renderer_scene_sky_rd.cpp 75 KB

1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768697071727374757677787980818283848586878889909192939495969798991001011021031041051061071081091101111121131141151161171181191201211221231241251261271281291301311321331341351361371381391401411421431441451461471481491501511521531541551561571581591601611621631641651661671681691701711721731741751761771781791801811821831841851861871881891901911921931941951961971981992002012022032042052062072082092102112122132142152162172182192202212222232242252262272282292302312322332342352362372382392402412422432442452462472482492502512522532542552562572582592602612622632642652662672682692702712722732742752762772782792802812822832842852862872882892902912922932942952962972982993003013023033043053063073083093103113123133143153163173183193203213223233243253263273283293303313323333343353363373383393403413423433443453463473483493503513523533543553563573583593603613623633643653663673683693703713723733743753763773783793803813823833843853863873883893903913923933943953963973983994004014024034044054064074084094104114124134144154164174184194204214224234244254264274284294304314324334344354364374384394404414424434444454464474484494504514524534544554564574584594604614624634644654664674684694704714724734744754764774784794804814824834844854864874884894904914924934944954964974984995005015025035045055065075085095105115125135145155165175185195205215225235245255265275285295305315325335345355365375385395405415425435445455465475485495505515525535545555565575585595605615625635645655665675685695705715725735745755765775785795805815825835845855865875885895905915925935945955965975985996006016026036046056066076086096106116126136146156166176186196206216226236246256266276286296306316326336346356366376386396406416426436446456466476486496506516526536546556566576586596606616626636646656666676686696706716726736746756766776786796806816826836846856866876886896906916926936946956966976986997007017027037047057067077087097107117127137147157167177187197207217227237247257267277287297307317327337347357367377387397407417427437447457467477487497507517527537547557567577587597607617627637647657667677687697707717727737747757767777787797807817827837847857867877887897907917927937947957967977987998008018028038048058068078088098108118128138148158168178188198208218228238248258268278288298308318328338348358368378388398408418428438448458468478488498508518528538548558568578588598608618628638648658668678688698708718728738748758768778788798808818828838848858868878888898908918928938948958968978988999009019029039049059069079089099109119129139149159169179189199209219229239249259269279289299309319329339349359369379389399409419429439449459469479489499509519529539549559569579589599609619629639649659669679689699709719729739749759769779789799809819829839849859869879889899909919929939949959969979989991000100110021003100410051006100710081009101010111012101310141015101610171018101910201021102210231024102510261027102810291030103110321033103410351036103710381039104010411042104310441045104610471048104910501051105210531054105510561057105810591060106110621063106410651066106710681069107010711072107310741075107610771078107910801081108210831084108510861087108810891090109110921093109410951096109710981099110011011102110311041105110611071108110911101111111211131114111511161117111811191120112111221123112411251126112711281129113011311132113311341135113611371138113911401141114211431144114511461147114811491150115111521153115411551156115711581159116011611162116311641165116611671168116911701171117211731174117511761177117811791180118111821183118411851186118711881189119011911192119311941195119611971198119912001201120212031204120512061207120812091210121112121213121412151216121712181219122012211222122312241225122612271228122912301231123212331234123512361237123812391240124112421243124412451246124712481249125012511252125312541255125612571258125912601261126212631264126512661267126812691270127112721273127412751276127712781279128012811282128312841285128612871288128912901291129212931294129512961297129812991300130113021303130413051306130713081309131013111312131313141315131613171318131913201321132213231324132513261327132813291330133113321333133413351336133713381339134013411342134313441345134613471348134913501351135213531354135513561357135813591360136113621363136413651366136713681369137013711372137313741375137613771378137913801381138213831384138513861387138813891390139113921393139413951396139713981399140014011402140314041405140614071408140914101411141214131414141514161417141814191420142114221423142414251426142714281429143014311432143314341435143614371438143914401441144214431444144514461447144814491450145114521453145414551456145714581459146014611462146314641465146614671468146914701471147214731474147514761477147814791480148114821483148414851486148714881489149014911492149314941495149614971498149915001501150215031504150515061507150815091510151115121513151415151516151715181519152015211522152315241525152615271528152915301531153215331534153515361537153815391540154115421543154415451546154715481549155015511552155315541555155615571558155915601561156215631564156515661567156815691570157115721573157415751576157715781579158015811582158315841585158615871588158915901591159215931594159515961597159815991600160116021603160416051606160716081609161016111612161316141615161616171618161916201621162216231624162516261627162816291630163116321633163416351636163716381639164016411642164316441645164616471648164916501651165216531654165516561657165816591660166116621663166416651666166716681669167016711672167316741675167616771678167916801681168216831684168516861687168816891690169116921693169416951696169716981699170017011702170317041705170617071708170917101711171217131714171517161717171817191720172117221723172417251726172717281729173017311732173317341735173617371738173917401741174217431744174517461747174817491750175117521753175417551756175717581759176017611762176317641765176617671768176917701771177217731774177517761777177817791780178117821783178417851786178717881789179017911792179317941795179617971798179918001801180218031804180518061807180818091810181118121813181418151816181718181819182018211822182318241825182618271828182918301831183218331834183518361837183818391840184118421843184418451846184718481849185018511852185318541855185618571858185918601861186218631864186518661867186818691870187118721873187418751876187718781879188018811882188318841885188618871888188918901891189218931894189518961897189818991900
  1. /*************************************************************************/
  2. /* renderer_scene_sky_rd.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #include "renderer_scene_sky_rd.h"
  31. #include "core/config/project_settings.h"
  32. #include "core/math/math_defs.h"
  33. #include "renderer_scene_render_rd.h"
  34. #include "servers/rendering/renderer_rd/renderer_compositor_rd.h"
  35. #include "servers/rendering/renderer_rd/storage_rd/texture_storage.h"
  36. #include "servers/rendering/rendering_server_default.h"
  37. ////////////////////////////////////////////////////////////////////////////////
  38. // SKY SHADER
  39. void RendererSceneSkyRD::SkyShaderData::set_code(const String &p_code) {
  40. //compile
  41. code = p_code;
  42. valid = false;
  43. ubo_size = 0;
  44. uniforms.clear();
  45. if (code.is_empty()) {
  46. return; //just invalid, but no error
  47. }
  48. ShaderCompiler::GeneratedCode gen_code;
  49. ShaderCompiler::IdentifierActions actions;
  50. actions.entry_point_stages["sky"] = ShaderCompiler::STAGE_FRAGMENT;
  51. uses_time = false;
  52. uses_half_res = false;
  53. uses_quarter_res = false;
  54. uses_position = false;
  55. uses_light = false;
  56. actions.render_mode_flags["use_half_res_pass"] = &uses_half_res;
  57. actions.render_mode_flags["use_quarter_res_pass"] = &uses_quarter_res;
  58. actions.usage_flag_pointers["TIME"] = &uses_time;
  59. actions.usage_flag_pointers["POSITION"] = &uses_position;
  60. actions.usage_flag_pointers["LIGHT0_ENABLED"] = &uses_light;
  61. actions.usage_flag_pointers["LIGHT0_ENERGY"] = &uses_light;
  62. actions.usage_flag_pointers["LIGHT0_DIRECTION"] = &uses_light;
  63. actions.usage_flag_pointers["LIGHT0_COLOR"] = &uses_light;
  64. actions.usage_flag_pointers["LIGHT0_SIZE"] = &uses_light;
  65. actions.usage_flag_pointers["LIGHT1_ENABLED"] = &uses_light;
  66. actions.usage_flag_pointers["LIGHT1_ENERGY"] = &uses_light;
  67. actions.usage_flag_pointers["LIGHT1_DIRECTION"] = &uses_light;
  68. actions.usage_flag_pointers["LIGHT1_COLOR"] = &uses_light;
  69. actions.usage_flag_pointers["LIGHT1_SIZE"] = &uses_light;
  70. actions.usage_flag_pointers["LIGHT2_ENABLED"] = &uses_light;
  71. actions.usage_flag_pointers["LIGHT2_ENERGY"] = &uses_light;
  72. actions.usage_flag_pointers["LIGHT2_DIRECTION"] = &uses_light;
  73. actions.usage_flag_pointers["LIGHT2_COLOR"] = &uses_light;
  74. actions.usage_flag_pointers["LIGHT2_SIZE"] = &uses_light;
  75. actions.usage_flag_pointers["LIGHT3_ENABLED"] = &uses_light;
  76. actions.usage_flag_pointers["LIGHT3_ENERGY"] = &uses_light;
  77. actions.usage_flag_pointers["LIGHT3_DIRECTION"] = &uses_light;
  78. actions.usage_flag_pointers["LIGHT3_COLOR"] = &uses_light;
  79. actions.usage_flag_pointers["LIGHT3_SIZE"] = &uses_light;
  80. actions.uniforms = &uniforms;
  81. // !BAS! Contemplate making `SkyShader sky` accessible from this struct or even part of this struct.
  82. RendererSceneRenderRD *scene_singleton = (RendererSceneRenderRD *)RendererSceneRenderRD::singleton;
  83. Error err = scene_singleton->sky.sky_shader.compiler.compile(RS::SHADER_SKY, code, &actions, path, gen_code);
  84. ERR_FAIL_COND_MSG(err != OK, "Shader compilation failed.");
  85. if (version.is_null()) {
  86. version = scene_singleton->sky.sky_shader.shader.version_create();
  87. }
  88. #if 0
  89. print_line("**compiling shader:");
  90. print_line("**defines:\n");
  91. for (int i = 0; i < gen_code.defines.size(); i++) {
  92. print_line(gen_code.defines[i]);
  93. }
  94. print_line("\n**uniforms:\n" + gen_code.uniforms);
  95. // print_line("\n**vertex_globals:\n" + gen_code.vertex_global);
  96. // print_line("\n**vertex_code:\n" + gen_code.vertex);
  97. print_line("\n**fragment_globals:\n" + gen_code.fragment_global);
  98. print_line("\n**fragment_code:\n" + gen_code.fragment);
  99. print_line("\n**light_code:\n" + gen_code.light);
  100. #endif
  101. 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);
  102. ERR_FAIL_COND(!scene_singleton->sky.sky_shader.shader.version_is_valid(version));
  103. ubo_size = gen_code.uniform_total_size;
  104. ubo_offsets = gen_code.uniform_offsets;
  105. texture_uniforms = gen_code.texture_uniforms;
  106. //update pipelines
  107. for (int i = 0; i < SKY_VERSION_MAX; i++) {
  108. RD::PipelineDepthStencilState depth_stencil_state;
  109. depth_stencil_state.enable_depth_test = true;
  110. depth_stencil_state.depth_compare_operator = RD::COMPARE_OP_LESS_OR_EQUAL;
  111. if (scene_singleton->sky.sky_shader.shader.is_variant_enabled(i)) {
  112. RID shader_variant = scene_singleton->sky.sky_shader.shader.version_get_shader(version, i);
  113. pipelines[i].setup(shader_variant, RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), depth_stencil_state, RD::PipelineColorBlendState::create_disabled(), 0);
  114. } else {
  115. pipelines[i].clear();
  116. }
  117. }
  118. valid = true;
  119. }
  120. void RendererSceneSkyRD::SkyShaderData::set_default_texture_param(const StringName &p_name, RID p_texture, int p_index) {
  121. if (!p_texture.is_valid()) {
  122. if (default_texture_params.has(p_name) && default_texture_params[p_name].has(p_index)) {
  123. default_texture_params[p_name].erase(p_index);
  124. if (default_texture_params[p_name].is_empty()) {
  125. default_texture_params.erase(p_name);
  126. }
  127. }
  128. } else {
  129. if (!default_texture_params.has(p_name)) {
  130. default_texture_params[p_name] = Map<int, RID>();
  131. }
  132. default_texture_params[p_name][p_index] = p_texture;
  133. }
  134. }
  135. void RendererSceneSkyRD::SkyShaderData::get_param_list(List<PropertyInfo> *p_param_list) const {
  136. Map<int, StringName> order;
  137. for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) {
  138. if (E.value.scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_GLOBAL || E.value.scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
  139. continue;
  140. }
  141. if (E.value.texture_order >= 0) {
  142. order[E.value.texture_order + 100000] = E.key;
  143. } else {
  144. order[E.value.order] = E.key;
  145. }
  146. }
  147. for (const KeyValue<int, StringName> &E : order) {
  148. PropertyInfo pi = ShaderLanguage::uniform_to_property_info(uniforms[E.value]);
  149. pi.name = E.value;
  150. p_param_list->push_back(pi);
  151. }
  152. }
  153. void RendererSceneSkyRD::SkyShaderData::get_instance_param_list(List<RendererStorage::InstanceShaderParam> *p_param_list) const {
  154. for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) {
  155. if (E.value.scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
  156. continue;
  157. }
  158. RendererStorage::InstanceShaderParam p;
  159. p.info = ShaderLanguage::uniform_to_property_info(E.value);
  160. p.info.name = E.key; //supply name
  161. p.index = E.value.instance_index;
  162. p.default_value = ShaderLanguage::constant_value_to_variant(E.value.default_value, E.value.type, E.value.array_size, E.value.hint);
  163. p_param_list->push_back(p);
  164. }
  165. }
  166. bool RendererSceneSkyRD::SkyShaderData::is_param_texture(const StringName &p_param) const {
  167. if (!uniforms.has(p_param)) {
  168. return false;
  169. }
  170. return uniforms[p_param].texture_order >= 0;
  171. }
  172. bool RendererSceneSkyRD::SkyShaderData::is_animated() const {
  173. return false;
  174. }
  175. bool RendererSceneSkyRD::SkyShaderData::casts_shadows() const {
  176. return false;
  177. }
  178. Variant RendererSceneSkyRD::SkyShaderData::get_default_parameter(const StringName &p_parameter) const {
  179. if (uniforms.has(p_parameter)) {
  180. ShaderLanguage::ShaderNode::Uniform uniform = uniforms[p_parameter];
  181. Vector<ShaderLanguage::ConstantNode::Value> default_value = uniform.default_value;
  182. return ShaderLanguage::constant_value_to_variant(default_value, uniform.type, uniform.array_size, uniform.hint);
  183. }
  184. return Variant();
  185. }
  186. RS::ShaderNativeSourceCode RendererSceneSkyRD::SkyShaderData::get_native_source_code() const {
  187. RendererSceneRenderRD *scene_singleton = (RendererSceneRenderRD *)RendererSceneRenderRD::singleton;
  188. return scene_singleton->sky.sky_shader.shader.version_get_native_source_code(version);
  189. }
  190. RendererSceneSkyRD::SkyShaderData::SkyShaderData() {
  191. valid = false;
  192. }
  193. RendererSceneSkyRD::SkyShaderData::~SkyShaderData() {
  194. RendererSceneRenderRD *scene_singleton = (RendererSceneRenderRD *)RendererSceneRenderRD::singleton;
  195. ERR_FAIL_COND(!scene_singleton);
  196. //pipeline variants will clear themselves if shader is gone
  197. if (version.is_valid()) {
  198. scene_singleton->sky.sky_shader.shader.version_free(version);
  199. }
  200. }
  201. ////////////////////////////////////////////////////////////////////////////////
  202. // Sky material
  203. bool RendererSceneSkyRD::SkyMaterialData::update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
  204. RendererSceneRenderRD *scene_singleton = (RendererSceneRenderRD *)RendererSceneRenderRD::singleton;
  205. uniform_set_updated = true;
  206. 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);
  207. }
  208. RendererSceneSkyRD::SkyMaterialData::~SkyMaterialData() {
  209. free_parameters_uniform_set(uniform_set);
  210. }
  211. ////////////////////////////////////////////////////////////////////////////////
  212. // Render sky
  213. static _FORCE_INLINE_ void store_transform_3x3(const Basis &p_basis, float *p_array) {
  214. p_array[0] = p_basis.elements[0][0];
  215. p_array[1] = p_basis.elements[1][0];
  216. p_array[2] = p_basis.elements[2][0];
  217. p_array[3] = 0;
  218. p_array[4] = p_basis.elements[0][1];
  219. p_array[5] = p_basis.elements[1][1];
  220. p_array[6] = p_basis.elements[2][1];
  221. p_array[7] = 0;
  222. p_array[8] = p_basis.elements[0][2];
  223. p_array[9] = p_basis.elements[1][2];
  224. p_array[10] = p_basis.elements[2][2];
  225. p_array[11] = 0;
  226. }
  227. void RendererSceneSkyRD::_render_sky(RD::DrawListID p_list, float p_time, RID p_fb, PipelineCacheRD *p_pipeline, RID p_uniform_set, RID p_texture_set, uint32_t p_view_count, const CameraMatrix *p_projections, const Basis &p_orientation, float p_multiplier, const Vector3 &p_position, float p_luminance_multiplier) {
  228. SkyPushConstant sky_push_constant;
  229. memset(&sky_push_constant, 0, sizeof(SkyPushConstant));
  230. for (uint32_t v = 0; v < p_view_count; v++) {
  231. // We only need key components of our projection matrix
  232. sky_push_constant.projections[v][0] = p_projections[v].matrix[2][0];
  233. sky_push_constant.projections[v][1] = p_projections[v].matrix[0][0];
  234. sky_push_constant.projections[v][2] = p_projections[v].matrix[2][1];
  235. sky_push_constant.projections[v][3] = p_projections[v].matrix[1][1];
  236. }
  237. sky_push_constant.position[0] = p_position.x;
  238. sky_push_constant.position[1] = p_position.y;
  239. sky_push_constant.position[2] = p_position.z;
  240. sky_push_constant.multiplier = p_multiplier;
  241. sky_push_constant.time = p_time;
  242. sky_push_constant.luminance_multiplier = p_luminance_multiplier;
  243. store_transform_3x3(p_orientation, sky_push_constant.orientation);
  244. RenderingDevice::FramebufferFormatID fb_format = RD::get_singleton()->framebuffer_get_format(p_fb);
  245. RD::DrawListID draw_list = p_list;
  246. 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()));
  247. // Update uniform sets.
  248. {
  249. RD::get_singleton()->draw_list_bind_uniform_set(draw_list, sky_scene_state.uniform_set, 0);
  250. if (p_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(p_uniform_set)) { // Material may not have a uniform set.
  251. RD::get_singleton()->draw_list_bind_uniform_set(draw_list, p_uniform_set, 1);
  252. }
  253. RD::get_singleton()->draw_list_bind_uniform_set(draw_list, p_texture_set, 2);
  254. // Fog uniform set can be invalidated before drawing, so validate at draw time
  255. if (sky_scene_state.fog_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(sky_scene_state.fog_uniform_set)) {
  256. RD::get_singleton()->draw_list_bind_uniform_set(draw_list, sky_scene_state.fog_uniform_set, 3);
  257. } else {
  258. RD::get_singleton()->draw_list_bind_uniform_set(draw_list, sky_scene_state.default_fog_uniform_set, 3);
  259. }
  260. }
  261. RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array);
  262. RD::get_singleton()->draw_list_set_push_constant(draw_list, &sky_push_constant, sizeof(SkyPushConstant));
  263. RD::get_singleton()->draw_list_draw(draw_list, true);
  264. }
  265. ////////////////////////////////////////////////////////////////////////////////
  266. // ReflectionData
  267. void RendererSceneSkyRD::ReflectionData::clear_reflection_data() {
  268. layers.clear();
  269. radiance_base_cubemap = RID();
  270. if (downsampled_radiance_cubemap.is_valid()) {
  271. RD::get_singleton()->free(downsampled_radiance_cubemap);
  272. }
  273. downsampled_radiance_cubemap = RID();
  274. downsampled_layer.mipmaps.clear();
  275. coefficient_buffer = RID();
  276. }
  277. void RendererSceneSkyRD::ReflectionData::update_reflection_data(RendererStorageRD *p_storage, int p_size, int p_mipmaps, bool p_use_array, RID p_base_cube, int p_base_layer, bool p_low_quality, int p_roughness_layers, RD::DataFormat p_texture_format) {
  278. //recreate radiance and all data
  279. int mipmaps = p_mipmaps;
  280. uint32_t w = p_size, h = p_size;
  281. EffectsRD *effects = p_storage->get_effects();
  282. ERR_FAIL_NULL_MSG(effects, "Effects haven't been initialised");
  283. bool prefer_raster_effects = effects->get_prefer_raster_effects();
  284. if (p_use_array) {
  285. int num_layers = p_low_quality ? 8 : p_roughness_layers;
  286. for (int i = 0; i < num_layers; i++) {
  287. ReflectionData::Layer layer;
  288. uint32_t mmw = w;
  289. uint32_t mmh = h;
  290. layer.mipmaps.resize(mipmaps);
  291. layer.views.resize(mipmaps);
  292. for (int j = 0; j < mipmaps; j++) {
  293. ReflectionData::Layer::Mipmap &mm = layer.mipmaps.write[j];
  294. mm.size.width = mmw;
  295. mm.size.height = mmh;
  296. for (int k = 0; k < 6; k++) {
  297. mm.views[k] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_base_cube, p_base_layer + i * 6 + k, j);
  298. Vector<RID> fbtex;
  299. fbtex.push_back(mm.views[k]);
  300. mm.framebuffers[k] = RD::get_singleton()->framebuffer_create(fbtex);
  301. }
  302. layer.views.write[j] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_base_cube, p_base_layer + i * 6, j, 1, RD::TEXTURE_SLICE_CUBEMAP);
  303. mmw = MAX(1u, mmw >> 1);
  304. mmh = MAX(1u, mmh >> 1);
  305. }
  306. layers.push_back(layer);
  307. }
  308. } else {
  309. mipmaps = p_low_quality ? 8 : mipmaps;
  310. //regular cubemap, lower quality (aliasing, less memory)
  311. ReflectionData::Layer layer;
  312. uint32_t mmw = w;
  313. uint32_t mmh = h;
  314. layer.mipmaps.resize(mipmaps);
  315. layer.views.resize(mipmaps);
  316. for (int j = 0; j < mipmaps; j++) {
  317. ReflectionData::Layer::Mipmap &mm = layer.mipmaps.write[j];
  318. mm.size.width = mmw;
  319. mm.size.height = mmh;
  320. for (int k = 0; k < 6; k++) {
  321. mm.views[k] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_base_cube, p_base_layer + k, j);
  322. Vector<RID> fbtex;
  323. fbtex.push_back(mm.views[k]);
  324. mm.framebuffers[k] = RD::get_singleton()->framebuffer_create(fbtex);
  325. }
  326. layer.views.write[j] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_base_cube, p_base_layer, j, 1, RD::TEXTURE_SLICE_CUBEMAP);
  327. mmw = MAX(1u, mmw >> 1);
  328. mmh = MAX(1u, mmh >> 1);
  329. }
  330. layers.push_back(layer);
  331. }
  332. radiance_base_cubemap = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_base_cube, p_base_layer, 0, 1, RD::TEXTURE_SLICE_CUBEMAP);
  333. RD::get_singleton()->set_resource_name(radiance_base_cubemap, "radiance base cubemap");
  334. RD::TextureFormat tf;
  335. tf.format = p_texture_format;
  336. tf.width = 64; // Always 64x64
  337. tf.height = 64;
  338. tf.texture_type = RD::TEXTURE_TYPE_CUBE;
  339. tf.array_layers = 6;
  340. tf.mipmaps = 7;
  341. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
  342. downsampled_radiance_cubemap = RD::get_singleton()->texture_create(tf, RD::TextureView());
  343. RD::get_singleton()->set_resource_name(downsampled_radiance_cubemap, "downsampled radiance cubemap");
  344. {
  345. uint32_t mmw = 64;
  346. uint32_t mmh = 64;
  347. downsampled_layer.mipmaps.resize(7);
  348. for (int j = 0; j < downsampled_layer.mipmaps.size(); j++) {
  349. ReflectionData::DownsampleLayer::Mipmap &mm = downsampled_layer.mipmaps.write[j];
  350. mm.size.width = mmw;
  351. mm.size.height = mmh;
  352. mm.view = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), downsampled_radiance_cubemap, 0, j, 1, RD::TEXTURE_SLICE_CUBEMAP);
  353. RD::get_singleton()->set_resource_name(mm.view, "Downsampled Radiance Cubemap Mip " + itos(j) + " ");
  354. if (prefer_raster_effects) {
  355. // we need a framebuffer for each side of our cubemap
  356. for (int k = 0; k < 6; k++) {
  357. mm.views[k] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), downsampled_radiance_cubemap, k, j);
  358. RD::get_singleton()->set_resource_name(mm.view, "Downsampled Radiance Cubemap Mip: " + itos(j) + " Face: " + itos(k) + " ");
  359. Vector<RID> fbtex;
  360. fbtex.push_back(mm.views[k]);
  361. mm.framebuffers[k] = RD::get_singleton()->framebuffer_create(fbtex);
  362. }
  363. }
  364. mmw = MAX(1u, mmw >> 1);
  365. mmh = MAX(1u, mmh >> 1);
  366. }
  367. }
  368. }
  369. void RendererSceneSkyRD::ReflectionData::create_reflection_fast_filter(RendererStorageRD *p_storage, bool p_use_arrays) {
  370. EffectsRD *effects = p_storage->get_effects();
  371. ERR_FAIL_NULL_MSG(effects, "Effects haven't been initialised");
  372. bool prefer_raster_effects = effects->get_prefer_raster_effects();
  373. if (prefer_raster_effects) {
  374. RD::get_singleton()->draw_command_begin_label("Downsample radiance map");
  375. for (int k = 0; k < 6; k++) {
  376. effects->cubemap_downsample_raster(radiance_base_cubemap, downsampled_layer.mipmaps[0].framebuffers[k], k, downsampled_layer.mipmaps[0].size);
  377. }
  378. for (int i = 1; i < downsampled_layer.mipmaps.size(); i++) {
  379. for (int k = 0; k < 6; k++) {
  380. effects->cubemap_downsample_raster(downsampled_layer.mipmaps[i - 1].view, downsampled_layer.mipmaps[i].framebuffers[k], k, downsampled_layer.mipmaps[i].size);
  381. }
  382. }
  383. RD::get_singleton()->draw_command_end_label(); // Downsample Radiance
  384. if (p_use_arrays) {
  385. RD::get_singleton()->draw_command_begin_label("filter radiance map into array heads");
  386. for (int i = 0; i < layers.size(); i++) {
  387. for (int k = 0; k < 6; k++) {
  388. effects->cubemap_filter_raster(downsampled_radiance_cubemap, layers[i].mipmaps[0].framebuffers[k], k, i);
  389. }
  390. }
  391. } else {
  392. RD::get_singleton()->draw_command_begin_label("filter radiance map into mipmaps directly");
  393. for (int j = 0; j < layers[0].mipmaps.size(); j++) {
  394. for (int k = 0; k < 6; k++) {
  395. effects->cubemap_filter_raster(downsampled_radiance_cubemap, layers[0].mipmaps[j].framebuffers[k], k, j);
  396. }
  397. }
  398. }
  399. RD::get_singleton()->draw_command_end_label(); // Filter radiance
  400. } else {
  401. RD::get_singleton()->draw_command_begin_label("Downsample radiance map");
  402. effects->cubemap_downsample(radiance_base_cubemap, downsampled_layer.mipmaps[0].view, downsampled_layer.mipmaps[0].size);
  403. for (int i = 1; i < downsampled_layer.mipmaps.size(); i++) {
  404. effects->cubemap_downsample(downsampled_layer.mipmaps[i - 1].view, downsampled_layer.mipmaps[i].view, downsampled_layer.mipmaps[i].size);
  405. }
  406. RD::get_singleton()->draw_command_end_label(); // Downsample Radiance
  407. Vector<RID> views;
  408. if (p_use_arrays) {
  409. for (int i = 1; i < layers.size(); i++) {
  410. views.push_back(layers[i].views[0]);
  411. }
  412. } else {
  413. for (int i = 1; i < layers[0].views.size(); i++) {
  414. views.push_back(layers[0].views[i]);
  415. }
  416. }
  417. RD::get_singleton()->draw_command_begin_label("Fast filter radiance");
  418. effects->cubemap_filter(downsampled_radiance_cubemap, views, p_use_arrays);
  419. RD::get_singleton()->draw_command_end_label(); // Filter radiance
  420. }
  421. }
  422. 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) {
  423. EffectsRD *effects = p_storage->get_effects();
  424. ERR_FAIL_NULL_MSG(effects, "Effects haven't been initialised");
  425. bool prefer_raster_effects = effects->get_prefer_raster_effects();
  426. if (prefer_raster_effects) {
  427. if (p_base_layer == 1) {
  428. RD::get_singleton()->draw_command_begin_label("Downsample radiance map");
  429. for (int k = 0; k < 6; k++) {
  430. effects->cubemap_downsample_raster(radiance_base_cubemap, downsampled_layer.mipmaps[0].framebuffers[k], k, downsampled_layer.mipmaps[0].size);
  431. }
  432. for (int i = 1; i < downsampled_layer.mipmaps.size(); i++) {
  433. for (int k = 0; k < 6; k++) {
  434. effects->cubemap_downsample_raster(downsampled_layer.mipmaps[i - 1].view, downsampled_layer.mipmaps[i].framebuffers[k], k, downsampled_layer.mipmaps[i].size);
  435. }
  436. }
  437. RD::get_singleton()->draw_command_end_label(); // Downsample Radiance
  438. }
  439. RD::get_singleton()->draw_command_begin_label("High Quality filter radiance");
  440. if (p_use_arrays) {
  441. for (int k = 0; k < 6; k++) {
  442. effects->cubemap_roughness_raster(
  443. downsampled_radiance_cubemap,
  444. layers[p_base_layer].mipmaps[0].framebuffers[k],
  445. k,
  446. p_sky_ggx_samples_quality,
  447. float(p_base_layer) / (layers.size() - 1.0),
  448. layers[p_base_layer].mipmaps[0].size.x);
  449. }
  450. } else {
  451. for (int k = 0; k < 6; k++) {
  452. effects->cubemap_roughness_raster(
  453. downsampled_radiance_cubemap,
  454. layers[0].mipmaps[p_base_layer].framebuffers[k],
  455. k,
  456. p_sky_ggx_samples_quality,
  457. float(p_base_layer) / (layers[0].mipmaps.size() - 1.0),
  458. layers[0].mipmaps[p_base_layer].size.x);
  459. }
  460. }
  461. } else {
  462. if (p_base_layer == 1) {
  463. RD::get_singleton()->draw_command_begin_label("Downsample radiance map");
  464. effects->cubemap_downsample(radiance_base_cubemap, downsampled_layer.mipmaps[0].view, downsampled_layer.mipmaps[0].size);
  465. for (int i = 1; i < downsampled_layer.mipmaps.size(); i++) {
  466. effects->cubemap_downsample(downsampled_layer.mipmaps[i - 1].view, downsampled_layer.mipmaps[i].view, downsampled_layer.mipmaps[i].size);
  467. }
  468. RD::get_singleton()->draw_command_end_label(); // Downsample Radiance
  469. }
  470. RD::get_singleton()->draw_command_begin_label("High Quality filter radiance");
  471. if (p_use_arrays) {
  472. effects->cubemap_roughness(downsampled_radiance_cubemap, layers[p_base_layer].views[0], p_cube_side, p_sky_ggx_samples_quality, float(p_base_layer) / (layers.size() - 1.0), layers[p_base_layer].mipmaps[0].size.x);
  473. } else {
  474. effects->cubemap_roughness(
  475. downsampled_radiance_cubemap,
  476. layers[0].views[p_base_layer],
  477. p_cube_side,
  478. p_sky_ggx_samples_quality,
  479. float(p_base_layer) / (layers[0].mipmaps.size() - 1.0),
  480. layers[0].mipmaps[p_base_layer].size.x);
  481. }
  482. }
  483. RD::get_singleton()->draw_command_end_label(); // Filter radiance
  484. }
  485. void RendererSceneSkyRD::ReflectionData::update_reflection_mipmaps(RendererStorageRD *p_storage, int p_start, int p_end) {
  486. EffectsRD *effects = p_storage->get_effects();
  487. ERR_FAIL_NULL_MSG(effects, "Effects haven't been initialised");
  488. bool prefer_raster_effects = effects->get_prefer_raster_effects();
  489. RD::get_singleton()->draw_command_begin_label("Update Radiance Cubemap Array Mipmaps");
  490. for (int i = p_start; i < p_end; i++) {
  491. for (int j = 0; j < layers[i].views.size() - 1; j++) {
  492. RID view = layers[i].views[j];
  493. Size2i size = layers[i].mipmaps[j + 1].size;
  494. if (prefer_raster_effects) {
  495. for (int k = 0; k < 6; k++) {
  496. RID framebuffer = layers[i].mipmaps[j + 1].framebuffers[k];
  497. effects->cubemap_downsample_raster(view, framebuffer, k, size);
  498. }
  499. } else {
  500. RID texture = layers[i].views[j + 1];
  501. effects->cubemap_downsample(view, texture, size);
  502. }
  503. }
  504. }
  505. RD::get_singleton()->draw_command_end_label();
  506. }
  507. ////////////////////////////////////////////////////////////////////////////////
  508. // RendererSceneSkyRD::Sky
  509. void RendererSceneSkyRD::Sky::free(RendererStorageRD *p_storage) {
  510. if (radiance.is_valid()) {
  511. RD::get_singleton()->free(radiance);
  512. radiance = RID();
  513. }
  514. reflection.clear_reflection_data();
  515. if (uniform_buffer.is_valid()) {
  516. RD::get_singleton()->free(uniform_buffer);
  517. uniform_buffer = RID();
  518. }
  519. if (half_res_pass.is_valid()) {
  520. RD::get_singleton()->free(half_res_pass);
  521. half_res_pass = RID();
  522. }
  523. if (quarter_res_pass.is_valid()) {
  524. RD::get_singleton()->free(quarter_res_pass);
  525. quarter_res_pass = RID();
  526. }
  527. if (material.is_valid()) {
  528. p_storage->free(material);
  529. material = RID();
  530. }
  531. }
  532. RID RendererSceneSkyRD::Sky::get_textures(RendererStorageRD *p_storage, SkyTextureSetVersion p_version, RID p_default_shader_rd) {
  533. RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
  534. if (texture_uniform_sets[p_version].is_valid() && RD::get_singleton()->uniform_set_is_valid(texture_uniform_sets[p_version])) {
  535. return texture_uniform_sets[p_version];
  536. }
  537. Vector<RD::Uniform> uniforms;
  538. {
  539. RD::Uniform u;
  540. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  541. u.binding = 0;
  542. if (radiance.is_valid() && p_version <= SKY_TEXTURE_SET_QUARTER_RES) {
  543. u.append_id(radiance);
  544. } else {
  545. u.append_id(texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK));
  546. }
  547. uniforms.push_back(u);
  548. }
  549. {
  550. RD::Uniform u;
  551. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  552. u.binding = 1; // half res
  553. if (half_res_pass.is_valid() && p_version != SKY_TEXTURE_SET_HALF_RES && p_version != SKY_TEXTURE_SET_CUBEMAP_HALF_RES) {
  554. if (p_version >= SKY_TEXTURE_SET_CUBEMAP) {
  555. u.append_id(reflection.layers[0].views[1]);
  556. } else {
  557. u.append_id(half_res_pass);
  558. }
  559. } else {
  560. if (p_version < SKY_TEXTURE_SET_CUBEMAP) {
  561. u.append_id(texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_WHITE));
  562. } else {
  563. u.append_id(texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK));
  564. }
  565. }
  566. uniforms.push_back(u);
  567. }
  568. {
  569. RD::Uniform u;
  570. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  571. u.binding = 2; // quarter res
  572. if (quarter_res_pass.is_valid() && p_version != SKY_TEXTURE_SET_QUARTER_RES && p_version != SKY_TEXTURE_SET_CUBEMAP_QUARTER_RES) {
  573. if (p_version >= SKY_TEXTURE_SET_CUBEMAP) {
  574. u.append_id(reflection.layers[0].views[2]);
  575. } else {
  576. u.append_id(quarter_res_pass);
  577. }
  578. } else {
  579. if (p_version < SKY_TEXTURE_SET_CUBEMAP) {
  580. u.append_id(texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_WHITE));
  581. } else {
  582. u.append_id(texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK));
  583. }
  584. }
  585. uniforms.push_back(u);
  586. }
  587. texture_uniform_sets[p_version] = RD::get_singleton()->uniform_set_create(uniforms, p_default_shader_rd, SKY_SET_TEXTURES);
  588. return texture_uniform_sets[p_version];
  589. }
  590. bool RendererSceneSkyRD::Sky::set_radiance_size(int p_radiance_size) {
  591. ERR_FAIL_COND_V(p_radiance_size < 32 || p_radiance_size > 2048, false);
  592. if (radiance_size == p_radiance_size) {
  593. return false;
  594. }
  595. radiance_size = p_radiance_size;
  596. if (mode == RS::SKY_MODE_REALTIME && radiance_size != 256) {
  597. WARN_PRINT("Realtime Skies can only use a radiance size of 256. Radiance size will be set to 256 internally.");
  598. radiance_size = 256;
  599. }
  600. if (radiance.is_valid()) {
  601. RD::get_singleton()->free(radiance);
  602. radiance = RID();
  603. }
  604. reflection.clear_reflection_data();
  605. return true;
  606. }
  607. bool RendererSceneSkyRD::Sky::set_mode(RS::SkyMode p_mode) {
  608. if (mode == p_mode) {
  609. return false;
  610. }
  611. mode = p_mode;
  612. if (mode == RS::SKY_MODE_REALTIME && radiance_size != 256) {
  613. WARN_PRINT("Realtime Skies can only use a radiance size of 256. Radiance size will be set to 256 internally.");
  614. set_radiance_size(256);
  615. }
  616. if (radiance.is_valid()) {
  617. RD::get_singleton()->free(radiance);
  618. radiance = RID();
  619. }
  620. reflection.clear_reflection_data();
  621. return true;
  622. }
  623. bool RendererSceneSkyRD::Sky::set_material(RID p_material) {
  624. if (material == p_material) {
  625. return false;
  626. }
  627. material = p_material;
  628. return true;
  629. }
  630. Ref<Image> RendererSceneSkyRD::Sky::bake_panorama(RendererStorageRD *p_storage, float p_energy, int p_roughness_layers, const Size2i &p_size) {
  631. if (radiance.is_valid()) {
  632. RD::TextureFormat tf;
  633. tf.format = RD::DATA_FORMAT_R32G32B32A32_SFLOAT;
  634. tf.width = p_size.width;
  635. tf.height = p_size.height;
  636. tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
  637. RID rad_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
  638. p_storage->get_effects()->copy_cubemap_to_panorama(radiance, rad_tex, p_size, p_roughness_layers, reflection.layers.size() > 1);
  639. Vector<uint8_t> data = RD::get_singleton()->texture_get_data(rad_tex, 0);
  640. RD::get_singleton()->free(rad_tex);
  641. Ref<Image> img;
  642. img.instantiate();
  643. img->create(p_size.width, p_size.height, false, Image::FORMAT_RGBAF, data);
  644. for (int i = 0; i < p_size.width; i++) {
  645. for (int j = 0; j < p_size.height; j++) {
  646. Color c = img->get_pixel(i, j);
  647. c.r *= p_energy;
  648. c.g *= p_energy;
  649. c.b *= p_energy;
  650. img->set_pixel(i, j, c);
  651. }
  652. }
  653. return img;
  654. }
  655. return Ref<Image>();
  656. }
  657. ////////////////////////////////////////////////////////////////////////////////
  658. // RendererSceneSkyRD
  659. RendererStorageRD::ShaderData *RendererSceneSkyRD::_create_sky_shader_func() {
  660. SkyShaderData *shader_data = memnew(SkyShaderData);
  661. return shader_data;
  662. }
  663. RendererStorageRD::ShaderData *RendererSceneSkyRD::_create_sky_shader_funcs() {
  664. // !BAS! Why isn't _create_sky_shader_func not just static too?
  665. return static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton)->sky._create_sky_shader_func();
  666. };
  667. RendererStorageRD::MaterialData *RendererSceneSkyRD::_create_sky_material_func(SkyShaderData *p_shader) {
  668. SkyMaterialData *material_data = memnew(SkyMaterialData);
  669. material_data->shader_data = p_shader;
  670. //update will happen later anyway so do nothing.
  671. return material_data;
  672. }
  673. RendererStorageRD::MaterialData *RendererSceneSkyRD::_create_sky_material_funcs(RendererStorageRD::ShaderData *p_shader) {
  674. // !BAS! same here, we could just make _create_sky_material_func static?
  675. return static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton)->sky._create_sky_material_func(static_cast<SkyShaderData *>(p_shader));
  676. };
  677. RendererSceneSkyRD::RendererSceneSkyRD() {
  678. roughness_layers = GLOBAL_GET("rendering/reflections/sky_reflections/roughness_layers");
  679. sky_ggx_samples_quality = GLOBAL_GET("rendering/reflections/sky_reflections/ggx_samples");
  680. sky_use_cubemap_array = GLOBAL_GET("rendering/reflections/sky_reflections/texture_array_reflections");
  681. }
  682. void RendererSceneSkyRD::init(RendererStorageRD *p_storage) {
  683. RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
  684. storage = p_storage;
  685. {
  686. // Start with the directional lights for the sky
  687. sky_scene_state.max_directional_lights = 4;
  688. uint32_t directional_light_buffer_size = sky_scene_state.max_directional_lights * sizeof(SkyDirectionalLightData);
  689. sky_scene_state.directional_lights = memnew_arr(SkyDirectionalLightData, sky_scene_state.max_directional_lights);
  690. sky_scene_state.last_frame_directional_lights = memnew_arr(SkyDirectionalLightData, sky_scene_state.max_directional_lights);
  691. sky_scene_state.last_frame_directional_light_count = sky_scene_state.max_directional_lights + 1;
  692. sky_scene_state.directional_light_buffer = RD::get_singleton()->uniform_buffer_create(directional_light_buffer_size);
  693. String defines = "\n#define MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS " + itos(sky_scene_state.max_directional_lights) + "\n";
  694. // Initialize sky
  695. Vector<String> sky_modes;
  696. sky_modes.push_back(""); // Full size
  697. sky_modes.push_back("\n#define USE_HALF_RES_PASS\n"); // Half Res
  698. sky_modes.push_back("\n#define USE_QUARTER_RES_PASS\n"); // Quarter res
  699. sky_modes.push_back("\n#define USE_CUBEMAP_PASS\n"); // Cubemap
  700. sky_modes.push_back("\n#define USE_CUBEMAP_PASS\n#define USE_HALF_RES_PASS\n"); // Half Res Cubemap
  701. sky_modes.push_back("\n#define USE_CUBEMAP_PASS\n#define USE_QUARTER_RES_PASS\n"); // Quarter res Cubemap
  702. sky_modes.push_back("\n#define USE_MULTIVIEW\n"); // Full size multiview
  703. sky_modes.push_back("\n#define USE_HALF_RES_PASS\n#define USE_MULTIVIEW\n"); // Half Res multiview
  704. sky_modes.push_back("\n#define USE_QUARTER_RES_PASS\n#define USE_MULTIVIEW\n"); // Quarter res multiview
  705. sky_shader.shader.initialize(sky_modes, defines);
  706. if (!RendererCompositorRD::singleton->is_xr_enabled()) {
  707. sky_shader.shader.set_variant_enabled(SKY_VERSION_BACKGROUND_MULTIVIEW, false);
  708. sky_shader.shader.set_variant_enabled(SKY_VERSION_HALF_RES_MULTIVIEW, false);
  709. sky_shader.shader.set_variant_enabled(SKY_VERSION_QUARTER_RES_MULTIVIEW, false);
  710. }
  711. }
  712. // register our shader funds
  713. storage->shader_set_data_request_function(RendererStorageRD::SHADER_TYPE_SKY, _create_sky_shader_funcs);
  714. storage->material_set_data_request_function(RendererStorageRD::SHADER_TYPE_SKY, _create_sky_material_funcs);
  715. {
  716. ShaderCompiler::DefaultIdentifierActions actions;
  717. actions.renames["COLOR"] = "color";
  718. actions.renames["ALPHA"] = "alpha";
  719. actions.renames["EYEDIR"] = "cube_normal";
  720. actions.renames["POSITION"] = "params.position_multiplier.xyz";
  721. actions.renames["SKY_COORDS"] = "panorama_coords";
  722. actions.renames["SCREEN_UV"] = "uv";
  723. actions.renames["TIME"] = "params.time";
  724. actions.renames["PI"] = _MKSTR(Math_PI);
  725. actions.renames["TAU"] = _MKSTR(Math_TAU);
  726. actions.renames["E"] = _MKSTR(Math_E);
  727. actions.renames["HALF_RES_COLOR"] = "half_res_color";
  728. actions.renames["QUARTER_RES_COLOR"] = "quarter_res_color";
  729. actions.renames["RADIANCE"] = "radiance";
  730. actions.renames["FOG"] = "custom_fog";
  731. actions.renames["LIGHT0_ENABLED"] = "directional_lights.data[0].enabled";
  732. actions.renames["LIGHT0_DIRECTION"] = "directional_lights.data[0].direction_energy.xyz";
  733. actions.renames["LIGHT0_ENERGY"] = "directional_lights.data[0].direction_energy.w";
  734. actions.renames["LIGHT0_COLOR"] = "directional_lights.data[0].color_size.xyz";
  735. actions.renames["LIGHT0_SIZE"] = "directional_lights.data[0].color_size.w";
  736. actions.renames["LIGHT1_ENABLED"] = "directional_lights.data[1].enabled";
  737. actions.renames["LIGHT1_DIRECTION"] = "directional_lights.data[1].direction_energy.xyz";
  738. actions.renames["LIGHT1_ENERGY"] = "directional_lights.data[1].direction_energy.w";
  739. actions.renames["LIGHT1_COLOR"] = "directional_lights.data[1].color_size.xyz";
  740. actions.renames["LIGHT1_SIZE"] = "directional_lights.data[1].color_size.w";
  741. actions.renames["LIGHT2_ENABLED"] = "directional_lights.data[2].enabled";
  742. actions.renames["LIGHT2_DIRECTION"] = "directional_lights.data[2].direction_energy.xyz";
  743. actions.renames["LIGHT2_ENERGY"] = "directional_lights.data[2].direction_energy.w";
  744. actions.renames["LIGHT2_COLOR"] = "directional_lights.data[2].color_size.xyz";
  745. actions.renames["LIGHT2_SIZE"] = "directional_lights.data[2].color_size.w";
  746. actions.renames["LIGHT3_ENABLED"] = "directional_lights.data[3].enabled";
  747. actions.renames["LIGHT3_DIRECTION"] = "directional_lights.data[3].direction_energy.xyz";
  748. actions.renames["LIGHT3_ENERGY"] = "directional_lights.data[3].direction_energy.w";
  749. actions.renames["LIGHT3_COLOR"] = "directional_lights.data[3].color_size.xyz";
  750. actions.renames["LIGHT3_SIZE"] = "directional_lights.data[3].color_size.w";
  751. actions.renames["AT_CUBEMAP_PASS"] = "AT_CUBEMAP_PASS";
  752. actions.renames["AT_HALF_RES_PASS"] = "AT_HALF_RES_PASS";
  753. actions.renames["AT_QUARTER_RES_PASS"] = "AT_QUARTER_RES_PASS";
  754. actions.custom_samplers["RADIANCE"] = "material_samplers[3]";
  755. actions.usage_defines["HALF_RES_COLOR"] = "\n#define USES_HALF_RES_COLOR\n";
  756. actions.usage_defines["QUARTER_RES_COLOR"] = "\n#define USES_QUARTER_RES_COLOR\n";
  757. actions.render_mode_defines["disable_fog"] = "#define DISABLE_FOG\n";
  758. actions.sampler_array_name = "material_samplers";
  759. actions.base_texture_binding_index = 1;
  760. actions.texture_layout_set = 1;
  761. actions.base_uniform_string = "material.";
  762. actions.base_varying_index = 10;
  763. actions.default_filter = ShaderLanguage::FILTER_LINEAR_MIPMAP;
  764. actions.default_repeat = ShaderLanguage::REPEAT_ENABLE;
  765. actions.global_buffer_array_variable = "global_variables.data";
  766. sky_shader.compiler.initialize(actions);
  767. }
  768. {
  769. // default material and shader for sky shader
  770. sky_shader.default_shader = storage->shader_allocate();
  771. storage->shader_initialize(sky_shader.default_shader);
  772. storage->shader_set_code(sky_shader.default_shader, R"(
  773. // Default sky shader.
  774. shader_type sky;
  775. void sky() {
  776. COLOR = vec3(0.0);
  777. }
  778. )");
  779. sky_shader.default_material = storage->material_allocate();
  780. storage->material_initialize(sky_shader.default_material);
  781. storage->material_set_shader(sky_shader.default_material, sky_shader.default_shader);
  782. SkyMaterialData *md = (SkyMaterialData *)storage->material_get_data(sky_shader.default_material, RendererStorageRD::SHADER_TYPE_SKY);
  783. sky_shader.default_shader_rd = sky_shader.shader.version_get_shader(md->shader_data->version, SKY_VERSION_BACKGROUND);
  784. sky_scene_state.uniform_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(SkySceneState::UBO));
  785. Vector<RD::Uniform> uniforms;
  786. {
  787. Vector<RID> ids;
  788. ids.resize(12);
  789. RID *ids_ptr = ids.ptrw();
  790. ids_ptr[0] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  791. ids_ptr[1] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  792. ids_ptr[2] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  793. ids_ptr[3] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  794. ids_ptr[4] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  795. ids_ptr[5] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  796. ids_ptr[6] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  797. ids_ptr[7] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  798. ids_ptr[8] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  799. ids_ptr[9] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  800. ids_ptr[10] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  801. ids_ptr[11] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  802. RD::Uniform u(RD::UNIFORM_TYPE_SAMPLER, 0, ids);
  803. uniforms.push_back(u);
  804. }
  805. {
  806. RD::Uniform u;
  807. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  808. u.binding = 1;
  809. u.append_id(storage->global_variables_get_storage_buffer());
  810. uniforms.push_back(u);
  811. }
  812. {
  813. RD::Uniform u;
  814. u.binding = 2;
  815. u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  816. u.append_id(sky_scene_state.uniform_buffer);
  817. uniforms.push_back(u);
  818. }
  819. {
  820. RD::Uniform u;
  821. u.binding = 3;
  822. u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  823. u.append_id(sky_scene_state.directional_light_buffer);
  824. uniforms.push_back(u);
  825. }
  826. sky_scene_state.uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sky_shader.default_shader_rd, SKY_SET_UNIFORMS);
  827. }
  828. {
  829. Vector<RD::Uniform> uniforms;
  830. {
  831. RD::Uniform u;
  832. u.binding = 0;
  833. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  834. RID vfog = texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_3D_WHITE);
  835. u.append_id(vfog);
  836. uniforms.push_back(u);
  837. }
  838. sky_scene_state.default_fog_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sky_shader.default_shader_rd, SKY_SET_FOG);
  839. }
  840. {
  841. // Need defaults for using fog with clear color
  842. sky_scene_state.fog_shader = storage->shader_allocate();
  843. storage->shader_initialize(sky_scene_state.fog_shader);
  844. storage->shader_set_code(sky_scene_state.fog_shader, R"(
  845. // Default clear color sky shader.
  846. shader_type sky;
  847. uniform vec4 clear_color;
  848. void sky() {
  849. COLOR = clear_color.rgb;
  850. }
  851. )");
  852. sky_scene_state.fog_material = storage->material_allocate();
  853. storage->material_initialize(sky_scene_state.fog_material);
  854. storage->material_set_shader(sky_scene_state.fog_material, sky_scene_state.fog_shader);
  855. Vector<RD::Uniform> uniforms;
  856. {
  857. RD::Uniform u;
  858. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  859. u.binding = 0;
  860. u.append_id(texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK));
  861. uniforms.push_back(u);
  862. }
  863. {
  864. RD::Uniform u;
  865. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  866. u.binding = 1;
  867. u.append_id(texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_WHITE));
  868. uniforms.push_back(u);
  869. }
  870. {
  871. RD::Uniform u;
  872. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  873. u.binding = 2;
  874. u.append_id(texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_WHITE));
  875. uniforms.push_back(u);
  876. }
  877. sky_scene_state.fog_only_texture_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sky_shader.default_shader_rd, SKY_SET_TEXTURES);
  878. }
  879. { //create index array for copy shaders
  880. Vector<uint8_t> pv;
  881. pv.resize(6 * 4);
  882. {
  883. uint8_t *w = pv.ptrw();
  884. int *p32 = (int *)w;
  885. p32[0] = 0;
  886. p32[1] = 1;
  887. p32[2] = 2;
  888. p32[3] = 0;
  889. p32[4] = 2;
  890. p32[5] = 3;
  891. }
  892. index_buffer = RD::get_singleton()->index_buffer_create(6, RenderingDevice::INDEX_BUFFER_FORMAT_UINT32, pv);
  893. index_array = RD::get_singleton()->index_array_create(index_buffer, 0, 6);
  894. }
  895. }
  896. void RendererSceneSkyRD::set_texture_format(RD::DataFormat p_texture_format) {
  897. texture_format = p_texture_format;
  898. }
  899. RendererSceneSkyRD::~RendererSceneSkyRD() {
  900. // TODO cleanup anything created in init...
  901. if (RD::get_singleton()->uniform_set_is_valid(sky_scene_state.uniform_set)) {
  902. RD::get_singleton()->free(sky_scene_state.uniform_set);
  903. }
  904. if (RD::get_singleton()->uniform_set_is_valid(sky_scene_state.default_fog_uniform_set)) {
  905. RD::get_singleton()->free(sky_scene_state.default_fog_uniform_set);
  906. }
  907. if (RD::get_singleton()->uniform_set_is_valid(sky_scene_state.fog_only_texture_uniform_set)) {
  908. RD::get_singleton()->free(sky_scene_state.fog_only_texture_uniform_set);
  909. }
  910. RD::get_singleton()->free(index_buffer); //array gets freed as dependency
  911. }
  912. void RendererSceneSkyRD::setup(RendererSceneEnvironmentRD *p_env, RID p_render_buffers, const PagedArray<RID> &p_lights, const CameraMatrix &p_projection, const Transform3D &p_transform, const Size2i p_screen_size, RendererSceneRenderRD *p_scene_render) {
  913. ERR_FAIL_COND(!p_env);
  914. SkyMaterialData *material = nullptr;
  915. Sky *sky = get_sky(p_env->sky);
  916. RID sky_material;
  917. SkyShaderData *shader_data = nullptr;
  918. if (sky) {
  919. sky_material = sky_get_material(p_env->sky);
  920. if (sky_material.is_valid()) {
  921. material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY);
  922. if (!material || !material->shader_data->valid) {
  923. material = nullptr;
  924. }
  925. }
  926. if (!material) {
  927. sky_material = sky_shader.default_material;
  928. material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY);
  929. }
  930. ERR_FAIL_COND(!material);
  931. shader_data = material->shader_data;
  932. ERR_FAIL_COND(!shader_data);
  933. // Invalidate supbass buffers if screen size changes
  934. if (sky->screen_size != p_screen_size) {
  935. sky->screen_size = p_screen_size;
  936. sky->screen_size.x = sky->screen_size.x < 4 ? 4 : sky->screen_size.x;
  937. sky->screen_size.y = sky->screen_size.y < 4 ? 4 : sky->screen_size.y;
  938. if (shader_data->uses_half_res) {
  939. if (sky->half_res_pass.is_valid()) {
  940. RD::get_singleton()->free(sky->half_res_pass);
  941. sky->half_res_pass = RID();
  942. }
  943. invalidate_sky(sky);
  944. }
  945. if (shader_data->uses_quarter_res) {
  946. if (sky->quarter_res_pass.is_valid()) {
  947. RD::get_singleton()->free(sky->quarter_res_pass);
  948. sky->quarter_res_pass = RID();
  949. }
  950. invalidate_sky(sky);
  951. }
  952. }
  953. // Create new subpass buffers if necessary
  954. if ((shader_data->uses_half_res && sky->half_res_pass.is_null()) ||
  955. (shader_data->uses_quarter_res && sky->quarter_res_pass.is_null()) ||
  956. sky->radiance.is_null()) {
  957. invalidate_sky(sky);
  958. update_dirty_skys();
  959. }
  960. if (shader_data->uses_time && p_scene_render->time - sky->prev_time > 0.00001) {
  961. sky->prev_time = p_scene_render->time;
  962. sky->reflection.dirty = true;
  963. RenderingServerDefault::redraw_request();
  964. }
  965. if (material != sky->prev_material) {
  966. sky->prev_material = material;
  967. sky->reflection.dirty = true;
  968. }
  969. if (material->uniform_set_updated) {
  970. material->uniform_set_updated = false;
  971. sky->reflection.dirty = true;
  972. }
  973. if (!p_transform.origin.is_equal_approx(sky->prev_position) && shader_data->uses_position) {
  974. sky->prev_position = p_transform.origin;
  975. sky->reflection.dirty = true;
  976. }
  977. if (shader_data->uses_light) {
  978. sky_scene_state.ubo.directional_light_count = 0;
  979. // Run through the list of lights in the scene and pick out the Directional Lights.
  980. // This can't be done in RenderSceneRenderRD::_setup lights because that needs to be called
  981. // after the depth prepass, but this runs before the depth prepass
  982. for (int i = 0; i < (int)p_lights.size(); i++) {
  983. RendererSceneRenderRD::LightInstance *li = p_scene_render->light_instance_owner.get_or_null(p_lights[i]);
  984. if (!li) {
  985. continue;
  986. }
  987. RID base = li->light;
  988. ERR_CONTINUE(base.is_null());
  989. RS::LightType type = storage->light_get_type(base);
  990. if (type == RS::LIGHT_DIRECTIONAL && storage->light_directional_get_sky_mode(base) != RS::LIGHT_DIRECTIONAL_SKY_MODE_LIGHT_ONLY) {
  991. SkyDirectionalLightData &sky_light_data = sky_scene_state.directional_lights[sky_scene_state.ubo.directional_light_count];
  992. Transform3D light_transform = li->transform;
  993. Vector3 world_direction = light_transform.basis.xform(Vector3(0, 0, 1)).normalized();
  994. sky_light_data.direction[0] = world_direction.x;
  995. sky_light_data.direction[1] = world_direction.y;
  996. sky_light_data.direction[2] = world_direction.z;
  997. float sign = storage->light_is_negative(base) ? -1 : 1;
  998. sky_light_data.energy = sign * storage->light_get_param(base, RS::LIGHT_PARAM_ENERGY);
  999. Color linear_col = storage->light_get_color(base).to_linear();
  1000. sky_light_data.color[0] = linear_col.r;
  1001. sky_light_data.color[1] = linear_col.g;
  1002. sky_light_data.color[2] = linear_col.b;
  1003. sky_light_data.enabled = true;
  1004. float angular_diameter = storage->light_get_param(base, RS::LIGHT_PARAM_SIZE);
  1005. if (angular_diameter > 0.0) {
  1006. // I know tan(0) is 0, but let's not risk it with numerical precision.
  1007. // technically this will keep expanding until reaching the sun, but all we care
  1008. // is expand until we reach the radius of the near plane (there can't be more occluders than that)
  1009. angular_diameter = Math::tan(Math::deg2rad(angular_diameter));
  1010. } else {
  1011. angular_diameter = 0.0;
  1012. }
  1013. sky_light_data.size = angular_diameter;
  1014. sky_scene_state.ubo.directional_light_count++;
  1015. if (sky_scene_state.ubo.directional_light_count >= sky_scene_state.max_directional_lights) {
  1016. break;
  1017. }
  1018. }
  1019. }
  1020. // Check whether the directional_light_buffer changes
  1021. bool light_data_dirty = false;
  1022. // Light buffer is dirty if we have fewer or more lights
  1023. // If we have fewer lights, make sure that old lights are disabled
  1024. if (sky_scene_state.ubo.directional_light_count != sky_scene_state.last_frame_directional_light_count) {
  1025. light_data_dirty = true;
  1026. for (uint32_t i = sky_scene_state.ubo.directional_light_count; i < sky_scene_state.max_directional_lights; i++) {
  1027. sky_scene_state.directional_lights[i].enabled = false;
  1028. }
  1029. }
  1030. if (!light_data_dirty) {
  1031. for (uint32_t i = 0; i < sky_scene_state.ubo.directional_light_count; i++) {
  1032. if (sky_scene_state.directional_lights[i].direction[0] != sky_scene_state.last_frame_directional_lights[i].direction[0] ||
  1033. sky_scene_state.directional_lights[i].direction[1] != sky_scene_state.last_frame_directional_lights[i].direction[1] ||
  1034. sky_scene_state.directional_lights[i].direction[2] != sky_scene_state.last_frame_directional_lights[i].direction[2] ||
  1035. sky_scene_state.directional_lights[i].energy != sky_scene_state.last_frame_directional_lights[i].energy ||
  1036. sky_scene_state.directional_lights[i].color[0] != sky_scene_state.last_frame_directional_lights[i].color[0] ||
  1037. sky_scene_state.directional_lights[i].color[1] != sky_scene_state.last_frame_directional_lights[i].color[1] ||
  1038. sky_scene_state.directional_lights[i].color[2] != sky_scene_state.last_frame_directional_lights[i].color[2] ||
  1039. sky_scene_state.directional_lights[i].enabled != sky_scene_state.last_frame_directional_lights[i].enabled ||
  1040. sky_scene_state.directional_lights[i].size != sky_scene_state.last_frame_directional_lights[i].size) {
  1041. light_data_dirty = true;
  1042. break;
  1043. }
  1044. }
  1045. }
  1046. if (light_data_dirty) {
  1047. 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);
  1048. SkyDirectionalLightData *temp = sky_scene_state.last_frame_directional_lights;
  1049. sky_scene_state.last_frame_directional_lights = sky_scene_state.directional_lights;
  1050. sky_scene_state.directional_lights = temp;
  1051. sky_scene_state.last_frame_directional_light_count = sky_scene_state.ubo.directional_light_count;
  1052. sky->reflection.dirty = true;
  1053. }
  1054. }
  1055. }
  1056. //setup fog variables
  1057. sky_scene_state.ubo.volumetric_fog_enabled = false;
  1058. if (p_render_buffers.is_valid()) {
  1059. if (p_scene_render->render_buffers_has_volumetric_fog(p_render_buffers)) {
  1060. sky_scene_state.ubo.volumetric_fog_enabled = true;
  1061. float fog_end = p_scene_render->render_buffers_get_volumetric_fog_end(p_render_buffers);
  1062. if (fog_end > 0.0) {
  1063. sky_scene_state.ubo.volumetric_fog_inv_length = 1.0 / fog_end;
  1064. } else {
  1065. sky_scene_state.ubo.volumetric_fog_inv_length = 1.0;
  1066. }
  1067. float fog_detail_spread = p_scene_render->render_buffers_get_volumetric_fog_detail_spread(p_render_buffers); //reverse lookup
  1068. if (fog_detail_spread > 0.0) {
  1069. sky_scene_state.ubo.volumetric_fog_detail_spread = 1.0 / fog_detail_spread;
  1070. } else {
  1071. sky_scene_state.ubo.volumetric_fog_detail_spread = 1.0;
  1072. }
  1073. sky_scene_state.fog_uniform_set = p_scene_render->render_buffers_get_volumetric_fog_sky_uniform_set(p_render_buffers);
  1074. }
  1075. }
  1076. sky_scene_state.ubo.z_far = p_projection.get_z_far();
  1077. sky_scene_state.ubo.fog_enabled = p_env->fog_enabled;
  1078. sky_scene_state.ubo.fog_density = p_env->fog_density;
  1079. sky_scene_state.ubo.fog_aerial_perspective = p_env->fog_aerial_perspective;
  1080. Color fog_color = p_env->fog_light_color.to_linear();
  1081. float fog_energy = p_env->fog_light_energy;
  1082. sky_scene_state.ubo.fog_light_color[0] = fog_color.r * fog_energy;
  1083. sky_scene_state.ubo.fog_light_color[1] = fog_color.g * fog_energy;
  1084. sky_scene_state.ubo.fog_light_color[2] = fog_color.b * fog_energy;
  1085. sky_scene_state.ubo.fog_sun_scatter = p_env->fog_sun_scatter;
  1086. RD::get_singleton()->buffer_update(sky_scene_state.uniform_buffer, 0, sizeof(SkySceneState::UBO), &sky_scene_state.ubo);
  1087. }
  1088. void RendererSceneSkyRD::update(RendererSceneEnvironmentRD *p_env, const CameraMatrix &p_projection, const Transform3D &p_transform, double p_time, float p_luminance_multiplier) {
  1089. ERR_FAIL_COND(!p_env);
  1090. Sky *sky = get_sky(p_env->sky);
  1091. ERR_FAIL_COND(!sky);
  1092. RID sky_material = sky_get_material(p_env->sky);
  1093. SkyMaterialData *material = nullptr;
  1094. if (sky_material.is_valid()) {
  1095. material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY);
  1096. if (!material || !material->shader_data->valid) {
  1097. material = nullptr;
  1098. }
  1099. }
  1100. if (!material) {
  1101. sky_material = sky_shader.default_material;
  1102. material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY);
  1103. }
  1104. ERR_FAIL_COND(!material);
  1105. SkyShaderData *shader_data = material->shader_data;
  1106. ERR_FAIL_COND(!shader_data);
  1107. float multiplier = p_env->bg_energy;
  1108. bool update_single_frame = sky->mode == RS::SKY_MODE_REALTIME || sky->mode == RS::SKY_MODE_QUALITY;
  1109. RS::SkyMode sky_mode = sky->mode;
  1110. if (sky_mode == RS::SKY_MODE_AUTOMATIC) {
  1111. if (shader_data->uses_time || shader_data->uses_position) {
  1112. update_single_frame = true;
  1113. sky_mode = RS::SKY_MODE_REALTIME;
  1114. } else if (shader_data->uses_light || shader_data->ubo_size > 0) {
  1115. update_single_frame = false;
  1116. sky_mode = RS::SKY_MODE_INCREMENTAL;
  1117. } else {
  1118. update_single_frame = true;
  1119. sky_mode = RS::SKY_MODE_QUALITY;
  1120. }
  1121. }
  1122. if (sky->processing_layer == 0 && sky_mode == RS::SKY_MODE_INCREMENTAL) {
  1123. // On the first frame after creating sky, rebuild in single frame
  1124. update_single_frame = true;
  1125. sky_mode = RS::SKY_MODE_QUALITY;
  1126. }
  1127. int max_processing_layer = sky_use_cubemap_array ? sky->reflection.layers.size() : sky->reflection.layers[0].mipmaps.size();
  1128. // Update radiance cubemap
  1129. if (sky->reflection.dirty && (sky->processing_layer >= max_processing_layer || update_single_frame)) {
  1130. static const Vector3 view_normals[6] = {
  1131. Vector3(+1, 0, 0),
  1132. Vector3(-1, 0, 0),
  1133. Vector3(0, +1, 0),
  1134. Vector3(0, -1, 0),
  1135. Vector3(0, 0, +1),
  1136. Vector3(0, 0, -1)
  1137. };
  1138. static const Vector3 view_up[6] = {
  1139. Vector3(0, -1, 0),
  1140. Vector3(0, -1, 0),
  1141. Vector3(0, 0, +1),
  1142. Vector3(0, 0, -1),
  1143. Vector3(0, -1, 0),
  1144. Vector3(0, -1, 0)
  1145. };
  1146. CameraMatrix cm;
  1147. cm.set_perspective(90, 1, 0.01, 10.0);
  1148. CameraMatrix correction;
  1149. correction.set_depth_correction(true);
  1150. cm = correction * cm;
  1151. if (shader_data->uses_quarter_res) {
  1152. RD::get_singleton()->draw_command_begin_label("Render Sky to Quarter Res Cubemap");
  1153. PipelineCacheRD *pipeline = &shader_data->pipelines[SKY_VERSION_CUBEMAP_QUARTER_RES];
  1154. Vector<Color> clear_colors;
  1155. clear_colors.push_back(Color(0.0, 0.0, 0.0));
  1156. RD::DrawListID cubemap_draw_list;
  1157. for (int i = 0; i < 6; i++) {
  1158. Basis local_view = Basis::looking_at(view_normals[i], view_up[i]);
  1159. RID texture_uniform_set = sky->get_textures(storage, SKY_TEXTURE_SET_CUBEMAP_QUARTER_RES, sky_shader.default_shader_rd);
  1160. 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);
  1161. _render_sky(cubemap_draw_list, p_time, sky->reflection.layers[0].mipmaps[2].framebuffers[i], pipeline, material->uniform_set, texture_uniform_set, 1, &cm, local_view, multiplier, p_transform.origin, p_luminance_multiplier);
  1162. RD::get_singleton()->draw_list_end();
  1163. }
  1164. RD::get_singleton()->draw_command_end_label();
  1165. }
  1166. if (shader_data->uses_half_res) {
  1167. RD::get_singleton()->draw_command_begin_label("Render Sky to Half Res Cubemap");
  1168. PipelineCacheRD *pipeline = &shader_data->pipelines[SKY_VERSION_CUBEMAP_HALF_RES];
  1169. Vector<Color> clear_colors;
  1170. clear_colors.push_back(Color(0.0, 0.0, 0.0));
  1171. RD::DrawListID cubemap_draw_list;
  1172. for (int i = 0; i < 6; i++) {
  1173. Basis local_view = Basis::looking_at(view_normals[i], view_up[i]);
  1174. RID texture_uniform_set = sky->get_textures(storage, SKY_TEXTURE_SET_CUBEMAP_HALF_RES, sky_shader.default_shader_rd);
  1175. 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);
  1176. _render_sky(cubemap_draw_list, p_time, sky->reflection.layers[0].mipmaps[1].framebuffers[i], pipeline, material->uniform_set, texture_uniform_set, 1, &cm, local_view, multiplier, p_transform.origin, p_luminance_multiplier);
  1177. RD::get_singleton()->draw_list_end();
  1178. }
  1179. RD::get_singleton()->draw_command_end_label();
  1180. }
  1181. RD::DrawListID cubemap_draw_list;
  1182. PipelineCacheRD *pipeline = &shader_data->pipelines[SKY_VERSION_CUBEMAP];
  1183. RD::get_singleton()->draw_command_begin_label("Render Sky Cubemap");
  1184. for (int i = 0; i < 6; i++) {
  1185. Basis local_view = Basis::looking_at(view_normals[i], view_up[i]);
  1186. RID texture_uniform_set = sky->get_textures(storage, SKY_TEXTURE_SET_CUBEMAP, sky_shader.default_shader_rd);
  1187. 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);
  1188. _render_sky(cubemap_draw_list, p_time, sky->reflection.layers[0].mipmaps[0].framebuffers[i], pipeline, material->uniform_set, texture_uniform_set, 1, &cm, local_view, multiplier, p_transform.origin, p_luminance_multiplier);
  1189. RD::get_singleton()->draw_list_end();
  1190. }
  1191. RD::get_singleton()->draw_command_end_label();
  1192. if (sky_mode == RS::SKY_MODE_REALTIME) {
  1193. sky->reflection.create_reflection_fast_filter(storage, sky_use_cubemap_array);
  1194. if (sky_use_cubemap_array) {
  1195. sky->reflection.update_reflection_mipmaps(storage, 0, sky->reflection.layers.size());
  1196. }
  1197. } else {
  1198. if (update_single_frame) {
  1199. for (int i = 1; i < max_processing_layer; i++) {
  1200. sky->reflection.create_reflection_importance_sample(storage, sky_use_cubemap_array, 10, i, sky_ggx_samples_quality);
  1201. }
  1202. if (sky_use_cubemap_array) {
  1203. sky->reflection.update_reflection_mipmaps(storage, 0, sky->reflection.layers.size());
  1204. }
  1205. } else {
  1206. if (sky_use_cubemap_array) {
  1207. // Multi-Frame so just update the first array level
  1208. sky->reflection.update_reflection_mipmaps(storage, 0, 1);
  1209. }
  1210. }
  1211. sky->processing_layer = 1;
  1212. }
  1213. sky->reflection.dirty = false;
  1214. } else {
  1215. if (sky_mode == RS::SKY_MODE_INCREMENTAL && sky->processing_layer < max_processing_layer) {
  1216. sky->reflection.create_reflection_importance_sample(storage, sky_use_cubemap_array, 10, sky->processing_layer, sky_ggx_samples_quality);
  1217. if (sky_use_cubemap_array) {
  1218. sky->reflection.update_reflection_mipmaps(storage, sky->processing_layer, sky->processing_layer + 1);
  1219. }
  1220. sky->processing_layer++;
  1221. }
  1222. }
  1223. }
  1224. void RendererSceneSkyRD::draw(RendererSceneEnvironmentRD *p_env, bool p_can_continue_color, bool p_can_continue_depth, RID p_fb, uint32_t p_view_count, const CameraMatrix *p_projections, const Transform3D &p_transform, double p_time) {
  1225. ERR_FAIL_COND(!p_env);
  1226. ERR_FAIL_COND(p_view_count == 0);
  1227. ERR_FAIL_COND(p_view_count > RendererSceneRender::MAX_RENDER_VIEWS);
  1228. Sky *sky = get_sky(p_env->sky);
  1229. SkyMaterialData *material = nullptr;
  1230. RID sky_material;
  1231. RS::EnvironmentBG background = p_env->background;
  1232. if (!(background == RS::ENV_BG_CLEAR_COLOR || background == RS::ENV_BG_COLOR) || sky) {
  1233. ERR_FAIL_COND(!sky);
  1234. sky_material = sky_get_material(p_env->sky);
  1235. if (sky_material.is_valid()) {
  1236. material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY);
  1237. if (!material || !material->shader_data->valid) {
  1238. material = nullptr;
  1239. }
  1240. }
  1241. if (!material) {
  1242. sky_material = sky_shader.default_material;
  1243. material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY);
  1244. }
  1245. }
  1246. if (background == RS::ENV_BG_CLEAR_COLOR || background == RS::ENV_BG_COLOR) {
  1247. sky_material = sky_scene_state.fog_material;
  1248. material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY);
  1249. }
  1250. ERR_FAIL_COND(!material);
  1251. SkyShaderData *shader_data = material->shader_data;
  1252. ERR_FAIL_COND(!shader_data);
  1253. Basis sky_transform = p_env->sky_orientation;
  1254. sky_transform.invert();
  1255. float multiplier = p_env->bg_energy;
  1256. float custom_fov = p_env->sky_custom_fov;
  1257. // Camera
  1258. CameraMatrix camera;
  1259. uint32_t view_count = p_view_count;
  1260. const CameraMatrix *projections = p_projections;
  1261. if (custom_fov) {
  1262. // With custom fov we don't support stereo...
  1263. float near_plane = p_projections[0].get_z_near();
  1264. float far_plane = p_projections[0].get_z_far();
  1265. float aspect = p_projections[0].get_aspect();
  1266. camera.set_perspective(custom_fov, aspect, near_plane, far_plane);
  1267. view_count = 1;
  1268. projections = &camera;
  1269. }
  1270. sky_transform = p_transform.basis * sky_transform;
  1271. if (shader_data->uses_quarter_res) {
  1272. PipelineCacheRD *pipeline = &shader_data->pipelines[view_count > 1 ? SKY_VERSION_QUARTER_RES_MULTIVIEW : SKY_VERSION_QUARTER_RES];
  1273. RID texture_uniform_set = sky->get_textures(storage, SKY_TEXTURE_SET_QUARTER_RES, sky_shader.default_shader_rd);
  1274. Vector<Color> clear_colors;
  1275. clear_colors.push_back(Color(0.0, 0.0, 0.0));
  1276. 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);
  1277. _render_sky(draw_list, p_time, sky->quarter_res_framebuffer, pipeline, material->uniform_set, texture_uniform_set, view_count, projections, sky_transform, multiplier, p_transform.origin, 1.0);
  1278. RD::get_singleton()->draw_list_end();
  1279. }
  1280. if (shader_data->uses_half_res) {
  1281. PipelineCacheRD *pipeline = &shader_data->pipelines[view_count > 1 ? SKY_VERSION_HALF_RES_MULTIVIEW : SKY_VERSION_HALF_RES];
  1282. RID texture_uniform_set = sky->get_textures(storage, SKY_TEXTURE_SET_HALF_RES, sky_shader.default_shader_rd);
  1283. Vector<Color> clear_colors;
  1284. clear_colors.push_back(Color(0.0, 0.0, 0.0));
  1285. 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);
  1286. _render_sky(draw_list, p_time, sky->half_res_framebuffer, pipeline, material->uniform_set, texture_uniform_set, view_count, projections, sky_transform, multiplier, p_transform.origin, 1.0);
  1287. RD::get_singleton()->draw_list_end();
  1288. }
  1289. PipelineCacheRD *pipeline = &shader_data->pipelines[view_count > 1 ? SKY_VERSION_BACKGROUND_MULTIVIEW : SKY_VERSION_BACKGROUND];
  1290. RID texture_uniform_set;
  1291. if (sky) {
  1292. texture_uniform_set = sky->get_textures(storage, SKY_TEXTURE_SET_BACKGROUND, sky_shader.default_shader_rd);
  1293. } else {
  1294. texture_uniform_set = sky_scene_state.fog_only_texture_uniform_set;
  1295. }
  1296. 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);
  1297. _render_sky(draw_list, p_time, p_fb, pipeline, material->uniform_set, texture_uniform_set, view_count, projections, sky_transform, multiplier, p_transform.origin, 1.0);
  1298. RD::get_singleton()->draw_list_end();
  1299. }
  1300. void RendererSceneSkyRD::update_res_buffers(RendererSceneEnvironmentRD *p_env, uint32_t p_view_count, const CameraMatrix *p_projections, const Transform3D &p_transform, double p_time, float p_luminance_multiplier) {
  1301. ERR_FAIL_COND(!p_env);
  1302. ERR_FAIL_COND(p_view_count == 0);
  1303. ERR_FAIL_COND(p_view_count > RendererSceneRender::MAX_RENDER_VIEWS);
  1304. Sky *sky = get_sky(p_env->sky);
  1305. ERR_FAIL_COND(!sky);
  1306. SkyMaterialData *material = nullptr;
  1307. RID sky_material;
  1308. sky_material = sky_get_material(p_env->sky);
  1309. if (sky_material.is_valid()) {
  1310. material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY);
  1311. if (!material || !material->shader_data->valid) {
  1312. material = nullptr;
  1313. }
  1314. }
  1315. if (!material) {
  1316. sky_material = sky_shader.default_material;
  1317. material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY);
  1318. }
  1319. ERR_FAIL_COND(!material);
  1320. SkyShaderData *shader_data = material->shader_data;
  1321. ERR_FAIL_COND(!shader_data);
  1322. Basis sky_transform = p_env->sky_orientation;
  1323. sky_transform.invert();
  1324. float multiplier = p_env->bg_energy;
  1325. float custom_fov = p_env->sky_custom_fov;
  1326. // Camera
  1327. CameraMatrix camera;
  1328. uint32_t view_count = p_view_count;
  1329. const CameraMatrix *projections = p_projections;
  1330. if (custom_fov) {
  1331. // With custom fov we don't support stereo...
  1332. float near_plane = p_projections[0].get_z_near();
  1333. float far_plane = p_projections[0].get_z_far();
  1334. float aspect = p_projections[0].get_aspect();
  1335. camera.set_perspective(custom_fov, aspect, near_plane, far_plane);
  1336. view_count = 1;
  1337. projections = &camera;
  1338. }
  1339. sky_transform = p_transform.basis * sky_transform;
  1340. if (shader_data->uses_quarter_res) {
  1341. PipelineCacheRD *pipeline = &shader_data->pipelines[view_count > 1 ? SKY_VERSION_QUARTER_RES_MULTIVIEW : SKY_VERSION_QUARTER_RES];
  1342. RID texture_uniform_set = sky->get_textures(storage, SKY_TEXTURE_SET_QUARTER_RES, sky_shader.default_shader_rd);
  1343. Vector<Color> clear_colors;
  1344. clear_colors.push_back(Color(0.0, 0.0, 0.0));
  1345. 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);
  1346. _render_sky(draw_list, p_time, sky->quarter_res_framebuffer, pipeline, material->uniform_set, texture_uniform_set, view_count, projections, sky_transform, multiplier, p_transform.origin, p_luminance_multiplier);
  1347. RD::get_singleton()->draw_list_end();
  1348. }
  1349. if (shader_data->uses_half_res) {
  1350. PipelineCacheRD *pipeline = &shader_data->pipelines[view_count > 1 ? SKY_VERSION_HALF_RES_MULTIVIEW : SKY_VERSION_HALF_RES];
  1351. RID texture_uniform_set = sky->get_textures(storage, SKY_TEXTURE_SET_HALF_RES, sky_shader.default_shader_rd);
  1352. Vector<Color> clear_colors;
  1353. clear_colors.push_back(Color(0.0, 0.0, 0.0));
  1354. 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);
  1355. _render_sky(draw_list, p_time, sky->half_res_framebuffer, pipeline, material->uniform_set, texture_uniform_set, view_count, projections, sky_transform, multiplier, p_transform.origin, p_luminance_multiplier);
  1356. RD::get_singleton()->draw_list_end();
  1357. }
  1358. }
  1359. void RendererSceneSkyRD::draw(RD::DrawListID p_draw_list, RendererSceneEnvironmentRD *p_env, RID p_fb, uint32_t p_view_count, const CameraMatrix *p_projections, const Transform3D &p_transform, double p_time, float p_luminance_multiplier) {
  1360. ERR_FAIL_COND(!p_env);
  1361. ERR_FAIL_COND(p_view_count == 0);
  1362. ERR_FAIL_COND(p_view_count > RendererSceneRender::MAX_RENDER_VIEWS);
  1363. Sky *sky = get_sky(p_env->sky);
  1364. SkyMaterialData *material = nullptr;
  1365. RID sky_material;
  1366. RS::EnvironmentBG background = p_env->background;
  1367. if (!(background == RS::ENV_BG_CLEAR_COLOR || background == RS::ENV_BG_COLOR) || sky) {
  1368. ERR_FAIL_COND(!sky);
  1369. sky_material = sky_get_material(p_env->sky);
  1370. if (sky_material.is_valid()) {
  1371. material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY);
  1372. if (!material || !material->shader_data->valid) {
  1373. material = nullptr;
  1374. }
  1375. }
  1376. if (!material) {
  1377. sky_material = sky_shader.default_material;
  1378. material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY);
  1379. }
  1380. }
  1381. if (background == RS::ENV_BG_CLEAR_COLOR || background == RS::ENV_BG_COLOR) {
  1382. sky_material = sky_scene_state.fog_material;
  1383. material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY);
  1384. }
  1385. ERR_FAIL_COND(!material);
  1386. SkyShaderData *shader_data = material->shader_data;
  1387. ERR_FAIL_COND(!shader_data);
  1388. Basis sky_transform = p_env->sky_orientation;
  1389. sky_transform.invert();
  1390. float multiplier = p_env->bg_energy;
  1391. float custom_fov = p_env->sky_custom_fov;
  1392. // Camera
  1393. CameraMatrix camera;
  1394. uint32_t view_count = p_view_count;
  1395. const CameraMatrix *projections = p_projections;
  1396. if (custom_fov) {
  1397. // With custom fov we don't support stereo...
  1398. float near_plane = p_projections[0].get_z_near();
  1399. float far_plane = p_projections[0].get_z_far();
  1400. float aspect = p_projections[0].get_aspect();
  1401. camera.set_perspective(custom_fov, aspect, near_plane, far_plane);
  1402. view_count = 1;
  1403. projections = &camera;
  1404. }
  1405. sky_transform = p_transform.basis * sky_transform;
  1406. PipelineCacheRD *pipeline = &shader_data->pipelines[view_count > 1 ? SKY_VERSION_BACKGROUND_MULTIVIEW : SKY_VERSION_BACKGROUND];
  1407. RID texture_uniform_set;
  1408. if (sky) {
  1409. texture_uniform_set = sky->get_textures(storage, SKY_TEXTURE_SET_BACKGROUND, sky_shader.default_shader_rd);
  1410. } else {
  1411. texture_uniform_set = sky_scene_state.fog_only_texture_uniform_set;
  1412. }
  1413. _render_sky(p_draw_list, p_time, p_fb, pipeline, material->uniform_set, texture_uniform_set, view_count, projections, sky_transform, multiplier, p_transform.origin, p_luminance_multiplier);
  1414. }
  1415. void RendererSceneSkyRD::invalidate_sky(Sky *p_sky) {
  1416. if (!p_sky->dirty) {
  1417. p_sky->dirty = true;
  1418. p_sky->dirty_list = dirty_sky_list;
  1419. dirty_sky_list = p_sky;
  1420. }
  1421. }
  1422. void RendererSceneSkyRD::update_dirty_skys() {
  1423. Sky *sky = dirty_sky_list;
  1424. while (sky) {
  1425. bool texture_set_dirty = false;
  1426. //update sky configuration if texture is missing
  1427. if (sky->radiance.is_null()) {
  1428. int mipmaps = Image::get_image_required_mipmaps(sky->radiance_size, sky->radiance_size, Image::FORMAT_RGBAH) + 1;
  1429. uint32_t w = sky->radiance_size, h = sky->radiance_size;
  1430. int layers = roughness_layers;
  1431. if (sky->mode == RS::SKY_MODE_REALTIME) {
  1432. layers = 8;
  1433. if (roughness_layers != 8) {
  1434. WARN_PRINT("When using REALTIME skies, roughness_layers should be set to 8 in the project settings for best quality reflections");
  1435. }
  1436. }
  1437. if (sky_use_cubemap_array) {
  1438. //array (higher quality, 6 times more memory)
  1439. RD::TextureFormat tf;
  1440. tf.array_layers = layers * 6;
  1441. tf.format = texture_format;
  1442. tf.texture_type = RD::TEXTURE_TYPE_CUBE_ARRAY;
  1443. tf.mipmaps = mipmaps;
  1444. tf.width = w;
  1445. tf.height = h;
  1446. tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
  1447. sky->radiance = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1448. sky->reflection.update_reflection_data(storage, sky->radiance_size, mipmaps, true, sky->radiance, 0, sky->mode == RS::SKY_MODE_REALTIME, roughness_layers, texture_format);
  1449. } else {
  1450. //regular cubemap, lower quality (aliasing, less memory)
  1451. RD::TextureFormat tf;
  1452. tf.array_layers = 6;
  1453. tf.format = texture_format;
  1454. tf.texture_type = RD::TEXTURE_TYPE_CUBE;
  1455. tf.mipmaps = MIN(mipmaps, layers);
  1456. tf.width = w;
  1457. tf.height = h;
  1458. tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
  1459. sky->radiance = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1460. sky->reflection.update_reflection_data(storage, sky->radiance_size, MIN(mipmaps, layers), false, sky->radiance, 0, sky->mode == RS::SKY_MODE_REALTIME, roughness_layers, texture_format);
  1461. }
  1462. texture_set_dirty = true;
  1463. }
  1464. // Create subpass buffers if they haven't been created already
  1465. 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) {
  1466. RD::TextureFormat tformat;
  1467. tformat.format = texture_format;
  1468. tformat.width = sky->screen_size.x / 2;
  1469. tformat.height = sky->screen_size.y / 2;
  1470. tformat.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
  1471. tformat.texture_type = RD::TEXTURE_TYPE_2D;
  1472. sky->half_res_pass = RD::get_singleton()->texture_create(tformat, RD::TextureView());
  1473. Vector<RID> texs;
  1474. texs.push_back(sky->half_res_pass);
  1475. sky->half_res_framebuffer = RD::get_singleton()->framebuffer_create(texs);
  1476. texture_set_dirty = true;
  1477. }
  1478. 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) {
  1479. RD::TextureFormat tformat;
  1480. tformat.format = texture_format;
  1481. tformat.width = sky->screen_size.x / 4;
  1482. tformat.height = sky->screen_size.y / 4;
  1483. tformat.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
  1484. tformat.texture_type = RD::TEXTURE_TYPE_2D;
  1485. sky->quarter_res_pass = RD::get_singleton()->texture_create(tformat, RD::TextureView());
  1486. Vector<RID> texs;
  1487. texs.push_back(sky->quarter_res_pass);
  1488. sky->quarter_res_framebuffer = RD::get_singleton()->framebuffer_create(texs);
  1489. texture_set_dirty = true;
  1490. }
  1491. if (texture_set_dirty) {
  1492. for (int i = 0; i < SKY_TEXTURE_SET_MAX; i++) {
  1493. if (sky->texture_uniform_sets[i].is_valid() && RD::get_singleton()->uniform_set_is_valid(sky->texture_uniform_sets[i])) {
  1494. RD::get_singleton()->free(sky->texture_uniform_sets[i]);
  1495. sky->texture_uniform_sets[i] = RID();
  1496. }
  1497. }
  1498. }
  1499. sky->reflection.dirty = true;
  1500. sky->processing_layer = 0;
  1501. Sky *next = sky->dirty_list;
  1502. sky->dirty_list = nullptr;
  1503. sky->dirty = false;
  1504. sky = next;
  1505. }
  1506. dirty_sky_list = nullptr;
  1507. }
  1508. RID RendererSceneSkyRD::sky_get_material(RID p_sky) const {
  1509. Sky *sky = get_sky(p_sky);
  1510. ERR_FAIL_COND_V(!sky, RID());
  1511. return sky->material;
  1512. }
  1513. RID RendererSceneSkyRD::allocate_sky_rid() {
  1514. return sky_owner.allocate_rid();
  1515. }
  1516. void RendererSceneSkyRD::initialize_sky_rid(RID p_rid) {
  1517. sky_owner.initialize_rid(p_rid, Sky());
  1518. }
  1519. RendererSceneSkyRD::Sky *RendererSceneSkyRD::get_sky(RID p_sky) const {
  1520. return sky_owner.get_or_null(p_sky);
  1521. }
  1522. void RendererSceneSkyRD::free_sky(RID p_sky) {
  1523. Sky *sky = get_sky(p_sky);
  1524. ERR_FAIL_COND(!sky);
  1525. sky->free(storage);
  1526. sky_owner.free(p_sky);
  1527. }
  1528. void RendererSceneSkyRD::sky_set_radiance_size(RID p_sky, int p_radiance_size) {
  1529. Sky *sky = get_sky(p_sky);
  1530. ERR_FAIL_COND(!sky);
  1531. if (sky->set_radiance_size(p_radiance_size)) {
  1532. invalidate_sky(sky);
  1533. }
  1534. }
  1535. void RendererSceneSkyRD::sky_set_mode(RID p_sky, RS::SkyMode p_mode) {
  1536. Sky *sky = get_sky(p_sky);
  1537. ERR_FAIL_COND(!sky);
  1538. if (sky->set_mode(p_mode)) {
  1539. invalidate_sky(sky);
  1540. }
  1541. }
  1542. void RendererSceneSkyRD::sky_set_material(RID p_sky, RID p_material) {
  1543. Sky *sky = get_sky(p_sky);
  1544. ERR_FAIL_COND(!sky);
  1545. if (sky->set_material(p_material)) {
  1546. invalidate_sky(sky);
  1547. }
  1548. }
  1549. Ref<Image> RendererSceneSkyRD::sky_bake_panorama(RID p_sky, float p_energy, bool p_bake_irradiance, const Size2i &p_size) {
  1550. Sky *sky = get_sky(p_sky);
  1551. ERR_FAIL_COND_V(!sky, Ref<Image>());
  1552. update_dirty_skys();
  1553. return sky->bake_panorama(storage, p_energy, p_bake_irradiance ? roughness_layers : 0, p_size);
  1554. }
  1555. RID RendererSceneSkyRD::sky_get_radiance_texture_rd(RID p_sky) const {
  1556. Sky *sky = get_sky(p_sky);
  1557. ERR_FAIL_COND_V(!sky, RID());
  1558. return sky->radiance;
  1559. }