renderer_scene_sky_rd.cpp 60 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(err != OK);
  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 (Map<StringName, ShaderLanguage::ShaderNode::Uniform>::Element *E = uniforms.front(); E; E = E->next()) {
  129. if (E->get().scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_GLOBAL || E->get().scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
  130. continue;
  131. }
  132. if (E->get().texture_order >= 0) {
  133. order[E->get().texture_order + 100000] = E->key();
  134. } else {
  135. order[E->get().order] = E->key();
  136. }
  137. }
  138. for (Map<int, StringName>::Element *E = order.front(); E; E = E->next()) {
  139. PropertyInfo pi = ShaderLanguage::uniform_to_property_info(uniforms[E->get()]);
  140. pi.name = E->get();
  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 (Map<StringName, ShaderLanguage::ShaderNode::Uniform>::Element *E = uniforms.front(); E; E = E->next()) {
  146. if (E->get().scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
  147. continue;
  148. }
  149. RendererStorage::InstanceShaderParam p;
  150. p.info = ShaderLanguage::uniform_to_property_info(E->get());
  151. p.info.name = E->key(); //supply name
  152. p.index = E->get().instance_index;
  153. p.default_value = ShaderLanguage::constant_value_to_variant(E->get().default_value, E->get().type, E->get().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.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) {
  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. store_transform_3x3(p_orientation, sky_push_constant.orientation);
  234. RenderingDevice::FramebufferFormatID fb_format = RD::get_singleton()->framebuffer_get_format(p_fb);
  235. RD::DrawListID draw_list = p_list;
  236. RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, p_pipeline->get_render_pipeline(RD::INVALID_ID, fb_format));
  237. RD::get_singleton()->draw_list_bind_uniform_set(draw_list, sky_scene_state.uniform_set, 0);
  238. if (p_uniform_set.is_valid()) { //material may not have uniform set
  239. RD::get_singleton()->draw_list_bind_uniform_set(draw_list, p_uniform_set, 1);
  240. }
  241. RD::get_singleton()->draw_list_bind_uniform_set(draw_list, p_texture_set, 2);
  242. RD::get_singleton()->draw_list_bind_uniform_set(draw_list, sky_scene_state.fog_uniform_set, 3);
  243. RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array);
  244. RD::get_singleton()->draw_list_set_push_constant(draw_list, &sky_push_constant, sizeof(SkyPushConstant));
  245. RD::get_singleton()->draw_list_draw(draw_list, true);
  246. }
  247. ////////////////////////////////////////////////////////////////////////////////
  248. // ReflectionData
  249. void RendererSceneSkyRD::ReflectionData::clear_reflection_data() {
  250. layers.clear();
  251. radiance_base_cubemap = RID();
  252. if (downsampled_radiance_cubemap.is_valid()) {
  253. RD::get_singleton()->free(downsampled_radiance_cubemap);
  254. }
  255. downsampled_radiance_cubemap = RID();
  256. downsampled_layer.mipmaps.clear();
  257. coefficient_buffer = RID();
  258. }
  259. void RendererSceneSkyRD::ReflectionData::update_reflection_data(int p_size, int p_mipmaps, bool p_use_array, RID p_base_cube, int p_base_layer, bool p_low_quality, int p_roughness_layers) {
  260. //recreate radiance and all data
  261. int mipmaps = p_mipmaps;
  262. uint32_t w = p_size, h = p_size;
  263. if (p_use_array) {
  264. int num_layers = p_low_quality ? 8 : p_roughness_layers;
  265. for (int i = 0; i < num_layers; i++) {
  266. ReflectionData::Layer layer;
  267. uint32_t mmw = w;
  268. uint32_t mmh = h;
  269. layer.mipmaps.resize(mipmaps);
  270. layer.views.resize(mipmaps);
  271. for (int j = 0; j < mipmaps; j++) {
  272. ReflectionData::Layer::Mipmap &mm = layer.mipmaps.write[j];
  273. mm.size.width = mmw;
  274. mm.size.height = mmh;
  275. for (int k = 0; k < 6; k++) {
  276. mm.views[k] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_base_cube, p_base_layer + i * 6 + k, j);
  277. Vector<RID> fbtex;
  278. fbtex.push_back(mm.views[k]);
  279. mm.framebuffers[k] = RD::get_singleton()->framebuffer_create(fbtex);
  280. }
  281. 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);
  282. mmw = MAX(1, mmw >> 1);
  283. mmh = MAX(1, mmh >> 1);
  284. }
  285. layers.push_back(layer);
  286. }
  287. } else {
  288. mipmaps = p_low_quality ? 8 : mipmaps;
  289. //regular cubemap, lower quality (aliasing, less memory)
  290. ReflectionData::Layer layer;
  291. uint32_t mmw = w;
  292. uint32_t mmh = h;
  293. layer.mipmaps.resize(mipmaps);
  294. layer.views.resize(mipmaps);
  295. for (int j = 0; j < mipmaps; j++) {
  296. ReflectionData::Layer::Mipmap &mm = layer.mipmaps.write[j];
  297. mm.size.width = mmw;
  298. mm.size.height = mmh;
  299. for (int k = 0; k < 6; k++) {
  300. mm.views[k] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_base_cube, p_base_layer + k, j);
  301. Vector<RID> fbtex;
  302. fbtex.push_back(mm.views[k]);
  303. mm.framebuffers[k] = RD::get_singleton()->framebuffer_create(fbtex);
  304. }
  305. 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);
  306. mmw = MAX(1, mmw >> 1);
  307. mmh = MAX(1, mmh >> 1);
  308. }
  309. layers.push_back(layer);
  310. }
  311. radiance_base_cubemap = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_base_cube, p_base_layer, 0, RD::TEXTURE_SLICE_CUBEMAP);
  312. RD::TextureFormat tf;
  313. tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
  314. tf.width = 64; // Always 64x64
  315. tf.height = 64;
  316. tf.texture_type = RD::TEXTURE_TYPE_CUBE;
  317. tf.array_layers = 6;
  318. tf.mipmaps = 7;
  319. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
  320. downsampled_radiance_cubemap = RD::get_singleton()->texture_create(tf, RD::TextureView());
  321. {
  322. uint32_t mmw = 64;
  323. uint32_t mmh = 64;
  324. downsampled_layer.mipmaps.resize(7);
  325. for (int j = 0; j < downsampled_layer.mipmaps.size(); j++) {
  326. ReflectionData::DownsampleLayer::Mipmap &mm = downsampled_layer.mipmaps.write[j];
  327. mm.size.width = mmw;
  328. mm.size.height = mmh;
  329. mm.view = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), downsampled_radiance_cubemap, 0, j, RD::TEXTURE_SLICE_CUBEMAP);
  330. mmw = MAX(1, mmw >> 1);
  331. mmh = MAX(1, mmh >> 1);
  332. }
  333. }
  334. }
  335. void RendererSceneSkyRD::ReflectionData::create_reflection_fast_filter(RendererStorageRD *p_storage, bool p_use_arrays) {
  336. p_storage->get_effects()->cubemap_downsample(radiance_base_cubemap, downsampled_layer.mipmaps[0].view, downsampled_layer.mipmaps[0].size);
  337. for (int i = 1; i < downsampled_layer.mipmaps.size(); i++) {
  338. p_storage->get_effects()->cubemap_downsample(downsampled_layer.mipmaps[i - 1].view, downsampled_layer.mipmaps[i].view, downsampled_layer.mipmaps[i].size);
  339. }
  340. Vector<RID> views;
  341. if (p_use_arrays) {
  342. for (int i = 1; i < layers.size(); i++) {
  343. views.push_back(layers[i].views[0]);
  344. }
  345. } else {
  346. for (int i = 1; i < layers[0].views.size(); i++) {
  347. views.push_back(layers[0].views[i]);
  348. }
  349. }
  350. p_storage->get_effects()->cubemap_filter(downsampled_radiance_cubemap, views, p_use_arrays);
  351. }
  352. 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) {
  353. if (p_use_arrays) {
  354. //render directly to the layers
  355. p_storage->get_effects()->cubemap_roughness(radiance_base_cubemap, layers[p_base_layer].views[0], p_cube_side, p_sky_ggx_samples_quality, float(p_base_layer) / (layers.size() - 1.0), layers[p_base_layer].mipmaps[0].size.x);
  356. } else {
  357. p_storage->get_effects()->cubemap_roughness(
  358. layers[0].views[p_base_layer - 1],
  359. layers[0].views[p_base_layer],
  360. p_cube_side,
  361. p_sky_ggx_samples_quality,
  362. float(p_base_layer) / (layers[0].mipmaps.size() - 1.0),
  363. layers[0].mipmaps[p_base_layer].size.x);
  364. }
  365. }
  366. void RendererSceneSkyRD::ReflectionData::update_reflection_mipmaps(RendererStorageRD *p_storage, int p_start, int p_end) {
  367. for (int i = p_start; i < p_end; i++) {
  368. for (int j = 0; j < layers[i].views.size() - 1; j++) {
  369. RID view = layers[i].views[j];
  370. RID texture = layers[i].views[j + 1];
  371. Size2i size = layers[i].mipmaps[j + 1].size;
  372. p_storage->get_effects()->cubemap_downsample(view, texture, size);
  373. }
  374. }
  375. }
  376. ////////////////////////////////////////////////////////////////////////////////
  377. // RendererSceneSkyRD::Sky
  378. void RendererSceneSkyRD::Sky::free(RendererStorageRD *p_storage) {
  379. if (radiance.is_valid()) {
  380. RD::get_singleton()->free(radiance);
  381. radiance = RID();
  382. }
  383. reflection.clear_reflection_data();
  384. if (uniform_buffer.is_valid()) {
  385. RD::get_singleton()->free(uniform_buffer);
  386. uniform_buffer = RID();
  387. }
  388. if (half_res_pass.is_valid()) {
  389. RD::get_singleton()->free(half_res_pass);
  390. half_res_pass = RID();
  391. }
  392. if (quarter_res_pass.is_valid()) {
  393. RD::get_singleton()->free(quarter_res_pass);
  394. quarter_res_pass = RID();
  395. }
  396. if (material.is_valid()) {
  397. p_storage->free(material);
  398. }
  399. }
  400. RID RendererSceneSkyRD::Sky::get_textures(RendererStorageRD *p_storage, SkyTextureSetVersion p_version, RID p_default_shader_rd) {
  401. if (texture_uniform_sets[p_version].is_valid() && RD::get_singleton()->uniform_set_is_valid(texture_uniform_sets[p_version])) {
  402. return texture_uniform_sets[p_version];
  403. }
  404. Vector<RD::Uniform> uniforms;
  405. {
  406. RD::Uniform u;
  407. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  408. u.binding = 0;
  409. if (radiance.is_valid() && p_version <= SKY_TEXTURE_SET_QUARTER_RES) {
  410. u.ids.push_back(radiance);
  411. } else {
  412. u.ids.push_back(p_storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK));
  413. }
  414. uniforms.push_back(u);
  415. }
  416. {
  417. RD::Uniform u;
  418. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  419. u.binding = 1; // half res
  420. if (half_res_pass.is_valid() && p_version != SKY_TEXTURE_SET_HALF_RES && p_version != SKY_TEXTURE_SET_CUBEMAP_HALF_RES) {
  421. if (p_version >= SKY_TEXTURE_SET_CUBEMAP) {
  422. u.ids.push_back(reflection.layers[0].views[1]);
  423. } else {
  424. u.ids.push_back(half_res_pass);
  425. }
  426. } else {
  427. if (p_version < SKY_TEXTURE_SET_CUBEMAP) {
  428. u.ids.push_back(p_storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE));
  429. } else {
  430. u.ids.push_back(p_storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK));
  431. }
  432. }
  433. uniforms.push_back(u);
  434. }
  435. {
  436. RD::Uniform u;
  437. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  438. u.binding = 2; // quarter res
  439. if (quarter_res_pass.is_valid() && p_version != SKY_TEXTURE_SET_QUARTER_RES && p_version != SKY_TEXTURE_SET_CUBEMAP_QUARTER_RES) {
  440. if (p_version >= SKY_TEXTURE_SET_CUBEMAP) {
  441. u.ids.push_back(reflection.layers[0].views[2]);
  442. } else {
  443. u.ids.push_back(quarter_res_pass);
  444. }
  445. } else {
  446. if (p_version < SKY_TEXTURE_SET_CUBEMAP) {
  447. u.ids.push_back(p_storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE));
  448. } else {
  449. u.ids.push_back(p_storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK));
  450. }
  451. }
  452. uniforms.push_back(u);
  453. }
  454. texture_uniform_sets[p_version] = RD::get_singleton()->uniform_set_create(uniforms, p_default_shader_rd, SKY_SET_TEXTURES);
  455. return texture_uniform_sets[p_version];
  456. }
  457. bool RendererSceneSkyRD::Sky::set_radiance_size(int p_radiance_size) {
  458. ERR_FAIL_COND_V(p_radiance_size < 32 || p_radiance_size > 2048, false);
  459. if (radiance_size == p_radiance_size) {
  460. return false;
  461. }
  462. radiance_size = p_radiance_size;
  463. if (mode == RS::SKY_MODE_REALTIME && radiance_size != 256) {
  464. WARN_PRINT("Realtime Skies can only use a radiance size of 256. Radiance size will be set to 256 internally.");
  465. radiance_size = 256;
  466. }
  467. if (radiance.is_valid()) {
  468. RD::get_singleton()->free(radiance);
  469. radiance = RID();
  470. }
  471. reflection.clear_reflection_data();
  472. return true;
  473. }
  474. bool RendererSceneSkyRD::Sky::set_mode(RS::SkyMode p_mode) {
  475. if (mode == p_mode) {
  476. return false;
  477. }
  478. mode = p_mode;
  479. if (mode == RS::SKY_MODE_REALTIME && radiance_size != 256) {
  480. WARN_PRINT("Realtime Skies can only use a radiance size of 256. Radiance size will be set to 256 internally.");
  481. set_radiance_size(256);
  482. }
  483. if (radiance.is_valid()) {
  484. RD::get_singleton()->free(radiance);
  485. radiance = RID();
  486. }
  487. reflection.clear_reflection_data();
  488. return true;
  489. }
  490. bool RendererSceneSkyRD::Sky::set_material(RID p_material) {
  491. if (material == p_material) {
  492. return false;
  493. }
  494. material = p_material;
  495. return true;
  496. }
  497. Ref<Image> RendererSceneSkyRD::Sky::bake_panorama(RendererStorageRD *p_storage, float p_energy, int p_roughness_layers, const Size2i &p_size) {
  498. if (radiance.is_valid()) {
  499. RD::TextureFormat tf;
  500. tf.format = RD::DATA_FORMAT_R32G32B32A32_SFLOAT;
  501. tf.width = p_size.width;
  502. tf.height = p_size.height;
  503. tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
  504. RID rad_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
  505. p_storage->get_effects()->copy_cubemap_to_panorama(radiance, rad_tex, p_size, p_roughness_layers, reflection.layers.size() > 1);
  506. Vector<uint8_t> data = RD::get_singleton()->texture_get_data(rad_tex, 0);
  507. RD::get_singleton()->free(rad_tex);
  508. Ref<Image> img;
  509. img.instantiate();
  510. img->create(p_size.width, p_size.height, false, Image::FORMAT_RGBAF, data);
  511. for (int i = 0; i < p_size.width; i++) {
  512. for (int j = 0; j < p_size.height; j++) {
  513. Color c = img->get_pixel(i, j);
  514. c.r *= p_energy;
  515. c.g *= p_energy;
  516. c.b *= p_energy;
  517. img->set_pixel(i, j, c);
  518. }
  519. }
  520. return img;
  521. }
  522. return Ref<Image>();
  523. }
  524. ////////////////////////////////////////////////////////////////////////////////
  525. // RendererSceneSkyRD
  526. RendererStorageRD::ShaderData *RendererSceneSkyRD::_create_sky_shader_func() {
  527. SkyShaderData *shader_data = memnew(SkyShaderData);
  528. return shader_data;
  529. }
  530. RendererStorageRD::ShaderData *RendererSceneSkyRD::_create_sky_shader_funcs() {
  531. // !BAS! Why isn't _create_sky_shader_func not just static too?
  532. return static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton)->sky._create_sky_shader_func();
  533. };
  534. RendererStorageRD::MaterialData *RendererSceneSkyRD::_create_sky_material_func(SkyShaderData *p_shader) {
  535. SkyMaterialData *material_data = memnew(SkyMaterialData);
  536. material_data->shader_data = p_shader;
  537. material_data->last_frame = false;
  538. //update will happen later anyway so do nothing.
  539. return material_data;
  540. }
  541. RendererStorageRD::MaterialData *RendererSceneSkyRD::_create_sky_material_funcs(RendererStorageRD::ShaderData *p_shader) {
  542. // !BAS! same here, we could just make _create_sky_material_func static?
  543. return static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton)->sky._create_sky_material_func(static_cast<SkyShaderData *>(p_shader));
  544. };
  545. RendererSceneSkyRD::RendererSceneSkyRD() {
  546. roughness_layers = GLOBAL_GET("rendering/reflections/sky_reflections/roughness_layers");
  547. sky_ggx_samples_quality = GLOBAL_GET("rendering/reflections/sky_reflections/ggx_samples");
  548. sky_use_cubemap_array = GLOBAL_GET("rendering/reflections/sky_reflections/texture_array_reflections");
  549. }
  550. void RendererSceneSkyRD::init(RendererStorageRD *p_storage) {
  551. storage = p_storage;
  552. {
  553. // Start with the directional lights for the sky
  554. sky_scene_state.max_directional_lights = 4;
  555. uint32_t directional_light_buffer_size = sky_scene_state.max_directional_lights * sizeof(SkyDirectionalLightData);
  556. sky_scene_state.directional_lights = memnew_arr(SkyDirectionalLightData, sky_scene_state.max_directional_lights);
  557. sky_scene_state.last_frame_directional_lights = memnew_arr(SkyDirectionalLightData, sky_scene_state.max_directional_lights);
  558. sky_scene_state.last_frame_directional_light_count = sky_scene_state.max_directional_lights + 1;
  559. sky_scene_state.directional_light_buffer = RD::get_singleton()->uniform_buffer_create(directional_light_buffer_size);
  560. String defines = "\n#define MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS " + itos(sky_scene_state.max_directional_lights) + "\n";
  561. // Initialize sky
  562. Vector<String> sky_modes;
  563. sky_modes.push_back(""); // Full size
  564. sky_modes.push_back("\n#define USE_HALF_RES_PASS\n"); // Half Res
  565. sky_modes.push_back("\n#define USE_QUARTER_RES_PASS\n"); // Quarter res
  566. sky_modes.push_back("\n#define USE_CUBEMAP_PASS\n"); // Cubemap
  567. sky_modes.push_back("\n#define USE_CUBEMAP_PASS\n#define USE_HALF_RES_PASS\n"); // Half Res Cubemap
  568. sky_modes.push_back("\n#define USE_CUBEMAP_PASS\n#define USE_QUARTER_RES_PASS\n"); // Quarter res Cubemap
  569. sky_modes.push_back("\n#define USE_MULTIVIEW\n"); // Full size multiview
  570. sky_modes.push_back("\n#define USE_HALF_RES_PASS\n#define USE_MULTIVIEW\n"); // Half Res multiview
  571. sky_modes.push_back("\n#define USE_QUARTER_RES_PASS\n#define USE_MULTIVIEW\n"); // Quarter res multiview
  572. sky_shader.shader.initialize(sky_modes, defines);
  573. if (!RendererCompositorRD::singleton->is_xr_enabled()) {
  574. sky_shader.shader.set_variant_enabled(SKY_VERSION_BACKGROUND_MULTIVIEW, false);
  575. sky_shader.shader.set_variant_enabled(SKY_VERSION_HALF_RES_MULTIVIEW, false);
  576. sky_shader.shader.set_variant_enabled(SKY_VERSION_QUARTER_RES_MULTIVIEW, false);
  577. }
  578. }
  579. // register our shader funds
  580. storage->shader_set_data_request_function(RendererStorageRD::SHADER_TYPE_SKY, _create_sky_shader_funcs);
  581. storage->material_set_data_request_function(RendererStorageRD::SHADER_TYPE_SKY, _create_sky_material_funcs);
  582. {
  583. ShaderCompilerRD::DefaultIdentifierActions actions;
  584. actions.renames["COLOR"] = "color";
  585. actions.renames["ALPHA"] = "alpha";
  586. actions.renames["EYEDIR"] = "cube_normal";
  587. actions.renames["POSITION"] = "params.position_multiplier.xyz";
  588. actions.renames["SKY_COORDS"] = "panorama_coords";
  589. actions.renames["SCREEN_UV"] = "uv";
  590. actions.renames["TIME"] = "params.time";
  591. actions.renames["PI"] = _MKSTR(Math_PI);
  592. actions.renames["TAU"] = _MKSTR(Math_TAU);
  593. actions.renames["E"] = _MKSTR(Math_E);
  594. actions.renames["HALF_RES_COLOR"] = "half_res_color";
  595. actions.renames["QUARTER_RES_COLOR"] = "quarter_res_color";
  596. actions.renames["RADIANCE"] = "radiance";
  597. actions.renames["FOG"] = "custom_fog";
  598. actions.renames["LIGHT0_ENABLED"] = "directional_lights.data[0].enabled";
  599. actions.renames["LIGHT0_DIRECTION"] = "directional_lights.data[0].direction_energy.xyz";
  600. actions.renames["LIGHT0_ENERGY"] = "directional_lights.data[0].direction_energy.w";
  601. actions.renames["LIGHT0_COLOR"] = "directional_lights.data[0].color_size.xyz";
  602. actions.renames["LIGHT0_SIZE"] = "directional_lights.data[0].color_size.w";
  603. actions.renames["LIGHT1_ENABLED"] = "directional_lights.data[1].enabled";
  604. actions.renames["LIGHT1_DIRECTION"] = "directional_lights.data[1].direction_energy.xyz";
  605. actions.renames["LIGHT1_ENERGY"] = "directional_lights.data[1].direction_energy.w";
  606. actions.renames["LIGHT1_COLOR"] = "directional_lights.data[1].color_size.xyz";
  607. actions.renames["LIGHT1_SIZE"] = "directional_lights.data[1].color_size.w";
  608. actions.renames["LIGHT2_ENABLED"] = "directional_lights.data[2].enabled";
  609. actions.renames["LIGHT2_DIRECTION"] = "directional_lights.data[2].direction_energy.xyz";
  610. actions.renames["LIGHT2_ENERGY"] = "directional_lights.data[2].direction_energy.w";
  611. actions.renames["LIGHT2_COLOR"] = "directional_lights.data[2].color_size.xyz";
  612. actions.renames["LIGHT2_SIZE"] = "directional_lights.data[2].color_size.w";
  613. actions.renames["LIGHT3_ENABLED"] = "directional_lights.data[3].enabled";
  614. actions.renames["LIGHT3_DIRECTION"] = "directional_lights.data[3].direction_energy.xyz";
  615. actions.renames["LIGHT3_ENERGY"] = "directional_lights.data[3].direction_energy.w";
  616. actions.renames["LIGHT3_COLOR"] = "directional_lights.data[3].color_size.xyz";
  617. actions.renames["LIGHT3_SIZE"] = "directional_lights.data[3].color_size.w";
  618. actions.renames["AT_CUBEMAP_PASS"] = "AT_CUBEMAP_PASS";
  619. actions.renames["AT_HALF_RES_PASS"] = "AT_HALF_RES_PASS";
  620. actions.renames["AT_QUARTER_RES_PASS"] = "AT_QUARTER_RES_PASS";
  621. actions.custom_samplers["RADIANCE"] = "material_samplers[3]";
  622. actions.usage_defines["HALF_RES_COLOR"] = "\n#define USES_HALF_RES_COLOR\n";
  623. actions.usage_defines["QUARTER_RES_COLOR"] = "\n#define USES_QUARTER_RES_COLOR\n";
  624. actions.render_mode_defines["disable_fog"] = "#define DISABLE_FOG\n";
  625. actions.sampler_array_name = "material_samplers";
  626. actions.base_texture_binding_index = 1;
  627. actions.texture_layout_set = 1;
  628. actions.base_uniform_string = "material.";
  629. actions.base_varying_index = 10;
  630. actions.default_filter = ShaderLanguage::FILTER_LINEAR_MIPMAP;
  631. actions.default_repeat = ShaderLanguage::REPEAT_ENABLE;
  632. actions.global_buffer_array_variable = "global_variables.data";
  633. sky_shader.compiler.initialize(actions);
  634. }
  635. {
  636. // default material and shader for sky shader
  637. sky_shader.default_shader = storage->shader_allocate();
  638. storage->shader_initialize(sky_shader.default_shader);
  639. storage->shader_set_code(sky_shader.default_shader, R"(
  640. shader_type sky;
  641. void sky() {
  642. COLOR = vec3(0.0);
  643. }
  644. )");
  645. sky_shader.default_material = storage->material_allocate();
  646. storage->material_initialize(sky_shader.default_material);
  647. storage->material_set_shader(sky_shader.default_material, sky_shader.default_shader);
  648. SkyMaterialData *md = (SkyMaterialData *)storage->material_get_data(sky_shader.default_material, RendererStorageRD::SHADER_TYPE_SKY);
  649. sky_shader.default_shader_rd = sky_shader.shader.version_get_shader(md->shader_data->version, SKY_VERSION_BACKGROUND);
  650. sky_scene_state.uniform_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(SkySceneState::UBO));
  651. Vector<RD::Uniform> uniforms;
  652. {
  653. RD::Uniform u;
  654. u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
  655. u.binding = 0;
  656. u.ids.resize(12);
  657. RID *ids_ptr = u.ids.ptrw();
  658. ids_ptr[0] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  659. ids_ptr[1] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  660. ids_ptr[2] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  661. ids_ptr[3] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  662. ids_ptr[4] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  663. ids_ptr[5] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  664. ids_ptr[6] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  665. ids_ptr[7] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  666. ids_ptr[8] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  667. ids_ptr[9] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  668. ids_ptr[10] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  669. ids_ptr[11] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  670. uniforms.push_back(u);
  671. }
  672. {
  673. RD::Uniform u;
  674. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  675. u.binding = 1;
  676. u.ids.push_back(storage->global_variables_get_storage_buffer());
  677. uniforms.push_back(u);
  678. }
  679. {
  680. RD::Uniform u;
  681. u.binding = 2;
  682. u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  683. u.ids.push_back(sky_scene_state.uniform_buffer);
  684. uniforms.push_back(u);
  685. }
  686. {
  687. RD::Uniform u;
  688. u.binding = 3;
  689. u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  690. u.ids.push_back(sky_scene_state.directional_light_buffer);
  691. uniforms.push_back(u);
  692. }
  693. sky_scene_state.uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sky_shader.default_shader_rd, SKY_SET_UNIFORMS);
  694. }
  695. {
  696. Vector<RD::Uniform> uniforms;
  697. {
  698. RD::Uniform u;
  699. u.binding = 0;
  700. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  701. RID vfog = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE);
  702. u.ids.push_back(vfog);
  703. uniforms.push_back(u);
  704. }
  705. sky_scene_state.default_fog_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sky_shader.default_shader_rd, SKY_SET_FOG);
  706. }
  707. {
  708. // Need defaults for using fog with clear color
  709. sky_scene_state.fog_shader = storage->shader_allocate();
  710. storage->shader_initialize(sky_scene_state.fog_shader);
  711. storage->shader_set_code(sky_scene_state.fog_shader, R"(
  712. shader_type sky;
  713. uniform vec4 clear_color;
  714. void sky() {
  715. COLOR = clear_color.rgb;
  716. }
  717. )");
  718. sky_scene_state.fog_material = storage->material_allocate();
  719. storage->material_initialize(sky_scene_state.fog_material);
  720. storage->material_set_shader(sky_scene_state.fog_material, sky_scene_state.fog_shader);
  721. Vector<RD::Uniform> uniforms;
  722. {
  723. RD::Uniform u;
  724. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  725. u.binding = 0;
  726. u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK));
  727. uniforms.push_back(u);
  728. }
  729. {
  730. RD::Uniform u;
  731. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  732. u.binding = 1;
  733. u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE));
  734. uniforms.push_back(u);
  735. }
  736. {
  737. RD::Uniform u;
  738. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  739. u.binding = 2;
  740. u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE));
  741. uniforms.push_back(u);
  742. }
  743. sky_scene_state.fog_only_texture_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sky_shader.default_shader_rd, SKY_SET_TEXTURES);
  744. }
  745. { //create index array for copy shaders
  746. Vector<uint8_t> pv;
  747. pv.resize(6 * 4);
  748. {
  749. uint8_t *w = pv.ptrw();
  750. int *p32 = (int *)w;
  751. p32[0] = 0;
  752. p32[1] = 1;
  753. p32[2] = 2;
  754. p32[3] = 0;
  755. p32[4] = 2;
  756. p32[5] = 3;
  757. }
  758. index_buffer = RD::get_singleton()->index_buffer_create(6, RenderingDevice::INDEX_BUFFER_FORMAT_UINT32, pv);
  759. index_array = RD::get_singleton()->index_array_create(index_buffer, 0, 6);
  760. }
  761. }
  762. RendererSceneSkyRD::~RendererSceneSkyRD() {
  763. // TODO cleanup anything created in init...
  764. if (RD::get_singleton()->uniform_set_is_valid(sky_scene_state.uniform_set)) {
  765. RD::get_singleton()->free(sky_scene_state.uniform_set);
  766. }
  767. if (RD::get_singleton()->uniform_set_is_valid(sky_scene_state.default_fog_uniform_set)) {
  768. RD::get_singleton()->free(sky_scene_state.default_fog_uniform_set);
  769. }
  770. if (RD::get_singleton()->uniform_set_is_valid(sky_scene_state.fog_only_texture_uniform_set)) {
  771. RD::get_singleton()->free(sky_scene_state.fog_only_texture_uniform_set);
  772. }
  773. RD::get_singleton()->free(index_buffer); //array gets freed as dependency
  774. }
  775. 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) {
  776. ERR_FAIL_COND(!p_env); // I guess without an environment we also can't have a sky...
  777. SkyMaterialData *material = nullptr;
  778. Sky *sky = get_sky(p_env->sky);
  779. RID sky_material;
  780. SkyShaderData *shader_data = nullptr;
  781. RS::EnvironmentBG background = p_env->background;
  782. if (!(background == RS::ENV_BG_CLEAR_COLOR || background == RS::ENV_BG_COLOR) || sky) {
  783. // !BAS! Possibly silently fail here, we now get error spam when you select sky as the background but haven't setup the sky yet.
  784. ERR_FAIL_COND(!sky);
  785. sky_material = sky_get_material(p_env->sky);
  786. if (sky_material.is_valid()) {
  787. material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY);
  788. if (!material || !material->shader_data->valid) {
  789. material = nullptr;
  790. }
  791. }
  792. if (!material) {
  793. sky_material = sky_shader.default_material;
  794. material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY);
  795. }
  796. ERR_FAIL_COND(!material);
  797. shader_data = material->shader_data;
  798. ERR_FAIL_COND(!shader_data);
  799. }
  800. if (sky) {
  801. // Invalidate supbass buffers if screen size changes
  802. if (sky->screen_size != p_screen_size) {
  803. sky->screen_size = p_screen_size;
  804. sky->screen_size.x = sky->screen_size.x < 4 ? 4 : sky->screen_size.x;
  805. sky->screen_size.y = sky->screen_size.y < 4 ? 4 : sky->screen_size.y;
  806. if (shader_data->uses_half_res) {
  807. if (sky->half_res_pass.is_valid()) {
  808. RD::get_singleton()->free(sky->half_res_pass);
  809. sky->half_res_pass = RID();
  810. }
  811. invalidate_sky(sky);
  812. }
  813. if (shader_data->uses_quarter_res) {
  814. if (sky->quarter_res_pass.is_valid()) {
  815. RD::get_singleton()->free(sky->quarter_res_pass);
  816. sky->quarter_res_pass = RID();
  817. }
  818. invalidate_sky(sky);
  819. }
  820. }
  821. // Create new subpass buffers if necessary
  822. if ((shader_data->uses_half_res && sky->half_res_pass.is_null()) ||
  823. (shader_data->uses_quarter_res && sky->quarter_res_pass.is_null()) ||
  824. sky->radiance.is_null()) {
  825. invalidate_sky(sky);
  826. update_dirty_skys();
  827. }
  828. if (shader_data->uses_time && p_scene_render->time - sky->prev_time > 0.00001) {
  829. sky->prev_time = p_scene_render->time;
  830. sky->reflection.dirty = true;
  831. RenderingServerDefault::redraw_request();
  832. }
  833. if (material != sky->prev_material) {
  834. sky->prev_material = material;
  835. sky->reflection.dirty = true;
  836. }
  837. if (material->uniform_set_updated) {
  838. material->uniform_set_updated = false;
  839. sky->reflection.dirty = true;
  840. }
  841. if (!p_transform.origin.is_equal_approx(sky->prev_position) && shader_data->uses_position) {
  842. sky->prev_position = p_transform.origin;
  843. sky->reflection.dirty = true;
  844. }
  845. if (shader_data->uses_light) {
  846. // Check whether the directional_light_buffer changes
  847. bool light_data_dirty = false;
  848. if (sky_scene_state.ubo.directional_light_count != sky_scene_state.last_frame_directional_light_count) {
  849. light_data_dirty = true;
  850. for (uint32_t i = sky_scene_state.ubo.directional_light_count; i < sky_scene_state.max_directional_lights; i++) {
  851. sky_scene_state.directional_lights[i].enabled = false;
  852. }
  853. }
  854. if (!light_data_dirty) {
  855. for (uint32_t i = 0; i < sky_scene_state.ubo.directional_light_count; i++) {
  856. if (sky_scene_state.directional_lights[i].direction[0] != sky_scene_state.last_frame_directional_lights[i].direction[0] ||
  857. sky_scene_state.directional_lights[i].direction[1] != sky_scene_state.last_frame_directional_lights[i].direction[1] ||
  858. sky_scene_state.directional_lights[i].direction[2] != sky_scene_state.last_frame_directional_lights[i].direction[2] ||
  859. sky_scene_state.directional_lights[i].energy != sky_scene_state.last_frame_directional_lights[i].energy ||
  860. sky_scene_state.directional_lights[i].color[0] != sky_scene_state.last_frame_directional_lights[i].color[0] ||
  861. sky_scene_state.directional_lights[i].color[1] != sky_scene_state.last_frame_directional_lights[i].color[1] ||
  862. sky_scene_state.directional_lights[i].color[2] != sky_scene_state.last_frame_directional_lights[i].color[2] ||
  863. sky_scene_state.directional_lights[i].enabled != sky_scene_state.last_frame_directional_lights[i].enabled ||
  864. sky_scene_state.directional_lights[i].size != sky_scene_state.last_frame_directional_lights[i].size) {
  865. light_data_dirty = true;
  866. break;
  867. }
  868. }
  869. }
  870. if (light_data_dirty) {
  871. 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);
  872. SkyDirectionalLightData *temp = sky_scene_state.last_frame_directional_lights;
  873. sky_scene_state.last_frame_directional_lights = sky_scene_state.directional_lights;
  874. sky_scene_state.directional_lights = temp;
  875. sky_scene_state.last_frame_directional_light_count = sky_scene_state.ubo.directional_light_count;
  876. sky->reflection.dirty = true;
  877. }
  878. }
  879. }
  880. //setup fog variables
  881. sky_scene_state.ubo.volumetric_fog_enabled = false;
  882. if (p_render_buffers.is_valid()) {
  883. if (p_scene_render->render_buffers_has_volumetric_fog(p_render_buffers)) {
  884. sky_scene_state.ubo.volumetric_fog_enabled = true;
  885. float fog_end = p_scene_render->render_buffers_get_volumetric_fog_end(p_render_buffers);
  886. if (fog_end > 0.0) {
  887. sky_scene_state.ubo.volumetric_fog_inv_length = 1.0 / fog_end;
  888. } else {
  889. sky_scene_state.ubo.volumetric_fog_inv_length = 1.0;
  890. }
  891. float fog_detail_spread = p_scene_render->render_buffers_get_volumetric_fog_detail_spread(p_render_buffers); //reverse lookup
  892. if (fog_detail_spread > 0.0) {
  893. sky_scene_state.ubo.volumetric_fog_detail_spread = 1.0 / fog_detail_spread;
  894. } else {
  895. sky_scene_state.ubo.volumetric_fog_detail_spread = 1.0;
  896. }
  897. }
  898. RID fog_uniform_set = p_scene_render->render_buffers_get_volumetric_fog_sky_uniform_set(p_render_buffers);
  899. if (fog_uniform_set != RID()) {
  900. sky_scene_state.fog_uniform_set = fog_uniform_set;
  901. } else {
  902. sky_scene_state.fog_uniform_set = sky_scene_state.default_fog_uniform_set;
  903. }
  904. }
  905. sky_scene_state.ubo.z_far = p_projection.get_z_far();
  906. sky_scene_state.ubo.fog_enabled = p_env->fog_enabled;
  907. sky_scene_state.ubo.fog_density = p_env->fog_density;
  908. sky_scene_state.ubo.fog_aerial_perspective = p_env->fog_aerial_perspective;
  909. Color fog_color = p_env->fog_light_color.to_linear();
  910. float fog_energy = p_env->fog_light_energy;
  911. sky_scene_state.ubo.fog_light_color[0] = fog_color.r * fog_energy;
  912. sky_scene_state.ubo.fog_light_color[1] = fog_color.g * fog_energy;
  913. sky_scene_state.ubo.fog_light_color[2] = fog_color.b * fog_energy;
  914. sky_scene_state.ubo.fog_sun_scatter = p_env->fog_sun_scatter;
  915. RD::get_singleton()->buffer_update(sky_scene_state.uniform_buffer, 0, sizeof(SkySceneState::UBO), &sky_scene_state.ubo);
  916. }
  917. void RendererSceneSkyRD::update(RendererSceneEnvironmentRD *p_env, const CameraMatrix &p_projection, const Transform3D &p_transform, double p_time) {
  918. ERR_FAIL_COND(!p_env);
  919. Sky *sky = get_sky(p_env->sky);
  920. ERR_FAIL_COND(!sky);
  921. RID sky_material = sky_get_material(p_env->sky);
  922. SkyMaterialData *material = nullptr;
  923. if (sky_material.is_valid()) {
  924. material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY);
  925. if (!material || !material->shader_data->valid) {
  926. material = nullptr;
  927. }
  928. }
  929. if (!material) {
  930. sky_material = sky_shader.default_material;
  931. material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY);
  932. }
  933. ERR_FAIL_COND(!material);
  934. SkyShaderData *shader_data = material->shader_data;
  935. ERR_FAIL_COND(!shader_data);
  936. float multiplier = p_env->bg_energy;
  937. bool update_single_frame = sky->mode == RS::SKY_MODE_REALTIME || sky->mode == RS::SKY_MODE_QUALITY;
  938. RS::SkyMode sky_mode = sky->mode;
  939. if (sky_mode == RS::SKY_MODE_AUTOMATIC) {
  940. if (shader_data->uses_time || shader_data->uses_position) {
  941. update_single_frame = true;
  942. sky_mode = RS::SKY_MODE_REALTIME;
  943. } else if (shader_data->uses_light || shader_data->ubo_size > 0) {
  944. update_single_frame = false;
  945. sky_mode = RS::SKY_MODE_INCREMENTAL;
  946. } else {
  947. update_single_frame = true;
  948. sky_mode = RS::SKY_MODE_QUALITY;
  949. }
  950. }
  951. if (sky->processing_layer == 0 && sky_mode == RS::SKY_MODE_INCREMENTAL) {
  952. // On the first frame after creating sky, rebuild in single frame
  953. update_single_frame = true;
  954. sky_mode = RS::SKY_MODE_QUALITY;
  955. }
  956. int max_processing_layer = sky_use_cubemap_array ? sky->reflection.layers.size() : sky->reflection.layers[0].mipmaps.size();
  957. // Update radiance cubemap
  958. if (sky->reflection.dirty && (sky->processing_layer >= max_processing_layer || update_single_frame)) {
  959. static const Vector3 view_normals[6] = {
  960. Vector3(+1, 0, 0),
  961. Vector3(-1, 0, 0),
  962. Vector3(0, +1, 0),
  963. Vector3(0, -1, 0),
  964. Vector3(0, 0, +1),
  965. Vector3(0, 0, -1)
  966. };
  967. static const Vector3 view_up[6] = {
  968. Vector3(0, -1, 0),
  969. Vector3(0, -1, 0),
  970. Vector3(0, 0, +1),
  971. Vector3(0, 0, -1),
  972. Vector3(0, -1, 0),
  973. Vector3(0, -1, 0)
  974. };
  975. CameraMatrix cm;
  976. cm.set_perspective(90, 1, 0.01, 10.0);
  977. CameraMatrix correction;
  978. correction.set_depth_correction(true);
  979. cm = correction * cm;
  980. if (shader_data->uses_quarter_res) {
  981. PipelineCacheRD *pipeline = &shader_data->pipelines[SKY_VERSION_CUBEMAP_QUARTER_RES];
  982. Vector<Color> clear_colors;
  983. clear_colors.push_back(Color(0.0, 0.0, 0.0));
  984. RD::DrawListID cubemap_draw_list;
  985. for (int i = 0; i < 6; i++) {
  986. Transform3D local_view;
  987. local_view.set_look_at(Vector3(0, 0, 0), view_normals[i], view_up[i]);
  988. RID texture_uniform_set = sky->get_textures(storage, SKY_TEXTURE_SET_CUBEMAP_QUARTER_RES, sky_shader.default_shader_rd);
  989. 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);
  990. _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.basis, multiplier, p_transform.origin);
  991. RD::get_singleton()->draw_list_end();
  992. }
  993. }
  994. if (shader_data->uses_half_res) {
  995. PipelineCacheRD *pipeline = &shader_data->pipelines[SKY_VERSION_CUBEMAP_HALF_RES];
  996. Vector<Color> clear_colors;
  997. clear_colors.push_back(Color(0.0, 0.0, 0.0));
  998. RD::DrawListID cubemap_draw_list;
  999. for (int i = 0; i < 6; i++) {
  1000. Transform3D local_view;
  1001. local_view.set_look_at(Vector3(0, 0, 0), view_normals[i], view_up[i]);
  1002. RID texture_uniform_set = sky->get_textures(storage, SKY_TEXTURE_SET_CUBEMAP_HALF_RES, sky_shader.default_shader_rd);
  1003. 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);
  1004. _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.basis, multiplier, p_transform.origin);
  1005. RD::get_singleton()->draw_list_end();
  1006. }
  1007. }
  1008. RD::DrawListID cubemap_draw_list;
  1009. PipelineCacheRD *pipeline = &shader_data->pipelines[SKY_VERSION_CUBEMAP];
  1010. for (int i = 0; i < 6; i++) {
  1011. Transform3D local_view;
  1012. local_view.set_look_at(Vector3(0, 0, 0), view_normals[i], view_up[i]);
  1013. RID texture_uniform_set = sky->get_textures(storage, SKY_TEXTURE_SET_CUBEMAP, sky_shader.default_shader_rd);
  1014. 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);
  1015. _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.basis, multiplier, p_transform.origin);
  1016. RD::get_singleton()->draw_list_end();
  1017. }
  1018. if (sky_mode == RS::SKY_MODE_REALTIME) {
  1019. sky->reflection.create_reflection_fast_filter(storage, sky_use_cubemap_array);
  1020. if (sky_use_cubemap_array) {
  1021. sky->reflection.update_reflection_mipmaps(storage, 0, sky->reflection.layers.size());
  1022. }
  1023. } else {
  1024. if (update_single_frame) {
  1025. for (int i = 1; i < max_processing_layer; i++) {
  1026. sky->reflection.create_reflection_importance_sample(storage, sky_use_cubemap_array, 10, i, sky_ggx_samples_quality);
  1027. }
  1028. if (sky_use_cubemap_array) {
  1029. sky->reflection.update_reflection_mipmaps(storage, 0, sky->reflection.layers.size());
  1030. }
  1031. } else {
  1032. if (sky_use_cubemap_array) {
  1033. // Multi-Frame so just update the first array level
  1034. sky->reflection.update_reflection_mipmaps(storage, 0, 1);
  1035. }
  1036. }
  1037. sky->processing_layer = 1;
  1038. }
  1039. sky->reflection.dirty = false;
  1040. } else {
  1041. if (sky_mode == RS::SKY_MODE_INCREMENTAL && sky->processing_layer < max_processing_layer) {
  1042. sky->reflection.create_reflection_importance_sample(storage, sky_use_cubemap_array, 10, sky->processing_layer, sky_ggx_samples_quality);
  1043. if (sky_use_cubemap_array) {
  1044. sky->reflection.update_reflection_mipmaps(storage, sky->processing_layer, sky->processing_layer + 1);
  1045. }
  1046. sky->processing_layer++;
  1047. }
  1048. }
  1049. }
  1050. 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) {
  1051. ERR_FAIL_COND(!p_env);
  1052. ERR_FAIL_COND(p_view_count == 0);
  1053. ERR_FAIL_COND(p_view_count > RendererSceneRender::MAX_RENDER_VIEWS);
  1054. Sky *sky = get_sky(p_env->sky);
  1055. ERR_FAIL_COND(!sky);
  1056. SkyMaterialData *material = nullptr;
  1057. RID sky_material;
  1058. RS::EnvironmentBG background = p_env->background;
  1059. if (!(background == RS::ENV_BG_CLEAR_COLOR || background == RS::ENV_BG_COLOR) || sky) {
  1060. ERR_FAIL_COND(!sky);
  1061. sky_material = sky_get_material(p_env->sky);
  1062. if (sky_material.is_valid()) {
  1063. material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY);
  1064. if (!material || !material->shader_data->valid) {
  1065. material = nullptr;
  1066. }
  1067. }
  1068. if (!material) {
  1069. sky_material = sky_shader.default_material;
  1070. material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY);
  1071. }
  1072. }
  1073. if (background == RS::ENV_BG_CLEAR_COLOR || background == RS::ENV_BG_COLOR) {
  1074. sky_material = sky_scene_state.fog_material;
  1075. material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY);
  1076. }
  1077. ERR_FAIL_COND(!material);
  1078. SkyShaderData *shader_data = material->shader_data;
  1079. ERR_FAIL_COND(!shader_data);
  1080. Basis sky_transform = p_env->sky_orientation;
  1081. sky_transform.invert();
  1082. float multiplier = p_env->bg_energy;
  1083. float custom_fov = p_env->sky_custom_fov;
  1084. // Camera
  1085. CameraMatrix camera;
  1086. uint32_t view_count = p_view_count;
  1087. const CameraMatrix *projections = p_projections;
  1088. if (custom_fov) {
  1089. // With custom fov we don't support stereo...
  1090. float near_plane = p_projections[0].get_z_near();
  1091. float far_plane = p_projections[0].get_z_far();
  1092. float aspect = p_projections[0].get_aspect();
  1093. camera.set_perspective(custom_fov, aspect, near_plane, far_plane);
  1094. view_count = 1;
  1095. projections = &camera;
  1096. }
  1097. sky_transform = p_transform.basis * sky_transform;
  1098. if (shader_data->uses_quarter_res) {
  1099. PipelineCacheRD *pipeline = &shader_data->pipelines[view_count > 1 ? SKY_VERSION_QUARTER_RES_MULTIVIEW : SKY_VERSION_QUARTER_RES];
  1100. RID texture_uniform_set = sky->get_textures(storage, SKY_TEXTURE_SET_QUARTER_RES, sky_shader.default_shader_rd);
  1101. Vector<Color> clear_colors;
  1102. clear_colors.push_back(Color(0.0, 0.0, 0.0));
  1103. 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);
  1104. _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);
  1105. RD::get_singleton()->draw_list_end();
  1106. }
  1107. if (shader_data->uses_half_res) {
  1108. PipelineCacheRD *pipeline = &shader_data->pipelines[view_count > 1 ? SKY_VERSION_HALF_RES_MULTIVIEW : SKY_VERSION_HALF_RES];
  1109. RID texture_uniform_set = sky->get_textures(storage, SKY_TEXTURE_SET_HALF_RES, sky_shader.default_shader_rd);
  1110. Vector<Color> clear_colors;
  1111. clear_colors.push_back(Color(0.0, 0.0, 0.0));
  1112. 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);
  1113. _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);
  1114. RD::get_singleton()->draw_list_end();
  1115. }
  1116. PipelineCacheRD *pipeline = &shader_data->pipelines[view_count > 1 ? SKY_VERSION_BACKGROUND_MULTIVIEW : SKY_VERSION_BACKGROUND];
  1117. RID texture_uniform_set;
  1118. if (sky) {
  1119. texture_uniform_set = sky->get_textures(storage, SKY_TEXTURE_SET_BACKGROUND, sky_shader.default_shader_rd);
  1120. } else {
  1121. texture_uniform_set = sky_scene_state.fog_only_texture_uniform_set;
  1122. }
  1123. 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);
  1124. _render_sky(draw_list, p_time, p_fb, pipeline, material->uniform_set, texture_uniform_set, view_count, projections, sky_transform, multiplier, p_transform.origin);
  1125. RD::get_singleton()->draw_list_end();
  1126. }
  1127. void RendererSceneSkyRD::invalidate_sky(Sky *p_sky) {
  1128. if (!p_sky->dirty) {
  1129. p_sky->dirty = true;
  1130. p_sky->dirty_list = dirty_sky_list;
  1131. dirty_sky_list = p_sky;
  1132. }
  1133. }
  1134. void RendererSceneSkyRD::update_dirty_skys() {
  1135. Sky *sky = dirty_sky_list;
  1136. while (sky) {
  1137. bool texture_set_dirty = false;
  1138. //update sky configuration if texture is missing
  1139. if (sky->radiance.is_null()) {
  1140. int mipmaps = Image::get_image_required_mipmaps(sky->radiance_size, sky->radiance_size, Image::FORMAT_RGBAH) + 1;
  1141. uint32_t w = sky->radiance_size, h = sky->radiance_size;
  1142. int layers = roughness_layers;
  1143. if (sky->mode == RS::SKY_MODE_REALTIME) {
  1144. layers = 8;
  1145. if (roughness_layers != 8) {
  1146. WARN_PRINT("When using REALTIME skies, roughness_layers should be set to 8 in the project settings for best quality reflections");
  1147. }
  1148. }
  1149. if (sky_use_cubemap_array) {
  1150. //array (higher quality, 6 times more memory)
  1151. RD::TextureFormat tf;
  1152. tf.array_layers = layers * 6;
  1153. tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
  1154. tf.texture_type = RD::TEXTURE_TYPE_CUBE_ARRAY;
  1155. tf.mipmaps = mipmaps;
  1156. tf.width = w;
  1157. tf.height = h;
  1158. tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
  1159. sky->radiance = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1160. sky->reflection.update_reflection_data(sky->radiance_size, mipmaps, true, sky->radiance, 0, sky->mode == RS::SKY_MODE_REALTIME, roughness_layers);
  1161. } else {
  1162. //regular cubemap, lower quality (aliasing, less memory)
  1163. RD::TextureFormat tf;
  1164. tf.array_layers = 6;
  1165. tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
  1166. tf.texture_type = RD::TEXTURE_TYPE_CUBE;
  1167. tf.mipmaps = MIN(mipmaps, layers);
  1168. tf.width = w;
  1169. tf.height = h;
  1170. tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
  1171. sky->radiance = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1172. sky->reflection.update_reflection_data(sky->radiance_size, MIN(mipmaps, layers), false, sky->radiance, 0, sky->mode == RS::SKY_MODE_REALTIME, roughness_layers);
  1173. }
  1174. texture_set_dirty = true;
  1175. }
  1176. // Create subpass buffers if they haven't been created already
  1177. 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) {
  1178. RD::TextureFormat tformat;
  1179. tformat.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
  1180. tformat.width = sky->screen_size.x / 2;
  1181. tformat.height = sky->screen_size.y / 2;
  1182. tformat.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
  1183. tformat.texture_type = RD::TEXTURE_TYPE_2D;
  1184. sky->half_res_pass = RD::get_singleton()->texture_create(tformat, RD::TextureView());
  1185. Vector<RID> texs;
  1186. texs.push_back(sky->half_res_pass);
  1187. sky->half_res_framebuffer = RD::get_singleton()->framebuffer_create(texs);
  1188. texture_set_dirty = true;
  1189. }
  1190. 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) {
  1191. RD::TextureFormat tformat;
  1192. tformat.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
  1193. tformat.width = sky->screen_size.x / 4;
  1194. tformat.height = sky->screen_size.y / 4;
  1195. tformat.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
  1196. tformat.texture_type = RD::TEXTURE_TYPE_2D;
  1197. sky->quarter_res_pass = RD::get_singleton()->texture_create(tformat, RD::TextureView());
  1198. Vector<RID> texs;
  1199. texs.push_back(sky->quarter_res_pass);
  1200. sky->quarter_res_framebuffer = RD::get_singleton()->framebuffer_create(texs);
  1201. texture_set_dirty = true;
  1202. }
  1203. if (texture_set_dirty) {
  1204. for (int i = 0; i < SKY_TEXTURE_SET_MAX; i++) {
  1205. if (sky->texture_uniform_sets[i].is_valid() && RD::get_singleton()->uniform_set_is_valid(sky->texture_uniform_sets[i])) {
  1206. RD::get_singleton()->free(sky->texture_uniform_sets[i]);
  1207. sky->texture_uniform_sets[i] = RID();
  1208. }
  1209. }
  1210. }
  1211. sky->reflection.dirty = true;
  1212. sky->processing_layer = 0;
  1213. Sky *next = sky->dirty_list;
  1214. sky->dirty_list = nullptr;
  1215. sky->dirty = false;
  1216. sky = next;
  1217. }
  1218. dirty_sky_list = nullptr;
  1219. }
  1220. RID RendererSceneSkyRD::sky_get_material(RID p_sky) const {
  1221. Sky *sky = get_sky(p_sky);
  1222. ERR_FAIL_COND_V(!sky, RID());
  1223. return sky->material;
  1224. }
  1225. RID RendererSceneSkyRD::allocate_sky_rid() {
  1226. return sky_owner.allocate_rid();
  1227. }
  1228. void RendererSceneSkyRD::initialize_sky_rid(RID p_rid) {
  1229. sky_owner.initialize_rid(p_rid, Sky());
  1230. }
  1231. RendererSceneSkyRD::Sky *RendererSceneSkyRD::get_sky(RID p_sky) const {
  1232. return sky_owner.getornull(p_sky);
  1233. }
  1234. void RendererSceneSkyRD::free_sky(RID p_sky) {
  1235. Sky *sky = get_sky(p_sky);
  1236. ERR_FAIL_COND(!sky);
  1237. sky->free(storage);
  1238. sky_owner.free(p_sky);
  1239. }
  1240. void RendererSceneSkyRD::sky_set_radiance_size(RID p_sky, int p_radiance_size) {
  1241. Sky *sky = get_sky(p_sky);
  1242. ERR_FAIL_COND(!sky);
  1243. if (sky->set_radiance_size(p_radiance_size)) {
  1244. invalidate_sky(sky);
  1245. }
  1246. }
  1247. void RendererSceneSkyRD::sky_set_mode(RID p_sky, RS::SkyMode p_mode) {
  1248. Sky *sky = get_sky(p_sky);
  1249. ERR_FAIL_COND(!sky);
  1250. if (sky->set_mode(p_mode)) {
  1251. invalidate_sky(sky);
  1252. }
  1253. }
  1254. void RendererSceneSkyRD::sky_set_material(RID p_sky, RID p_material) {
  1255. Sky *sky = get_sky(p_sky);
  1256. ERR_FAIL_COND(!sky);
  1257. if (sky->set_material(p_material)) {
  1258. invalidate_sky(sky);
  1259. }
  1260. }
  1261. Ref<Image> RendererSceneSkyRD::sky_bake_panorama(RID p_sky, float p_energy, bool p_bake_irradiance, const Size2i &p_size) {
  1262. Sky *sky = get_sky(p_sky);
  1263. ERR_FAIL_COND_V(!sky, Ref<Image>());
  1264. update_dirty_skys();
  1265. return sky->bake_panorama(storage, p_energy, p_bake_irradiance ? roughness_layers : 0, p_size);
  1266. }
  1267. RID RendererSceneSkyRD::sky_get_radiance_texture_rd(RID p_sky) const {
  1268. Sky *sky = get_sky(p_sky);
  1269. ERR_FAIL_COND_V(!sky, RID());
  1270. return sky->radiance;
  1271. }