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