i], sky_scene_state.uniform_set, sky_scene_state.fog_uniform_set, pipeline, material->uniform_set, texture_uniform_set, cm, local_view.basis, multiplier, p_transform.origin);
  969. RD::get_singleton()->draw_list_end();
  970. }
  971. }
  972. RD::DrawListID cubemap_draw_list;
  973. PipelineCacheRD *pipeline = &shader_data->pipelines[SKY_VERSION_CUBEMAP];
  974. for (int i = 0; i < 6; i++) {
  975. Transform local_view;
  976. local_view.set_look_at(Vector3(0, 0, 0), view_normals[i], view_up[i]);
  977. RID texture_uniform_set = sky->get_textures(storage, SKY_TEXTURE_SET_CUBEMAP, sky_shader.default_shader_rd);
  978. 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);
  979. storage->get_effects()->render_sky(cubemap_draw_list, p_time, sky->reflection.layers[0].mipmaps[0].framebuffers[i], sky_scene_state.uniform_set, sky_scene_state.fog_uniform_set, pipeline, material->uniform_set, texture_uniform_set, cm, local_view.basis, multiplier, p_transform.origin);
  980. RD::get_singleton()->draw_list_end();
  981. }
  982. if (sky_mode == RS::SKY_MODE_REALTIME) {
  983. sky->reflection.create_reflection_fast_filter(storage, sky_use_cubemap_array);
  984. if (sky_use_cubemap_array) {
  985. sky->reflection.update_reflection_mipmaps(storage, 0, sky->reflection.layers.size());
  986. }
  987. } else {
  988. if (update_single_frame) {
  989. for (int i = 1; i < max_processing_layer; i++) {
  990. sky->reflection.create_reflection_importance_sample(storage, sky_use_cubemap_array, 10, i, sky_ggx_samples_quality);
  991. }
  992. if (sky_use_cubemap_array) {
  993. sky->reflection.update_reflection_mipmaps(storage, 0, sky->reflection.layers.size());
  994. }
  995. } else {
  996. if (sky_use_cubemap_array) {
  997. // Multi-Frame so just update the first array level
  998. sky->reflection.update_reflection_mipmaps(storage, 0, 1);
  999. }
  1000. }
  1001. sky->processing_layer = 1;
  1002. }
  1003. sky->reflection.dirty = false;
  1004. } else {
  1005. if (sky_mode == RS::SKY_MODE_INCREMENTAL && sky->processing_layer < max_processing_layer) {
  1006. sky->reflection.create_reflection_importance_sample(storage, sky_use_cubemap_array, 10, sky->processing_layer, sky_ggx_samples_quality);
  1007. if (sky_use_cubemap_array) {
  1008. sky->reflection.update_reflection_mipmaps(storage, sky->processing_layer, sky->processing_layer + 1);
  1009. }
  1010. sky->processing_layer++;
  1011. }
  1012. }
  1013. }
  1014. void RendererSceneSkyRD::draw(RendererSceneEnvironmentRD *p_env, bool p_can_continue_color, bool p_can_continue_depth, RID p_fb, const CameraMatrix &p_projection, const Transform &p_transform, double p_time) {
  1015. ERR_FAIL_COND(!p_env);
  1016. Sky *sky = get_sky(p_env->sky);
  1017. ERR_FAIL_COND(!sky);
  1018. SkyMaterialData *material = nullptr;
  1019. RID sky_material;
  1020. RS::EnvironmentBG background = p_env->background;
  1021. if (!(background == RS::ENV_BG_CLEAR_COLOR || background == RS::ENV_BG_COLOR) || sky) {
  1022. ERR_FAIL_COND(!sky);
  1023. sky_material = sky_get_material(p_env->sky);
  1024. if (sky_material.is_valid()) {
  1025. material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY);
  1026. if (!material || !material->shader_data->valid) {
  1027. material = nullptr;
  1028. }
  1029. }
  1030. if (!material) {
  1031. sky_material = sky_shader.default_material;
  1032. material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY);
  1033. }
  1034. }
  1035. if (background == RS::ENV_BG_CLEAR_COLOR || background == RS::ENV_BG_COLOR) {
  1036. sky_material = sky_scene_state.fog_material;
  1037. material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY);
  1038. }
  1039. ERR_FAIL_COND(!material);
  1040. SkyShaderData *shader_data = material->shader_data;
  1041. ERR_FAIL_COND(!shader_data);
  1042. Basis sky_transform = p_env->sky_orientation;
  1043. sky_transform.invert();
  1044. float multiplier = p_env->bg_energy;
  1045. float custom_fov = p_env->sky_custom_fov;
  1046. // Camera
  1047. CameraMatrix camera;
  1048. if (custom_fov) {
  1049. float near_plane = p_projection.get_z_near();
  1050. float far_plane = p_projection.get_z_far();
  1051. float aspect = p_projection.get_aspect();
  1052. camera.set_perspective(custom_fov, aspect, near_plane, far_plane);
  1053. } else {
  1054. camera = p_projection;
  1055. }
  1056. sky_transform = p_transform.basis * sky_transform;
  1057. if (shader_data->uses_quarter_res) {
  1058. PipelineCacheRD *pipeline = &shader_data->pipelines[SKY_VERSION_QUARTER_RES];
  1059. RID texture_uniform_set = sky->get_textures(storage, SKY_TEXTURE_SET_QUARTER_RES, sky_shader.default_shader_rd);
  1060. Vector<Color> clear_colors;
  1061. clear_colors.push_back(Color(0.0, 0.0, 0.0));
  1062. 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);
  1063. storage->get_effects()->render_sky(draw_list, p_time, sky->quarter_res_framebuffer, sky_scene_state.uniform_set, sky_scene_state.fog_uniform_set, pipeline, material->uniform_set, texture_uniform_set, camera, sky_transform, multiplier, p_transform.origin);
  1064. RD::get_singleton()->draw_list_end();
  1065. }
  1066. if (shader_data->uses_half_res) {
  1067. PipelineCacheRD *pipeline = &shader_data->pipelines[SKY_VERSION_HALF_RES];
  1068. RID texture_uniform_set = sky->get_textures(storage, SKY_TEXTURE_SET_HALF_RES, sky_shader.default_shader_rd);
  1069. Vector<Color> clear_colors;
  1070. clear_colors.push_back(Color(0.0, 0.0, 0.0));
  1071. 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);
  1072. storage->get_effects()->render_sky(draw_list, p_time, sky->half_res_framebuffer, sky_scene_state.uniform_set, sky_scene_state.fog_uniform_set, pipeline, material->uniform_set, texture_uniform_set, camera, sky_transform, multiplier, p_transform.origin);
  1073. RD::get_singleton()->draw_list_end();
  1074. }
  1075. PipelineCacheRD *pipeline = &shader_data->pipelines[SKY_VERSION_BACKGROUND];
  1076. RID texture_uniform_set;
  1077. if (sky) {
  1078. texture_uniform_set = sky->get_textures(storage, SKY_TEXTURE_SET_BACKGROUND, sky_shader.default_shader_rd);
  1079. } else {
  1080. texture_uniform_set = sky_scene_state.fog_only_texture_uniform_set;
  1081. }
  1082. 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);
  1083. storage->get_effects()->render_sky(draw_list, p_time, p_fb, sky_scene_state.uniform_set, sky_scene_state.fog_uniform_set, pipeline, material->uniform_set, texture_uniform_set, camera, sky_transform, multiplier, p_transform.origin);
  1084. RD::get_singleton()->draw_list_end();
  1085. }
  1086. void RendererSceneSkyRD::invalidate_sky(Sky *p_sky) {
  1087. if (!p_sky->dirty) {
  1088. p_sky->dirty = true;
  1089. p_sky->dirty_list = dirty_sky_list;
  1090. dirty_sky_list = p_sky;
  1091. }
  1092. }
  1093. void RendererSceneSkyRD::update_dirty_skys() {
  1094. Sky *sky = dirty_sky_list;
  1095. while (sky) {
  1096. bool texture_set_dirty = false;
  1097. //update sky configuration if texture is missing
  1098. if (sky->radiance.is_null()) {
  1099. int mipmaps = Image::get_image_required_mipmaps(sky->radiance_size, sky->radiance_size, Image::FORMAT_RGBAH) + 1;
  1100. uint32_t w = sky->radiance_size, h = sky->radiance_size;
  1101. int layers = roughness_layers;
  1102. if (sky->mode == RS::SKY_MODE_REALTIME) {
  1103. layers = 8;
  1104. if (roughness_layers != 8) {
  1105. WARN_PRINT("When using REALTIME skies, roughness_layers should be set to 8 in the project settings for best quality reflections");
  1106. }
  1107. }
  1108. if (sky_use_cubemap_array) {
  1109. //array (higher quality, 6 times more memory)
  1110. RD::TextureFormat tf;
  1111. tf.array_layers = layers * 6;
  1112. tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
  1113. tf.texture_type = RD::TEXTURE_TYPE_CUBE_ARRAY;
  1114. tf.mipmaps = mipmaps;
  1115. tf.width = w;
  1116. tf.height = h;
  1117. tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
  1118. sky->radiance = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1119. sky->reflection.update_reflection_data(sky->radiance_size, mipmaps, true, sky->radiance, 0, sky->mode == RS::SKY_MODE_REALTIME, roughness_layers);
  1120. } else {
  1121. //regular cubemap, lower quality (aliasing, less memory)
  1122. RD::TextureFormat tf;
  1123. tf.array_layers = 6;
  1124. tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
  1125. tf.texture_type = RD::TEXTURE_TYPE_CUBE;
  1126. tf.mipmaps = MIN(mipmaps, layers);
  1127. tf.width = w;
  1128. tf.height = h;
  1129. tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
  1130. sky->radiance = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1131. sky->reflection.update_reflection_data(sky->radiance_size, MIN(mipmaps, layers), false, sky->radiance, 0, sky->mode == RS::SKY_MODE_REALTIME, roughness_layers);
  1132. }
  1133. texture_set_dirty = true;
  1134. }
  1135. // Create subpass buffers if they haven't been created already
  1136. 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) {
  1137. RD::TextureFormat tformat;
  1138. tformat.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
  1139. tformat.width = sky->screen_size.x / 2;
  1140. tformat.height = sky->screen_size.y / 2;
  1141. tformat.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
  1142. tformat.texture_type = RD::TEXTURE_TYPE_2D;
  1143. sky->half_res_pass = RD::get_singleton()->texture_create(tformat, RD::TextureView());
  1144. Vector<RID> texs;
  1145. texs.push_back(sky->half_res_pass);
  1146. sky->half_res_framebuffer = RD::get_singleton()->framebuffer_create(texs);
  1147. texture_set_dirty = true;
  1148. }
  1149. 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) {
  1150. RD::TextureFormat tformat;
  1151. tformat.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
  1152. tformat.width = sky->screen_size.x / 4;
  1153. tformat.height = sky->screen_size.y / 4;
  1154. tformat.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
  1155. tformat.texture_type = RD::TEXTURE_TYPE_2D;
  1156. sky->quarter_res_pass = RD::get_singleton()->texture_create(tformat, RD::TextureView());
  1157. Vector<RID> texs;
  1158. texs.push_back(sky->quarter_res_pass);
  1159. sky->quarter_res_framebuffer = RD::get_singleton()->framebuffer_create(texs);
  1160. texture_set_dirty = true;
  1161. }
  1162. if (texture_set_dirty) {
  1163. for (int i = 0; i < SKY_TEXTURE_SET_MAX; i++) {
  1164. if (sky->texture_uniform_sets[i].is_valid() && RD::get_singleton()->uniform_set_is_valid(sky->texture_uniform_sets[i])) {
  1165. RD::get_singleton()->free(sky->texture_uniform_sets[i]);
  1166. sky->texture_uniform_sets[i] = RID();
  1167. }
  1168. }
  1169. }
  1170. sky->reflection.dirty = true;
  1171. sky->processing_layer = 0;
  1172. Sky *next = sky->dirty_list;
  1173. sky->dirty_list = nullptr;
  1174. sky->dirty = false;
  1175. sky = next;
  1176. }
  1177. dirty_sky_list = nullptr;
  1178. }
  1179. RID RendererSceneSkyRD::sky_get_material(RID p_sky) const {
  1180. Sky *sky = get_sky(p_sky);
  1181. ERR_FAIL_COND_V(!sky, RID());
  1182. return sky->material;
  1183. }
  1184. RID RendererSceneSkyRD::allocate_sky_rid() {
  1185. return sky_owner.allocate_rid();
  1186. }
  1187. void RendererSceneSkyRD::initialize_sky_rid(RID p_rid) {
  1188. sky_owner.initialize_rid(p_rid, Sky());
  1189. }
  1190. RendererSceneSkyRD::Sky *RendererSceneSkyRD::get_sky(RID p_sky) const {
  1191. return sky_owner.getornull(p_sky);
  1192. }
  1193. void RendererSceneSkyRD::free_sky(RID p_sky) {
  1194. Sky *sky = get_sky(p_sky);
  1195. ERR_FAIL_COND(!sky);
  1196. sky->free(storage);
  1197. sky_owner.free(p_sky);
  1198. }
  1199. void RendererSceneSkyRD::sky_set_radiance_size(RID p_sky, int p_radiance_size) {
  1200. Sky *sky = get_sky(p_sky);
  1201. ERR_FAIL_COND(!sky);
  1202. if (sky->set_radiance_size(p_radiance_size)) {
  1203. invalidate_sky(sky);
  1204. }
  1205. }
  1206. void RendererSceneSkyRD::sky_set_mode(RID p_sky, RS::SkyMode p_mode) {
  1207. Sky *sky = get_sky(p_sky);
  1208. ERR_FAIL_COND(!sky);
  1209. if (sky->set_mode(p_mode)) {
  1210. invalidate_sky(sky);
  1211. }
  1212. }
  1213. void RendererSceneSkyRD::sky_set_material(RID p_sky, RID p_material) {
  1214. Sky *sky = get_sky(p_sky);
  1215. ERR_FAIL_COND(!sky);
  1216. if (sky->set_material(p_material)) {
  1217. invalidate_sky(sky);
  1218. }
  1219. }
  1220. Ref<Image> RendererSceneSkyRD::sky_bake_panorama(RID p_sky, float p_energy, bool p_bake_irradiance, const Size2i &p_size) {
  1221. Sky *sky = get_sky(p_sky);
  1222. ERR_FAIL_COND_V(!sky, Ref<Image>());
  1223. update_dirty_skys();
  1224. return sky->bake_panorama(storage, p_energy, p_bake_irradiance ? roughness_layers : 0, p_size);
  1225. }
  1226. RID RendererSceneSkyRD::sky_get_radiance_texture_rd(RID p_sky) const {
  1227. Sky *sky = get_sky(p_sky);
  1228. ERR_FAIL_COND_V(!sky, RID());
  1229. return sky->radiance;
  1230. }