sky.cpp 73 KB

1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768697071727374757677787980818283848586878889909192939495969798991001011021031041051061071081091101111121131141151161171181191201211221231241251261271281291301311321331341351361371381391401411421431441451461471481491501511521531541551561571581591601611621631641651661671681691701711721731741751761771781791801811821831841851861871881891901911921931941951961971981992002012022032042052062072082092102112122132142152162172182192202212222232242252262272282292302312322332342352362372382392402412422432442452462472482492502512522532542552562572582592602612622632642652662672682692702712722732742752762772782792802812822832842852862872882892902912922932942952962972982993003013023033043053063073083093103113123133143153163173183193203213223233243253263273283293303313323333343353363373383393403413423433443453463473483493503513523533543553563573583593603613623633643653663673683693703713723733743753763773783793803813823833843853863873883893903913923933943953963973983994004014024034044054064074084094104114124134144154164174184194204214224234244254264274284294304314324334344354364374384394404414424434444454464474484494504514524534544554564574584594604614624634644654664674684694704714724734744754764774784794804814824834844854864874884894904914924934944954964974984995005015025035045055065075085095105115125135145155165175185195205215225235245255265275285295305315325335345355365375385395405415425435445455465475485495505515525535545555565575585595605615625635645655665675685695705715725735745755765775785795805815825835845855865875885895905915925935945955965975985996006016026036046056066076086096106116126136146156166176186196206216226236246256266276286296306316326336346356366376386396406416426436446456466476486496506516526536546556566576586596606616626636646656666676686696706716726736746756766776786796806816826836846856866876886896906916926936946956966976986997007017027037047057067077087097107117127137147157167177187197207217227237247257267277287297307317327337347357367377387397407417427437447457467477487497507517527537547557567577587597607617627637647657667677687697707717727737747757767777787797807817827837847857867877887897907917927937947957967977987998008018028038048058068078088098108118128138148158168178188198208218228238248258268278288298308318328338348358368378388398408418428438448458468478488498508518528538548558568578588598608618628638648658668678688698708718728738748758768778788798808818828838848858868878888898908918928938948958968978988999009019029039049059069079089099109119129139149159169179189199209219229239249259269279289299309319329339349359369379389399409419429439449459469479489499509519529539549559569579589599609619629639649659669679689699709719729739749759769779789799809819829839849859869879889899909919929939949959969979989991000100110021003100410051006100710081009101010111012101310141015101610171018101910201021102210231024102510261027102810291030103110321033103410351036103710381039104010411042104310441045104610471048104910501051105210531054105510561057105810591060106110621063106410651066106710681069107010711072107310741075107610771078107910801081108210831084108510861087108810891090109110921093109410951096109710981099110011011102110311041105110611071108110911101111111211131114111511161117111811191120112111221123112411251126112711281129113011311132113311341135113611371138113911401141114211431144114511461147114811491150115111521153115411551156115711581159116011611162116311641165116611671168116911701171117211731174117511761177117811791180118111821183118411851186118711881189119011911192119311941195119611971198119912001201120212031204120512061207120812091210121112121213121412151216121712181219122012211222122312241225122612271228122912301231123212331234123512361237123812391240124112421243124412451246124712481249125012511252125312541255125612571258125912601261126212631264126512661267126812691270127112721273127412751276127712781279128012811282128312841285128612871288128912901291129212931294129512961297129812991300130113021303130413051306130713081309131013111312131313141315131613171318131913201321132213231324132513261327132813291330133113321333133413351336133713381339134013411342134313441345134613471348134913501351135213531354135513561357135813591360136113621363136413651366136713681369137013711372137313741375137613771378137913801381138213831384138513861387138813891390139113921393139413951396139713981399140014011402140314041405140614071408140914101411141214131414141514161417141814191420142114221423142414251426142714281429143014311432143314341435143614371438143914401441144214431444144514461447144814491450145114521453145414551456145714581459146014611462146314641465146614671468146914701471147214731474147514761477147814791480148114821483148414851486148714881489149014911492149314941495149614971498149915001501150215031504150515061507150815091510151115121513151415151516151715181519152015211522152315241525152615271528152915301531153215331534153515361537153815391540154115421543154415451546154715481549155015511552155315541555155615571558155915601561156215631564156515661567156815691570157115721573157415751576157715781579158015811582158315841585158615871588158915901591159215931594159515961597159815991600160116021603160416051606160716081609161016111612161316141615161616171618161916201621162216231624162516261627162816291630163116321633163416351636163716381639164016411642164316441645164616471648164916501651165216531654165516561657165816591660166116621663166416651666166716681669167016711672167316741675167616771678167916801681168216831684168516861687168816891690169116921693169416951696169716981699170017011702170317041705170617071708170917101711171217131714171517161717171817191720172117221723172417251726172717281729173017311732173317341735173617371738173917401741174217431744174517461747174817491750175117521753
  1. /**************************************************************************/
  2. /* sky.cpp */
  3. /**************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /**************************************************************************/
  8. /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /**************************************************************************/
  30. #include "sky.h"
  31. #include "core/config/project_settings.h"
  32. #include "core/math/math_defs.h"
  33. #include "servers/rendering/renderer_rd/effects/copy_effects.h"
  34. #include "servers/rendering/renderer_rd/framebuffer_cache_rd.h"
  35. #include "servers/rendering/renderer_rd/renderer_compositor_rd.h"
  36. #include "servers/rendering/renderer_rd/renderer_scene_render_rd.h"
  37. #include "servers/rendering/renderer_rd/storage_rd/material_storage.h"
  38. #include "servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.h"
  39. #include "servers/rendering/renderer_rd/storage_rd/texture_storage.h"
  40. #include "servers/rendering/renderer_rd/uniform_set_cache_rd.h"
  41. #include "servers/rendering/rendering_server_default.h"
  42. #include "servers/rendering/rendering_server_globals.h"
  43. using namespace RendererRD;
  44. #define RB_SCOPE_SKY SNAME("sky_buffers")
  45. #define RB_HALF_TEXTURE SNAME("half_texture")
  46. #define RB_QUARTER_TEXTURE SNAME("quarter_texture")
  47. ////////////////////////////////////////////////////////////////////////////////
  48. // SKY SHADER
  49. void SkyRD::SkyShaderData::set_code(const String &p_code) {
  50. //compile
  51. code = p_code;
  52. valid = false;
  53. ubo_size = 0;
  54. uniforms.clear();
  55. if (code.is_empty()) {
  56. return; //just invalid, but no error
  57. }
  58. ShaderCompiler::GeneratedCode gen_code;
  59. ShaderCompiler::IdentifierActions actions;
  60. actions.entry_point_stages["sky"] = ShaderCompiler::STAGE_FRAGMENT;
  61. uses_time = false;
  62. uses_half_res = false;
  63. uses_quarter_res = false;
  64. uses_position = false;
  65. uses_light = false;
  66. actions.render_mode_flags["use_half_res_pass"] = &uses_half_res;
  67. actions.render_mode_flags["use_quarter_res_pass"] = &uses_quarter_res;
  68. actions.usage_flag_pointers["TIME"] = &uses_time;
  69. actions.usage_flag_pointers["POSITION"] = &uses_position;
  70. actions.usage_flag_pointers["LIGHT0_ENABLED"] = &uses_light;
  71. actions.usage_flag_pointers["LIGHT0_ENERGY"] = &uses_light;
  72. actions.usage_flag_pointers["LIGHT0_DIRECTION"] = &uses_light;
  73. actions.usage_flag_pointers["LIGHT0_COLOR"] = &uses_light;
  74. actions.usage_flag_pointers["LIGHT0_SIZE"] = &uses_light;
  75. actions.usage_flag_pointers["LIGHT1_ENABLED"] = &uses_light;
  76. actions.usage_flag_pointers["LIGHT1_ENERGY"] = &uses_light;
  77. actions.usage_flag_pointers["LIGHT1_DIRECTION"] = &uses_light;
  78. actions.usage_flag_pointers["LIGHT1_COLOR"] = &uses_light;
  79. actions.usage_flag_pointers["LIGHT1_SIZE"] = &uses_light;
  80. actions.usage_flag_pointers["LIGHT2_ENABLED"] = &uses_light;
  81. actions.usage_flag_pointers["LIGHT2_ENERGY"] = &uses_light;
  82. actions.usage_flag_pointers["LIGHT2_DIRECTION"] = &uses_light;
  83. actions.usage_flag_pointers["LIGHT2_COLOR"] = &uses_light;
  84. actions.usage_flag_pointers["LIGHT2_SIZE"] = &uses_light;
  85. actions.usage_flag_pointers["LIGHT3_ENABLED"] = &uses_light;
  86. actions.usage_flag_pointers["LIGHT3_ENERGY"] = &uses_light;
  87. actions.usage_flag_pointers["LIGHT3_DIRECTION"] = &uses_light;
  88. actions.usage_flag_pointers["LIGHT3_COLOR"] = &uses_light;
  89. actions.usage_flag_pointers["LIGHT3_SIZE"] = &uses_light;
  90. actions.uniforms = &uniforms;
  91. // !BAS! Contemplate making `SkyShader sky` accessible from this struct or even part of this struct.
  92. RendererSceneRenderRD *scene_singleton = static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton);
  93. Error err = scene_singleton->sky.sky_shader.compiler.compile(RS::SHADER_SKY, code, &actions, path, gen_code);
  94. ERR_FAIL_COND_MSG(err != OK, "Shader compilation failed.");
  95. if (version.is_null()) {
  96. version = scene_singleton->sky.sky_shader.shader.version_create();
  97. }
  98. #if 0
  99. print_line("**compiling shader:");
  100. print_line("**defines:\n");
  101. for (int i = 0; i < gen_code.defines.size(); i++) {
  102. print_line(gen_code.defines[i]);
  103. }
  104. HashMap<String, String>::Iterator el = gen_code.code.begin();
  105. while (el) {
  106. print_line("\n**code " + el->key + ":\n" + el->value);
  107. ++el;
  108. }
  109. print_line("\n**uniforms:\n" + gen_code.uniforms);
  110. print_line("\n**vertex_globals:\n" + gen_code.stage_globals[ShaderCompiler::STAGE_VERTEX]);
  111. print_line("\n**fragment_globals:\n" + gen_code.stage_globals[ShaderCompiler::STAGE_FRAGMENT]);
  112. #endif
  113. scene_singleton->sky.sky_shader.shader.version_set_code(version, gen_code.code, gen_code.uniforms, gen_code.stage_globals[ShaderCompiler::STAGE_VERTEX], gen_code.stage_globals[ShaderCompiler::STAGE_FRAGMENT], gen_code.defines);
  114. ERR_FAIL_COND(!scene_singleton->sky.sky_shader.shader.version_is_valid(version));
  115. ubo_size = gen_code.uniform_total_size;
  116. ubo_offsets = gen_code.uniform_offsets;
  117. texture_uniforms = gen_code.texture_uniforms;
  118. //update pipelines
  119. for (int i = 0; i < SKY_VERSION_MAX; i++) {
  120. RD::PipelineDepthStencilState depth_stencil_state;
  121. depth_stencil_state.enable_depth_test = true;
  122. depth_stencil_state.depth_compare_operator = RD::COMPARE_OP_LESS_OR_EQUAL;
  123. if (scene_singleton->sky.sky_shader.shader.is_variant_enabled(i)) {
  124. RID shader_variant = scene_singleton->sky.sky_shader.shader.version_get_shader(version, i);
  125. pipelines[i].setup(shader_variant, RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), depth_stencil_state, RD::PipelineColorBlendState::create_disabled(), 0);
  126. } else {
  127. pipelines[i].clear();
  128. }
  129. }
  130. valid = true;
  131. }
  132. bool SkyRD::SkyShaderData::is_animated() const {
  133. return false;
  134. }
  135. bool SkyRD::SkyShaderData::casts_shadows() const {
  136. return false;
  137. }
  138. RS::ShaderNativeSourceCode SkyRD::SkyShaderData::get_native_source_code() const {
  139. RendererSceneRenderRD *scene_singleton = static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton);
  140. return scene_singleton->sky.sky_shader.shader.version_get_native_source_code(version);
  141. }
  142. SkyRD::SkyShaderData::~SkyShaderData() {
  143. RendererSceneRenderRD *scene_singleton = static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton);
  144. ERR_FAIL_COND(!scene_singleton);
  145. //pipeline variants will clear themselves if shader is gone
  146. if (version.is_valid()) {
  147. scene_singleton->sky.sky_shader.shader.version_free(version);
  148. }
  149. }
  150. ////////////////////////////////////////////////////////////////////////////////
  151. // Sky material
  152. bool SkyRD::SkyMaterialData::update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
  153. RendererSceneRenderRD *scene_singleton = static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton);
  154. uniform_set_updated = true;
  155. return update_parameters_uniform_set(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size, uniform_set, scene_singleton->sky.sky_shader.shader.version_get_shader(shader_data->version, 0), SKY_SET_MATERIAL, true);
  156. }
  157. SkyRD::SkyMaterialData::~SkyMaterialData() {
  158. free_parameters_uniform_set(uniform_set);
  159. }
  160. ////////////////////////////////////////////////////////////////////////////////
  161. // Render sky
  162. static _FORCE_INLINE_ void store_transform_3x3(const Basis &p_basis, float *p_array) {
  163. p_array[0] = p_basis.rows[0][0];
  164. p_array[1] = p_basis.rows[1][0];
  165. p_array[2] = p_basis.rows[2][0];
  166. p_array[3] = 0;
  167. p_array[4] = p_basis.rows[0][1];
  168. p_array[5] = p_basis.rows[1][1];
  169. p_array[6] = p_basis.rows[2][1];
  170. p_array[7] = 0;
  171. p_array[8] = p_basis.rows[0][2];
  172. p_array[9] = p_basis.rows[1][2];
  173. p_array[10] = p_basis.rows[2][2];
  174. p_array[11] = 0;
  175. }
  176. void SkyRD::_render_sky(RD::DrawListID p_list, float p_time, RID p_fb, PipelineCacheRD *p_pipeline, RID p_uniform_set, RID p_texture_set, const Projection &p_projection, const Basis &p_orientation, const Vector3 &p_position, float p_luminance_multiplier) {
  177. SkyPushConstant sky_push_constant;
  178. memset(&sky_push_constant, 0, sizeof(SkyPushConstant));
  179. // We only need key components of our projection matrix
  180. sky_push_constant.projection[0] = p_projection.columns[2][0];
  181. sky_push_constant.projection[1] = p_projection.columns[0][0];
  182. sky_push_constant.projection[2] = p_projection.columns[2][1];
  183. sky_push_constant.projection[3] = p_projection.columns[1][1];
  184. sky_push_constant.position[0] = p_position.x;
  185. sky_push_constant.position[1] = p_position.y;
  186. sky_push_constant.position[2] = p_position.z;
  187. sky_push_constant.time = p_time;
  188. sky_push_constant.luminance_multiplier = p_luminance_multiplier;
  189. store_transform_3x3(p_orientation, sky_push_constant.orientation);
  190. RenderingDevice::FramebufferFormatID fb_format = RD::get_singleton()->framebuffer_get_format(p_fb);
  191. RD::DrawListID draw_list = p_list;
  192. 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()));
  193. // Update uniform sets.
  194. {
  195. RD::get_singleton()->draw_list_bind_uniform_set(draw_list, sky_scene_state.uniform_set, 0);
  196. if (p_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(p_uniform_set)) { // Material may not have a uniform set.
  197. RD::get_singleton()->draw_list_bind_uniform_set(draw_list, p_uniform_set, 1);
  198. }
  199. RD::get_singleton()->draw_list_bind_uniform_set(draw_list, p_texture_set, 2);
  200. // Fog uniform set can be invalidated before drawing, so validate at draw time
  201. if (sky_scene_state.fog_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(sky_scene_state.fog_uniform_set)) {
  202. RD::get_singleton()->draw_list_bind_uniform_set(draw_list, sky_scene_state.fog_uniform_set, 3);
  203. } else {
  204. RD::get_singleton()->draw_list_bind_uniform_set(draw_list, sky_scene_state.default_fog_uniform_set, 3);
  205. }
  206. }
  207. RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array);
  208. RD::get_singleton()->draw_list_set_push_constant(draw_list, &sky_push_constant, sizeof(SkyPushConstant));
  209. RD::get_singleton()->draw_list_draw(draw_list, true);
  210. }
  211. ////////////////////////////////////////////////////////////////////////////////
  212. // ReflectionData
  213. void SkyRD::ReflectionData::clear_reflection_data() {
  214. layers.clear();
  215. radiance_base_cubemap = RID();
  216. if (downsampled_radiance_cubemap.is_valid()) {
  217. RD::get_singleton()->free(downsampled_radiance_cubemap);
  218. }
  219. downsampled_radiance_cubemap = RID();
  220. downsampled_layer.mipmaps.clear();
  221. coefficient_buffer = RID();
  222. }
  223. void SkyRD::ReflectionData::update_reflection_data(int p_size, int p_mipmaps, bool p_use_array, RID p_base_cube, int p_base_layer, bool p_low_quality, int p_roughness_layers, RD::DataFormat p_texture_format) {
  224. //recreate radiance and all data
  225. int mipmaps = p_mipmaps;
  226. uint32_t w = p_size, h = p_size;
  227. EffectsRD *effects = RendererCompositorRD::singleton->get_effects();
  228. ERR_FAIL_NULL_MSG(effects, "Effects haven't been initialized");
  229. bool prefer_raster_effects = effects->get_prefer_raster_effects();
  230. if (p_use_array) {
  231. int num_layers = p_low_quality ? 8 : p_roughness_layers;
  232. for (int i = 0; i < num_layers; i++) {
  233. ReflectionData::Layer layer;
  234. uint32_t mmw = w;
  235. uint32_t mmh = h;
  236. layer.mipmaps.resize(mipmaps);
  237. layer.views.resize(mipmaps);
  238. for (int j = 0; j < mipmaps; j++) {
  239. ReflectionData::Layer::Mipmap &mm = layer.mipmaps.write[j];
  240. mm.size.width = mmw;
  241. mm.size.height = mmh;
  242. for (int k = 0; k < 6; k++) {
  243. mm.views[k] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_base_cube, p_base_layer + i * 6 + k, j);
  244. Vector<RID> fbtex;
  245. fbtex.push_back(mm.views[k]);
  246. mm.framebuffers[k] = RD::get_singleton()->framebuffer_create(fbtex);
  247. }
  248. layer.views.write[j] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_base_cube, p_base_layer + i * 6, j, 1, RD::TEXTURE_SLICE_CUBEMAP);
  249. mmw = MAX(1u, mmw >> 1);
  250. mmh = MAX(1u, mmh >> 1);
  251. }
  252. layers.push_back(layer);
  253. }
  254. } else {
  255. mipmaps = p_low_quality ? 8 : mipmaps;
  256. //regular cubemap, lower quality (aliasing, less memory)
  257. ReflectionData::Layer layer;
  258. uint32_t mmw = w;
  259. uint32_t mmh = h;
  260. layer.mipmaps.resize(mipmaps);
  261. layer.views.resize(mipmaps);
  262. for (int j = 0; j < mipmaps; j++) {
  263. ReflectionData::Layer::Mipmap &mm = layer.mipmaps.write[j];
  264. mm.size.width = mmw;
  265. mm.size.height = mmh;
  266. for (int k = 0; k < 6; k++) {
  267. mm.views[k] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_base_cube, p_base_layer + k, j);
  268. Vector<RID> fbtex;
  269. fbtex.push_back(mm.views[k]);
  270. mm.framebuffers[k] = RD::get_singleton()->framebuffer_create(fbtex);
  271. }
  272. layer.views.write[j] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_base_cube, p_base_layer, j, 1, RD::TEXTURE_SLICE_CUBEMAP);
  273. mmw = MAX(1u, mmw >> 1);
  274. mmh = MAX(1u, mmh >> 1);
  275. }
  276. layers.push_back(layer);
  277. }
  278. radiance_base_cubemap = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_base_cube, p_base_layer, 0, 1, RD::TEXTURE_SLICE_CUBEMAP);
  279. RD::get_singleton()->set_resource_name(radiance_base_cubemap, "radiance base cubemap");
  280. RD::TextureFormat tf;
  281. tf.format = p_texture_format;
  282. tf.width = p_low_quality ? 64 : p_size >> 1; // Always 64x64 when using REALTIME.
  283. tf.height = p_low_quality ? 64 : p_size >> 1;
  284. tf.texture_type = RD::TEXTURE_TYPE_CUBE;
  285. tf.array_layers = 6;
  286. tf.mipmaps = p_low_quality ? 7 : mipmaps - 1;
  287. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
  288. if (RendererSceneRenderRD::get_singleton()->_render_buffers_can_be_storage()) {
  289. tf.usage_bits |= RD::TEXTURE_USAGE_STORAGE_BIT;
  290. }
  291. downsampled_radiance_cubemap = RD::get_singleton()->texture_create(tf, RD::TextureView());
  292. RD::get_singleton()->set_resource_name(downsampled_radiance_cubemap, "downsampled radiance cubemap");
  293. {
  294. uint32_t mmw = tf.width;
  295. uint32_t mmh = tf.height;
  296. downsampled_layer.mipmaps.resize(tf.mipmaps);
  297. for (int j = 0; j < downsampled_layer.mipmaps.size(); j++) {
  298. ReflectionData::DownsampleLayer::Mipmap &mm = downsampled_layer.mipmaps.write[j];
  299. mm.size.width = mmw;
  300. mm.size.height = mmh;
  301. mm.view = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), downsampled_radiance_cubemap, 0, j, 1, RD::TEXTURE_SLICE_CUBEMAP);
  302. RD::get_singleton()->set_resource_name(mm.view, "Downsampled Radiance Cubemap Mip " + itos(j) + " ");
  303. if (prefer_raster_effects) {
  304. // we need a framebuffer for each side of our cubemap
  305. for (int k = 0; k < 6; k++) {
  306. mm.views[k] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), downsampled_radiance_cubemap, k, j);
  307. RD::get_singleton()->set_resource_name(mm.view, "Downsampled Radiance Cubemap Mip: " + itos(j) + " Face: " + itos(k) + " ");
  308. Vector<RID> fbtex;
  309. fbtex.push_back(mm.views[k]);
  310. mm.framebuffers[k] = RD::get_singleton()->framebuffer_create(fbtex);
  311. }
  312. }
  313. mmw = MAX(1u, mmw >> 1);
  314. mmh = MAX(1u, mmh >> 1);
  315. }
  316. }
  317. }
  318. void SkyRD::ReflectionData::create_reflection_fast_filter(bool p_use_arrays) {
  319. RendererRD::CopyEffects *copy_effects = RendererRD::CopyEffects::get_singleton();
  320. ERR_FAIL_NULL_MSG(copy_effects, "Effects haven't been initialized");
  321. bool prefer_raster_effects = copy_effects->get_prefer_raster_effects();
  322. if (prefer_raster_effects) {
  323. RD::get_singleton()->draw_command_begin_label("Downsample radiance map");
  324. for (int k = 0; k < 6; k++) {
  325. copy_effects->cubemap_downsample_raster(radiance_base_cubemap, downsampled_layer.mipmaps[0].framebuffers[k], k, downsampled_layer.mipmaps[0].size);
  326. }
  327. for (int i = 1; i < downsampled_layer.mipmaps.size(); i++) {
  328. for (int k = 0; k < 6; k++) {
  329. copy_effects->cubemap_downsample_raster(downsampled_layer.mipmaps[i - 1].view, downsampled_layer.mipmaps[i].framebuffers[k], k, downsampled_layer.mipmaps[i].size);
  330. }
  331. }
  332. RD::get_singleton()->draw_command_end_label(); // Downsample Radiance
  333. if (p_use_arrays) {
  334. RD::get_singleton()->draw_command_begin_label("filter radiance map into array heads");
  335. for (int i = 0; i < layers.size(); i++) {
  336. for (int k = 0; k < 6; k++) {
  337. copy_effects->cubemap_filter_raster(downsampled_radiance_cubemap, layers[i].mipmaps[0].framebuffers[k], k, i);
  338. }
  339. }
  340. } else {
  341. RD::get_singleton()->draw_command_begin_label("filter radiance map into mipmaps directly");
  342. for (int j = 0; j < layers[0].mipmaps.size(); j++) {
  343. for (int k = 0; k < 6; k++) {
  344. copy_effects->cubemap_filter_raster(downsampled_radiance_cubemap, layers[0].mipmaps[j].framebuffers[k], k, j);
  345. }
  346. }
  347. }
  348. RD::get_singleton()->draw_command_end_label(); // Filter radiance
  349. } else {
  350. RD::get_singleton()->draw_command_begin_label("Downsample radiance map");
  351. copy_effects->cubemap_downsample(radiance_base_cubemap, downsampled_layer.mipmaps[0].view, downsampled_layer.mipmaps[0].size);
  352. for (int i = 1; i < downsampled_layer.mipmaps.size(); i++) {
  353. copy_effects->cubemap_downsample(downsampled_layer.mipmaps[i - 1].view, downsampled_layer.mipmaps[i].view, downsampled_layer.mipmaps[i].size);
  354. }
  355. RD::get_singleton()->draw_command_end_label(); // Downsample Radiance
  356. Vector<RID> views;
  357. if (p_use_arrays) {
  358. for (int i = 1; i < layers.size(); i++) {
  359. views.push_back(layers[i].views[0]);
  360. }
  361. } else {
  362. for (int i = 1; i < layers[0].views.size(); i++) {
  363. views.push_back(layers[0].views[i]);
  364. }
  365. }
  366. RD::get_singleton()->draw_command_begin_label("Fast filter radiance");
  367. copy_effects->cubemap_filter(downsampled_radiance_cubemap, views, p_use_arrays);
  368. RD::get_singleton()->draw_command_end_label(); // Filter radiance
  369. }
  370. }
  371. void SkyRD::ReflectionData::create_reflection_importance_sample(bool p_use_arrays, int p_cube_side, int p_base_layer, uint32_t p_sky_ggx_samples_quality) {
  372. RendererRD::CopyEffects *copy_effects = RendererRD::CopyEffects::get_singleton();
  373. ERR_FAIL_NULL_MSG(copy_effects, "Effects haven't been initialized");
  374. bool prefer_raster_effects = copy_effects->get_prefer_raster_effects();
  375. if (prefer_raster_effects) {
  376. if (p_base_layer == 1) {
  377. RD::get_singleton()->draw_command_begin_label("Downsample radiance map");
  378. for (int k = 0; k < 6; k++) {
  379. copy_effects->cubemap_downsample_raster(radiance_base_cubemap, downsampled_layer.mipmaps[0].framebuffers[k], k, downsampled_layer.mipmaps[0].size);
  380. }
  381. for (int i = 1; i < downsampled_layer.mipmaps.size(); i++) {
  382. for (int k = 0; k < 6; k++) {
  383. copy_effects->cubemap_downsample_raster(downsampled_layer.mipmaps[i - 1].view, downsampled_layer.mipmaps[i].framebuffers[k], k, downsampled_layer.mipmaps[i].size);
  384. }
  385. }
  386. RD::get_singleton()->draw_command_end_label(); // Downsample Radiance
  387. }
  388. RD::get_singleton()->draw_command_begin_label("High Quality filter radiance");
  389. if (p_use_arrays) {
  390. for (int k = 0; k < 6; k++) {
  391. copy_effects->cubemap_roughness_raster(
  392. downsampled_radiance_cubemap,
  393. layers[p_base_layer].mipmaps[0].framebuffers[k],
  394. k,
  395. p_sky_ggx_samples_quality,
  396. float(p_base_layer) / (layers.size() - 1.0),
  397. layers[p_base_layer].mipmaps[0].size.x);
  398. }
  399. } else {
  400. for (int k = 0; k < 6; k++) {
  401. copy_effects->cubemap_roughness_raster(
  402. downsampled_radiance_cubemap,
  403. layers[0].mipmaps[p_base_layer].framebuffers[k],
  404. k,
  405. p_sky_ggx_samples_quality,
  406. float(p_base_layer) / (layers[0].mipmaps.size() - 1.0),
  407. layers[0].mipmaps[p_base_layer].size.x);
  408. }
  409. }
  410. } else {
  411. if (p_base_layer == 1) {
  412. RD::get_singleton()->draw_command_begin_label("Downsample radiance map");
  413. copy_effects->cubemap_downsample(radiance_base_cubemap, downsampled_layer.mipmaps[0].view, downsampled_layer.mipmaps[0].size);
  414. for (int i = 1; i < downsampled_layer.mipmaps.size(); i++) {
  415. copy_effects->cubemap_downsample(downsampled_layer.mipmaps[i - 1].view, downsampled_layer.mipmaps[i].view, downsampled_layer.mipmaps[i].size);
  416. }
  417. RD::get_singleton()->draw_command_end_label(); // Downsample Radiance
  418. }
  419. RD::get_singleton()->draw_command_begin_label("High Quality filter radiance");
  420. if (p_use_arrays) {
  421. copy_effects->cubemap_roughness(downsampled_radiance_cubemap, layers[p_base_layer].views[0], p_cube_side, p_sky_ggx_samples_quality, float(p_base_layer) / (layers.size() - 1.0), layers[p_base_layer].mipmaps[0].size.x);
  422. } else {
  423. copy_effects->cubemap_roughness(
  424. downsampled_radiance_cubemap,
  425. layers[0].views[p_base_layer],
  426. p_cube_side,
  427. p_sky_ggx_samples_quality,
  428. float(p_base_layer) / (layers[0].mipmaps.size() - 1.0),
  429. layers[0].mipmaps[p_base_layer].size.x);
  430. }
  431. }
  432. RD::get_singleton()->draw_command_end_label(); // Filter radiance
  433. }
  434. void SkyRD::ReflectionData::update_reflection_mipmaps(int p_start, int p_end) {
  435. RendererRD::CopyEffects *copy_effects = RendererRD::CopyEffects::get_singleton();
  436. ERR_FAIL_NULL_MSG(copy_effects, "Effects haven't been initialized");
  437. bool prefer_raster_effects = copy_effects->get_prefer_raster_effects();
  438. RD::get_singleton()->draw_command_begin_label("Update Radiance Cubemap Array Mipmaps");
  439. for (int i = p_start; i < p_end; i++) {
  440. for (int j = 0; j < layers[i].views.size() - 1; j++) {
  441. RID view = layers[i].views[j];
  442. Size2i size = layers[i].mipmaps[j + 1].size;
  443. if (prefer_raster_effects) {
  444. for (int k = 0; k < 6; k++) {
  445. RID framebuffer = layers[i].mipmaps[j + 1].framebuffers[k];
  446. copy_effects->cubemap_downsample_raster(view, framebuffer, k, size);
  447. }
  448. } else {
  449. RID texture = layers[i].views[j + 1];
  450. copy_effects->cubemap_downsample(view, texture, size);
  451. }
  452. }
  453. }
  454. RD::get_singleton()->draw_command_end_label();
  455. }
  456. ////////////////////////////////////////////////////////////////////////////////
  457. // SkyRD::Sky
  458. void SkyRD::Sky::free() {
  459. if (radiance.is_valid()) {
  460. RD::get_singleton()->free(radiance);
  461. radiance = RID();
  462. }
  463. reflection.clear_reflection_data();
  464. if (uniform_buffer.is_valid()) {
  465. RD::get_singleton()->free(uniform_buffer);
  466. uniform_buffer = RID();
  467. }
  468. if (material.is_valid()) {
  469. RSG::material_storage->material_free(material);
  470. material = RID();
  471. }
  472. }
  473. RID SkyRD::Sky::get_textures(SkyTextureSetVersion p_version, RID p_default_shader_rd, Ref<RenderSceneBuffersRD> p_render_buffers) {
  474. RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
  475. Vector<RD::Uniform> uniforms;
  476. {
  477. RD::Uniform u;
  478. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  479. u.binding = 0;
  480. if (radiance.is_valid() && p_version <= SKY_TEXTURE_SET_QUARTER_RES) {
  481. u.append_id(radiance);
  482. } else {
  483. u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK));
  484. }
  485. uniforms.push_back(u);
  486. }
  487. {
  488. RD::Uniform u;
  489. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  490. u.binding = 1; // half res
  491. if (p_version >= SKY_TEXTURE_SET_CUBEMAP) {
  492. if (reflection.layers.size() && reflection.layers[0].views.size() >= 2 && reflection.layers[0].views[1].is_valid() && p_version != SKY_TEXTURE_SET_CUBEMAP_HALF_RES) {
  493. u.append_id(reflection.layers[0].views[1]);
  494. } else {
  495. u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK));
  496. }
  497. } else {
  498. RID half_texture = p_render_buffers->has_texture(RB_SCOPE_SKY, RB_HALF_TEXTURE) ? p_render_buffers->get_texture(RB_SCOPE_SKY, RB_HALF_TEXTURE) : RID();
  499. if (half_texture.is_valid() && p_version != SKY_TEXTURE_SET_HALF_RES) {
  500. u.append_id(half_texture);
  501. } else {
  502. u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE));
  503. }
  504. }
  505. uniforms.push_back(u);
  506. }
  507. {
  508. RD::Uniform u;
  509. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  510. u.binding = 2; // quarter res
  511. if (p_version >= SKY_TEXTURE_SET_CUBEMAP) {
  512. if (reflection.layers.size() && reflection.layers[0].views.size() >= 3 && reflection.layers[0].views[2].is_valid() && p_version != SKY_TEXTURE_SET_CUBEMAP_QUARTER_RES) {
  513. u.append_id(reflection.layers[0].views[2]);
  514. } else {
  515. u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK));
  516. }
  517. } else {
  518. RID quarter_texture = p_render_buffers->has_texture(RB_SCOPE_SKY, RB_QUARTER_TEXTURE) ? p_render_buffers->get_texture(RB_SCOPE_SKY, RB_QUARTER_TEXTURE) : RID();
  519. if (quarter_texture.is_valid() && p_version != SKY_TEXTURE_SET_QUARTER_RES) {
  520. u.append_id(quarter_texture);
  521. } else {
  522. u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE));
  523. }
  524. }
  525. uniforms.push_back(u);
  526. }
  527. return UniformSetCacheRD::get_singleton()->get_cache_vec(p_default_shader_rd, SKY_SET_TEXTURES, uniforms);
  528. }
  529. bool SkyRD::Sky::set_radiance_size(int p_radiance_size) {
  530. ERR_FAIL_COND_V(p_radiance_size < 32 || p_radiance_size > 2048, false);
  531. if (radiance_size == p_radiance_size) {
  532. return false;
  533. }
  534. radiance_size = p_radiance_size;
  535. if (mode == RS::SKY_MODE_REALTIME && radiance_size != 256) {
  536. WARN_PRINT("Realtime Skies can only use a radiance size of 256. Radiance size will be set to 256 internally.");
  537. radiance_size = 256;
  538. }
  539. if (radiance.is_valid()) {
  540. RD::get_singleton()->free(radiance);
  541. radiance = RID();
  542. }
  543. reflection.clear_reflection_data();
  544. return true;
  545. }
  546. bool SkyRD::Sky::set_mode(RS::SkyMode p_mode) {
  547. if (mode == p_mode) {
  548. return false;
  549. }
  550. mode = p_mode;
  551. if (mode == RS::SKY_MODE_REALTIME && radiance_size != 256) {
  552. WARN_PRINT("Realtime Skies can only use a radiance size of 256. Radiance size will be set to 256 internally.");
  553. set_radiance_size(256);
  554. }
  555. if (radiance.is_valid()) {
  556. RD::get_singleton()->free(radiance);
  557. radiance = RID();
  558. }
  559. reflection.clear_reflection_data();
  560. return true;
  561. }
  562. bool SkyRD::Sky::set_material(RID p_material) {
  563. if (material == p_material) {
  564. return false;
  565. }
  566. material = p_material;
  567. return true;
  568. }
  569. Ref<Image> SkyRD::Sky::bake_panorama(float p_energy, int p_roughness_layers, const Size2i &p_size) {
  570. if (radiance.is_valid()) {
  571. RendererRD::CopyEffects *copy_effects = RendererRD::CopyEffects::get_singleton();
  572. RD::TextureFormat tf;
  573. tf.format = RD::DATA_FORMAT_R32G32B32A32_SFLOAT; // Could be RGBA16
  574. tf.width = p_size.width;
  575. tf.height = p_size.height;
  576. tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
  577. RID rad_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
  578. copy_effects->copy_cubemap_to_panorama(radiance, rad_tex, p_size, p_roughness_layers, reflection.layers.size() > 1);
  579. Vector<uint8_t> data = RD::get_singleton()->texture_get_data(rad_tex, 0);
  580. RD::get_singleton()->free(rad_tex);
  581. Ref<Image> img = Image::create_from_data(p_size.width, p_size.height, false, Image::FORMAT_RGBAF, data);
  582. for (int i = 0; i < p_size.width; i++) {
  583. for (int j = 0; j < p_size.height; j++) {
  584. Color c = img->get_pixel(i, j);
  585. c.r *= p_energy;
  586. c.g *= p_energy;
  587. c.b *= p_energy;
  588. img->set_pixel(i, j, c);
  589. }
  590. }
  591. return img;
  592. }
  593. return Ref<Image>();
  594. }
  595. ////////////////////////////////////////////////////////////////////////////////
  596. // SkyRD
  597. RendererRD::MaterialStorage::ShaderData *SkyRD::_create_sky_shader_func() {
  598. SkyShaderData *shader_data = memnew(SkyShaderData);
  599. return shader_data;
  600. }
  601. RendererRD::MaterialStorage::ShaderData *SkyRD::_create_sky_shader_funcs() {
  602. // !BAS! Why isn't _create_sky_shader_func not just static too?
  603. return static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton)->sky._create_sky_shader_func();
  604. };
  605. RendererRD::MaterialStorage::MaterialData *SkyRD::_create_sky_material_func(SkyShaderData *p_shader) {
  606. SkyMaterialData *material_data = memnew(SkyMaterialData);
  607. material_data->shader_data = p_shader;
  608. //update will happen later anyway so do nothing.
  609. return material_data;
  610. }
  611. RendererRD::MaterialStorage::MaterialData *SkyRD::_create_sky_material_funcs(RendererRD::MaterialStorage::ShaderData *p_shader) {
  612. // !BAS! same here, we could just make _create_sky_material_func static?
  613. return static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton)->sky._create_sky_material_func(static_cast<SkyShaderData *>(p_shader));
  614. };
  615. SkyRD::SkyRD() {
  616. roughness_layers = GLOBAL_GET("rendering/reflections/sky_reflections/roughness_layers");
  617. sky_ggx_samples_quality = GLOBAL_GET("rendering/reflections/sky_reflections/ggx_samples");
  618. sky_use_cubemap_array = GLOBAL_GET("rendering/reflections/sky_reflections/texture_array_reflections");
  619. }
  620. void SkyRD::init() {
  621. RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
  622. RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
  623. {
  624. // Start with the directional lights for the sky
  625. sky_scene_state.max_directional_lights = 4;
  626. uint32_t directional_light_buffer_size = sky_scene_state.max_directional_lights * sizeof(SkyDirectionalLightData);
  627. sky_scene_state.directional_lights = memnew_arr(SkyDirectionalLightData, sky_scene_state.max_directional_lights);
  628. sky_scene_state.last_frame_directional_lights = memnew_arr(SkyDirectionalLightData, sky_scene_state.max_directional_lights);
  629. sky_scene_state.last_frame_directional_light_count = sky_scene_state.max_directional_lights + 1;
  630. sky_scene_state.directional_light_buffer = RD::get_singleton()->uniform_buffer_create(directional_light_buffer_size);
  631. String defines = "\n#define MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS " + itos(sky_scene_state.max_directional_lights) + "\n";
  632. // Initialize sky
  633. Vector<String> sky_modes;
  634. sky_modes.push_back(""); // Full size
  635. sky_modes.push_back("\n#define USE_HALF_RES_PASS\n"); // Half Res
  636. sky_modes.push_back("\n#define USE_QUARTER_RES_PASS\n"); // Quarter res
  637. sky_modes.push_back("\n#define USE_CUBEMAP_PASS\n"); // Cubemap
  638. sky_modes.push_back("\n#define USE_CUBEMAP_PASS\n#define USE_HALF_RES_PASS\n"); // Half Res Cubemap
  639. sky_modes.push_back("\n#define USE_CUBEMAP_PASS\n#define USE_QUARTER_RES_PASS\n"); // Quarter res Cubemap
  640. sky_modes.push_back("\n#define USE_MULTIVIEW\n"); // Full size multiview
  641. sky_modes.push_back("\n#define USE_HALF_RES_PASS\n#define USE_MULTIVIEW\n"); // Half Res multiview
  642. sky_modes.push_back("\n#define USE_QUARTER_RES_PASS\n#define USE_MULTIVIEW\n"); // Quarter res multiview
  643. sky_shader.shader.initialize(sky_modes, defines);
  644. if (!RendererCompositorRD::singleton->is_xr_enabled()) {
  645. sky_shader.shader.set_variant_enabled(SKY_VERSION_BACKGROUND_MULTIVIEW, false);
  646. sky_shader.shader.set_variant_enabled(SKY_VERSION_HALF_RES_MULTIVIEW, false);
  647. sky_shader.shader.set_variant_enabled(SKY_VERSION_QUARTER_RES_MULTIVIEW, false);
  648. }
  649. }
  650. // register our shader funds
  651. material_storage->shader_set_data_request_function(RendererRD::MaterialStorage::SHADER_TYPE_SKY, _create_sky_shader_funcs);
  652. material_storage->material_set_data_request_function(RendererRD::MaterialStorage::SHADER_TYPE_SKY, _create_sky_material_funcs);
  653. {
  654. ShaderCompiler::DefaultIdentifierActions actions;
  655. actions.renames["COLOR"] = "color";
  656. actions.renames["ALPHA"] = "alpha";
  657. actions.renames["EYEDIR"] = "cube_normal";
  658. actions.renames["POSITION"] = "params.position";
  659. actions.renames["SKY_COORDS"] = "panorama_coords";
  660. actions.renames["SCREEN_UV"] = "uv";
  661. actions.renames["FRAGCOORD"] = "gl_FragCoord";
  662. actions.renames["TIME"] = "params.time";
  663. actions.renames["PI"] = _MKSTR(Math_PI);
  664. actions.renames["TAU"] = _MKSTR(Math_TAU);
  665. actions.renames["E"] = _MKSTR(Math_E);
  666. actions.renames["HALF_RES_COLOR"] = "half_res_color";
  667. actions.renames["QUARTER_RES_COLOR"] = "quarter_res_color";
  668. actions.renames["RADIANCE"] = "radiance";
  669. actions.renames["FOG"] = "custom_fog";
  670. actions.renames["LIGHT0_ENABLED"] = "directional_lights.data[0].enabled";
  671. actions.renames["LIGHT0_DIRECTION"] = "directional_lights.data[0].direction_energy.xyz";
  672. actions.renames["LIGHT0_ENERGY"] = "directional_lights.data[0].direction_energy.w";
  673. actions.renames["LIGHT0_COLOR"] = "directional_lights.data[0].color_size.xyz";
  674. actions.renames["LIGHT0_SIZE"] = "directional_lights.data[0].color_size.w";
  675. actions.renames["LIGHT1_ENABLED"] = "directional_lights.data[1].enabled";
  676. actions.renames["LIGHT1_DIRECTION"] = "directional_lights.data[1].direction_energy.xyz";
  677. actions.renames["LIGHT1_ENERGY"] = "directional_lights.data[1].direction_energy.w";
  678. actions.renames["LIGHT1_COLOR"] = "directional_lights.data[1].color_size.xyz";
  679. actions.renames["LIGHT1_SIZE"] = "directional_lights.data[1].color_size.w";
  680. actions.renames["LIGHT2_ENABLED"] = "directional_lights.data[2].enabled";
  681. actions.renames["LIGHT2_DIRECTION"] = "directional_lights.data[2].direction_energy.xyz";
  682. actions.renames["LIGHT2_ENERGY"] = "directional_lights.data[2].direction_energy.w";
  683. actions.renames["LIGHT2_COLOR"] = "directional_lights.data[2].color_size.xyz";
  684. actions.renames["LIGHT2_SIZE"] = "directional_lights.data[2].color_size.w";
  685. actions.renames["LIGHT3_ENABLED"] = "directional_lights.data[3].enabled";
  686. actions.renames["LIGHT3_DIRECTION"] = "directional_lights.data[3].direction_energy.xyz";
  687. actions.renames["LIGHT3_ENERGY"] = "directional_lights.data[3].direction_energy.w";
  688. actions.renames["LIGHT3_COLOR"] = "directional_lights.data[3].color_size.xyz";
  689. actions.renames["LIGHT3_SIZE"] = "directional_lights.data[3].color_size.w";
  690. actions.renames["AT_CUBEMAP_PASS"] = "AT_CUBEMAP_PASS";
  691. actions.renames["AT_HALF_RES_PASS"] = "AT_HALF_RES_PASS";
  692. actions.renames["AT_QUARTER_RES_PASS"] = "AT_QUARTER_RES_PASS";
  693. actions.custom_samplers["RADIANCE"] = "material_samplers[3]";
  694. actions.usage_defines["HALF_RES_COLOR"] = "\n#define USES_HALF_RES_COLOR\n";
  695. actions.usage_defines["QUARTER_RES_COLOR"] = "\n#define USES_QUARTER_RES_COLOR\n";
  696. actions.render_mode_defines["disable_fog"] = "#define DISABLE_FOG\n";
  697. actions.render_mode_defines["use_debanding"] = "#define USE_DEBANDING\n";
  698. actions.sampler_array_name = "material_samplers";
  699. actions.base_texture_binding_index = 1;
  700. actions.texture_layout_set = 1;
  701. actions.base_uniform_string = "material.";
  702. actions.base_varying_index = 10;
  703. actions.default_filter = ShaderLanguage::FILTER_LINEAR_MIPMAP;
  704. actions.default_repeat = ShaderLanguage::REPEAT_ENABLE;
  705. actions.global_buffer_array_variable = "global_shader_uniforms.data";
  706. sky_shader.compiler.initialize(actions);
  707. }
  708. {
  709. // default material and shader for sky shader
  710. sky_shader.default_shader = material_storage->shader_allocate();
  711. material_storage->shader_initialize(sky_shader.default_shader);
  712. material_storage->shader_set_code(sky_shader.default_shader, R"(
  713. // Default sky shader.
  714. shader_type sky;
  715. void sky() {
  716. COLOR = vec3(0.0);
  717. }
  718. )");
  719. sky_shader.default_material = material_storage->material_allocate();
  720. material_storage->material_initialize(sky_shader.default_material);
  721. material_storage->material_set_shader(sky_shader.default_material, sky_shader.default_shader);
  722. SkyMaterialData *md = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_shader.default_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));
  723. sky_shader.default_shader_rd = sky_shader.shader.version_get_shader(md->shader_data->version, SKY_VERSION_BACKGROUND);
  724. sky_scene_state.uniform_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(SkySceneState::UBO));
  725. Vector<RD::Uniform> uniforms;
  726. {
  727. Vector<RID> ids;
  728. ids.resize(12);
  729. RID *ids_ptr = ids.ptrw();
  730. ids_ptr[0] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  731. ids_ptr[1] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  732. ids_ptr[2] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  733. ids_ptr[3] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  734. ids_ptr[4] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  735. ids_ptr[5] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  736. ids_ptr[6] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  737. ids_ptr[7] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  738. ids_ptr[8] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  739. ids_ptr[9] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  740. ids_ptr[10] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  741. ids_ptr[11] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  742. RD::Uniform u(RD::UNIFORM_TYPE_SAMPLER, 0, ids);
  743. uniforms.push_back(u);
  744. }
  745. {
  746. RD::Uniform u;
  747. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  748. u.binding = 1;
  749. u.append_id(RendererRD::MaterialStorage::get_singleton()->global_shader_uniforms_get_storage_buffer());
  750. uniforms.push_back(u);
  751. }
  752. {
  753. RD::Uniform u;
  754. u.binding = 2;
  755. u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  756. u.append_id(sky_scene_state.uniform_buffer);
  757. uniforms.push_back(u);
  758. }
  759. {
  760. RD::Uniform u;
  761. u.binding = 3;
  762. u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  763. u.append_id(sky_scene_state.directional_light_buffer);
  764. uniforms.push_back(u);
  765. }
  766. sky_scene_state.uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sky_shader.default_shader_rd, SKY_SET_UNIFORMS);
  767. }
  768. {
  769. Vector<RD::Uniform> uniforms;
  770. {
  771. RD::Uniform u;
  772. u.binding = 0;
  773. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  774. RID vfog = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE);
  775. u.append_id(vfog);
  776. uniforms.push_back(u);
  777. }
  778. sky_scene_state.default_fog_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sky_shader.default_shader_rd, SKY_SET_FOG);
  779. }
  780. {
  781. // Need defaults for using fog with clear color
  782. sky_scene_state.fog_shader = material_storage->shader_allocate();
  783. material_storage->shader_initialize(sky_scene_state.fog_shader);
  784. material_storage->shader_set_code(sky_scene_state.fog_shader, R"(
  785. // Default clear color sky shader.
  786. shader_type sky;
  787. uniform vec4 clear_color;
  788. void sky() {
  789. COLOR = clear_color.rgb;
  790. }
  791. )");
  792. sky_scene_state.fog_material = material_storage->material_allocate();
  793. material_storage->material_initialize(sky_scene_state.fog_material);
  794. material_storage->material_set_shader(sky_scene_state.fog_material, sky_scene_state.fog_shader);
  795. Vector<RD::Uniform> uniforms;
  796. {
  797. RD::Uniform u;
  798. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  799. u.binding = 0;
  800. u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK));
  801. uniforms.push_back(u);
  802. }
  803. {
  804. RD::Uniform u;
  805. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  806. u.binding = 1;
  807. u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE));
  808. uniforms.push_back(u);
  809. }
  810. {
  811. RD::Uniform u;
  812. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  813. u.binding = 2;
  814. u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE));
  815. uniforms.push_back(u);
  816. }
  817. sky_scene_state.fog_only_texture_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sky_shader.default_shader_rd, SKY_SET_TEXTURES);
  818. }
  819. { //create index array for copy shaders
  820. Vector<uint8_t> pv;
  821. pv.resize(6 * 4);
  822. {
  823. uint8_t *w = pv.ptrw();
  824. int *p32 = (int *)w;
  825. p32[0] = 0;
  826. p32[1] = 1;
  827. p32[2] = 2;
  828. p32[3] = 0;
  829. p32[4] = 2;
  830. p32[5] = 3;
  831. }
  832. index_buffer = RD::get_singleton()->index_buffer_create(6, RenderingDevice::INDEX_BUFFER_FORMAT_UINT32, pv);
  833. index_array = RD::get_singleton()->index_array_create(index_buffer, 0, 6);
  834. }
  835. }
  836. void SkyRD::set_texture_format(RD::DataFormat p_texture_format) {
  837. texture_format = p_texture_format;
  838. }
  839. SkyRD::~SkyRD() {
  840. // cleanup anything created in init...
  841. RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
  842. SkyMaterialData *md = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_shader.default_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));
  843. sky_shader.shader.version_free(md->shader_data->version);
  844. RD::get_singleton()->free(sky_scene_state.directional_light_buffer);
  845. RD::get_singleton()->free(sky_scene_state.uniform_buffer);
  846. memdelete_arr(sky_scene_state.directional_lights);
  847. memdelete_arr(sky_scene_state.last_frame_directional_lights);
  848. material_storage->shader_free(sky_shader.default_shader);
  849. material_storage->material_free(sky_shader.default_material);
  850. material_storage->shader_free(sky_scene_state.fog_shader);
  851. material_storage->material_free(sky_scene_state.fog_material);
  852. if (RD::get_singleton()->uniform_set_is_valid(sky_scene_state.uniform_set)) {
  853. RD::get_singleton()->free(sky_scene_state.uniform_set);
  854. }
  855. if (RD::get_singleton()->uniform_set_is_valid(sky_scene_state.default_fog_uniform_set)) {
  856. RD::get_singleton()->free(sky_scene_state.default_fog_uniform_set);
  857. }
  858. if (RD::get_singleton()->uniform_set_is_valid(sky_scene_state.fog_only_texture_uniform_set)) {
  859. RD::get_singleton()->free(sky_scene_state.fog_only_texture_uniform_set);
  860. }
  861. RD::get_singleton()->free(index_buffer); //array gets freed as dependency
  862. }
  863. void SkyRD::setup_sky(RID p_env, Ref<RenderSceneBuffersRD> p_render_buffers, const PagedArray<RID> &p_lights, RID p_camera_attributes, uint32_t p_view_count, const Projection *p_view_projections, const Vector3 *p_view_eye_offsets, const Transform3D &p_cam_transform, const Size2i p_screen_size, RendererSceneRenderRD *p_scene_render) {
  864. RendererRD::LightStorage *light_storage = RendererRD::LightStorage::get_singleton();
  865. RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
  866. ERR_FAIL_COND(p_env.is_null());
  867. ERR_FAIL_COND(p_render_buffers.is_null());
  868. // make sure we support our view count
  869. ERR_FAIL_COND(p_view_count == 0);
  870. ERR_FAIL_COND(p_view_count > RendererSceneRender::MAX_RENDER_VIEWS);
  871. SkyMaterialData *material = nullptr;
  872. Sky *sky = get_sky(RendererSceneRenderRD::get_singleton()->environment_get_sky(p_env));
  873. RID sky_material;
  874. SkyShaderData *shader_data = nullptr;
  875. if (sky) {
  876. sky_material = sky_get_material(RendererSceneRenderRD::get_singleton()->environment_get_sky(p_env));
  877. if (sky_material.is_valid()) {
  878. material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));
  879. if (!material || !material->shader_data->valid) {
  880. material = nullptr;
  881. }
  882. }
  883. if (!material) {
  884. sky_material = sky_shader.default_material;
  885. material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));
  886. }
  887. ERR_FAIL_COND(!material);
  888. shader_data = material->shader_data;
  889. ERR_FAIL_COND(!shader_data);
  890. material->set_as_used();
  891. // Save our screen size, our buffers will already have been cleared
  892. sky->screen_size.x = p_screen_size.x < 4 ? 4 : p_screen_size.x;
  893. sky->screen_size.y = p_screen_size.y < 4 ? 4 : p_screen_size.y;
  894. // Trigger updating radiance buffers
  895. if (sky->radiance.is_null()) {
  896. invalidate_sky(sky);
  897. update_dirty_skys();
  898. }
  899. if (shader_data->uses_time && p_scene_render->time - sky->prev_time > 0.00001) {
  900. sky->prev_time = p_scene_render->time;
  901. sky->reflection.dirty = true;
  902. RenderingServerDefault::redraw_request();
  903. }
  904. if (material != sky->prev_material) {
  905. sky->prev_material = material;
  906. sky->reflection.dirty = true;
  907. }
  908. if (material->uniform_set_updated) {
  909. material->uniform_set_updated = false;
  910. sky->reflection.dirty = true;
  911. }
  912. if (!p_cam_transform.origin.is_equal_approx(sky->prev_position) && shader_data->uses_position) {
  913. sky->prev_position = p_cam_transform.origin;
  914. sky->reflection.dirty = true;
  915. }
  916. sky_scene_state.ubo.directional_light_count = 0;
  917. if (shader_data->uses_light) {
  918. // Run through the list of lights in the scene and pick out the Directional Lights.
  919. // This can't be done in RenderSceneRenderRD::_setup lights because that needs to be called
  920. // after the depth prepass, but this runs before the depth prepass
  921. for (int i = 0; i < (int)p_lights.size(); i++) {
  922. if (!light_storage->owns_light_instance(p_lights[i])) {
  923. continue;
  924. }
  925. RID base = light_storage->light_instance_get_base_light(p_lights[i]);
  926. ERR_CONTINUE(base.is_null());
  927. RS::LightType type = light_storage->light_get_type(base);
  928. if (type == RS::LIGHT_DIRECTIONAL && light_storage->light_directional_get_sky_mode(base) != RS::LIGHT_DIRECTIONAL_SKY_MODE_LIGHT_ONLY) {
  929. SkyDirectionalLightData &sky_light_data = sky_scene_state.directional_lights[sky_scene_state.ubo.directional_light_count];
  930. Transform3D light_transform = light_storage->light_instance_get_base_transform(p_lights[i]);
  931. Vector3 world_direction = light_transform.basis.xform(Vector3(0, 0, 1)).normalized();
  932. sky_light_data.direction[0] = world_direction.x;
  933. sky_light_data.direction[1] = world_direction.y;
  934. sky_light_data.direction[2] = world_direction.z;
  935. float sign = light_storage->light_is_negative(base) ? -1 : 1;
  936. sky_light_data.energy = sign * light_storage->light_get_param(base, RS::LIGHT_PARAM_ENERGY);
  937. if (p_scene_render->is_using_physical_light_units()) {
  938. sky_light_data.energy *= light_storage->light_get_param(base, RS::LIGHT_PARAM_INTENSITY);
  939. }
  940. if (p_camera_attributes.is_valid()) {
  941. sky_light_data.energy *= RSG::camera_attributes->camera_attributes_get_exposure_normalization_factor(p_camera_attributes);
  942. }
  943. Color linear_col = light_storage->light_get_color(base).srgb_to_linear();
  944. sky_light_data.color[0] = linear_col.r;
  945. sky_light_data.color[1] = linear_col.g;
  946. sky_light_data.color[2] = linear_col.b;
  947. sky_light_data.enabled = true;
  948. float angular_diameter = light_storage->light_get_param(base, RS::LIGHT_PARAM_SIZE);
  949. if (angular_diameter > 0.0) {
  950. // I know tan(0) is 0, but let's not risk it with numerical precision.
  951. // technically this will keep expanding until reaching the sun, but all we care
  952. // is expand until we reach the radius of the near plane (there can't be more occluders than that)
  953. angular_diameter = Math::tan(Math::deg_to_rad(angular_diameter));
  954. } else {
  955. angular_diameter = 0.0;
  956. }
  957. sky_light_data.size = angular_diameter;
  958. sky_scene_state.ubo.directional_light_count++;
  959. if (sky_scene_state.ubo.directional_light_count >= sky_scene_state.max_directional_lights) {
  960. break;
  961. }
  962. }
  963. }
  964. // Check whether the directional_light_buffer changes
  965. bool light_data_dirty = false;
  966. // Light buffer is dirty if we have fewer or more lights
  967. // If we have fewer lights, make sure that old lights are disabled
  968. if (sky_scene_state.ubo.directional_light_count != sky_scene_state.last_frame_directional_light_count) {
  969. light_data_dirty = true;
  970. for (uint32_t i = sky_scene_state.ubo.directional_light_count; i < sky_scene_state.max_directional_lights; i++) {
  971. sky_scene_state.directional_lights[i].enabled = false;
  972. sky_scene_state.last_frame_directional_lights[i].enabled = false;
  973. }
  974. }
  975. if (!light_data_dirty) {
  976. for (uint32_t i = 0; i < sky_scene_state.ubo.directional_light_count; i++) {
  977. if (sky_scene_state.directional_lights[i].direction[0] != sky_scene_state.last_frame_directional_lights[i].direction[0] ||
  978. sky_scene_state.directional_lights[i].direction[1] != sky_scene_state.last_frame_directional_lights[i].direction[1] ||
  979. sky_scene_state.directional_lights[i].direction[2] != sky_scene_state.last_frame_directional_lights[i].direction[2] ||
  980. sky_scene_state.directional_lights[i].energy != sky_scene_state.last_frame_directional_lights[i].energy ||
  981. sky_scene_state.directional_lights[i].color[0] != sky_scene_state.last_frame_directional_lights[i].color[0] ||
  982. sky_scene_state.directional_lights[i].color[1] != sky_scene_state.last_frame_directional_lights[i].color[1] ||
  983. sky_scene_state.directional_lights[i].color[2] != sky_scene_state.last_frame_directional_lights[i].color[2] ||
  984. sky_scene_state.directional_lights[i].enabled != sky_scene_state.last_frame_directional_lights[i].enabled ||
  985. sky_scene_state.directional_lights[i].size != sky_scene_state.last_frame_directional_lights[i].size) {
  986. light_data_dirty = true;
  987. break;
  988. }
  989. }
  990. }
  991. if (light_data_dirty) {
  992. 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);
  993. SkyDirectionalLightData *temp = sky_scene_state.last_frame_directional_lights;
  994. sky_scene_state.last_frame_directional_lights = sky_scene_state.directional_lights;
  995. sky_scene_state.directional_lights = temp;
  996. sky_scene_state.last_frame_directional_light_count = sky_scene_state.ubo.directional_light_count;
  997. sky->reflection.dirty = true;
  998. }
  999. }
  1000. }
  1001. //setup fog variables
  1002. sky_scene_state.ubo.volumetric_fog_enabled = false;
  1003. if (p_render_buffers.is_valid()) {
  1004. if (p_render_buffers->has_custom_data(RB_SCOPE_FOG)) {
  1005. Ref<RendererRD::Fog::VolumetricFog> fog = p_render_buffers->get_custom_data(RB_SCOPE_FOG);
  1006. sky_scene_state.ubo.volumetric_fog_enabled = true;
  1007. float fog_end = fog->length;
  1008. if (fog_end > 0.0) {
  1009. sky_scene_state.ubo.volumetric_fog_inv_length = 1.0 / fog_end;
  1010. } else {
  1011. sky_scene_state.ubo.volumetric_fog_inv_length = 1.0;
  1012. }
  1013. float fog_detail_spread = fog->spread; //reverse lookup
  1014. if (fog_detail_spread > 0.0) {
  1015. sky_scene_state.ubo.volumetric_fog_detail_spread = 1.0 / fog_detail_spread;
  1016. } else {
  1017. sky_scene_state.ubo.volumetric_fog_detail_spread = 1.0;
  1018. }
  1019. sky_scene_state.fog_uniform_set = fog->sky_uniform_set;
  1020. }
  1021. }
  1022. sky_scene_state.view_count = p_view_count;
  1023. sky_scene_state.cam_transform = p_cam_transform;
  1024. sky_scene_state.cam_projection = p_view_projections[0]; // We only use this when rendering a single view
  1025. // Our info in our UBO is only used if we're rendering stereo
  1026. for (uint32_t i = 0; i < p_view_count; i++) {
  1027. RendererRD::MaterialStorage::store_camera(p_view_projections[i].inverse(), sky_scene_state.ubo.view_inv_projections[i]);
  1028. sky_scene_state.ubo.view_eye_offsets[i][0] = p_view_eye_offsets[i].x;
  1029. sky_scene_state.ubo.view_eye_offsets[i][1] = p_view_eye_offsets[i].y;
  1030. sky_scene_state.ubo.view_eye_offsets[i][2] = p_view_eye_offsets[i].z;
  1031. sky_scene_state.ubo.view_eye_offsets[i][3] = 0.0;
  1032. }
  1033. sky_scene_state.ubo.z_far = p_view_projections[0].get_z_far(); // Should be the same for all projection
  1034. sky_scene_state.ubo.fog_enabled = RendererSceneRenderRD::get_singleton()->environment_get_fog_enabled(p_env);
  1035. sky_scene_state.ubo.fog_density = RendererSceneRenderRD::get_singleton()->environment_get_fog_density(p_env);
  1036. sky_scene_state.ubo.fog_aerial_perspective = RendererSceneRenderRD::get_singleton()->environment_get_fog_aerial_perspective(p_env);
  1037. Color fog_color = RendererSceneRenderRD::get_singleton()->environment_get_fog_light_color(p_env).srgb_to_linear();
  1038. float fog_energy = RendererSceneRenderRD::get_singleton()->environment_get_fog_light_energy(p_env);
  1039. sky_scene_state.ubo.fog_light_color[0] = fog_color.r * fog_energy;
  1040. sky_scene_state.ubo.fog_light_color[1] = fog_color.g * fog_energy;
  1041. sky_scene_state.ubo.fog_light_color[2] = fog_color.b * fog_energy;
  1042. sky_scene_state.ubo.fog_sun_scatter = RendererSceneRenderRD::get_singleton()->environment_get_fog_sun_scatter(p_env);
  1043. sky_scene_state.ubo.fog_sky_affect = RendererSceneRenderRD::get_singleton()->environment_get_fog_sky_affect(p_env);
  1044. sky_scene_state.ubo.volumetric_fog_sky_affect = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_sky_affect(p_env);
  1045. RD::get_singleton()->buffer_update(sky_scene_state.uniform_buffer, 0, sizeof(SkySceneState::UBO), &sky_scene_state.ubo);
  1046. }
  1047. void SkyRD::update_radiance_buffers(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_env, const Vector3 &p_global_pos, double p_time, float p_luminance_multiplier) {
  1048. ERR_FAIL_COND(p_render_buffers.is_null());
  1049. RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
  1050. ERR_FAIL_COND(p_env.is_null());
  1051. Sky *sky = get_sky(RendererSceneRenderRD::get_singleton()->environment_get_sky(p_env));
  1052. ERR_FAIL_COND(!sky);
  1053. RID sky_material = sky_get_material(RendererSceneRenderRD::get_singleton()->environment_get_sky(p_env));
  1054. SkyMaterialData *material = nullptr;
  1055. if (sky_material.is_valid()) {
  1056. material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));
  1057. if (!material || !material->shader_data->valid) {
  1058. material = nullptr;
  1059. }
  1060. }
  1061. if (!material) {
  1062. sky_material = sky_shader.default_material;
  1063. material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));
  1064. }
  1065. ERR_FAIL_COND(!material);
  1066. SkyShaderData *shader_data = material->shader_data;
  1067. ERR_FAIL_COND(!shader_data);
  1068. bool update_single_frame = sky->mode == RS::SKY_MODE_REALTIME || sky->mode == RS::SKY_MODE_QUALITY;
  1069. RS::SkyMode sky_mode = sky->mode;
  1070. if (sky_mode == RS::SKY_MODE_AUTOMATIC) {
  1071. if (shader_data->uses_time || shader_data->uses_position) {
  1072. update_single_frame = true;
  1073. sky_mode = RS::SKY_MODE_REALTIME;
  1074. } else if (shader_data->uses_light || shader_data->ubo_size > 0) {
  1075. update_single_frame = false;
  1076. sky_mode = RS::SKY_MODE_INCREMENTAL;
  1077. } else {
  1078. update_single_frame = true;
  1079. sky_mode = RS::SKY_MODE_QUALITY;
  1080. }
  1081. }
  1082. if (sky->processing_layer == 0 && sky_mode == RS::SKY_MODE_INCREMENTAL) {
  1083. // On the first frame after creating sky, rebuild in single frame
  1084. update_single_frame = true;
  1085. sky_mode = RS::SKY_MODE_QUALITY;
  1086. }
  1087. int max_processing_layer = sky_use_cubemap_array ? sky->reflection.layers.size() : sky->reflection.layers[0].mipmaps.size();
  1088. // Update radiance cubemap
  1089. if (sky->reflection.dirty && (sky->processing_layer >= max_processing_layer || update_single_frame)) {
  1090. static const Vector3 view_normals[6] = {
  1091. Vector3(+1, 0, 0),
  1092. Vector3(-1, 0, 0),
  1093. Vector3(0, +1, 0),
  1094. Vector3(0, -1, 0),
  1095. Vector3(0, 0, +1),
  1096. Vector3(0, 0, -1)
  1097. };
  1098. static const Vector3 view_up[6] = {
  1099. Vector3(0, -1, 0),
  1100. Vector3(0, -1, 0),
  1101. Vector3(0, 0, +1),
  1102. Vector3(0, 0, -1),
  1103. Vector3(0, -1, 0),
  1104. Vector3(0, -1, 0)
  1105. };
  1106. Projection cm;
  1107. cm.set_perspective(90, 1, 0.01, 10.0);
  1108. Projection correction;
  1109. correction.set_depth_correction(true);
  1110. cm = correction * cm;
  1111. // Note, we ignore environment_get_sky_orientation here as this is applied when we do our lookup in our scene shader.
  1112. if (shader_data->uses_quarter_res && roughness_layers >= 3) {
  1113. RD::get_singleton()->draw_command_begin_label("Render Sky to Quarter Res Cubemap");
  1114. PipelineCacheRD *pipeline = &shader_data->pipelines[SKY_VERSION_CUBEMAP_QUARTER_RES];
  1115. Vector<Color> clear_colors;
  1116. clear_colors.push_back(Color(0.0, 0.0, 0.0));
  1117. RD::DrawListID cubemap_draw_list;
  1118. for (int i = 0; i < 6; i++) {
  1119. Basis local_view = Basis::looking_at(view_normals[i], view_up[i]);
  1120. RID texture_uniform_set = sky->get_textures(SKY_TEXTURE_SET_CUBEMAP_QUARTER_RES, sky_shader.default_shader_rd, p_render_buffers);
  1121. 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);
  1122. _render_sky(cubemap_draw_list, p_time, sky->reflection.layers[0].mipmaps[2].framebuffers[i], pipeline, material->uniform_set, texture_uniform_set, cm, local_view, p_global_pos, p_luminance_multiplier);
  1123. RD::get_singleton()->draw_list_end();
  1124. }
  1125. RD::get_singleton()->draw_command_end_label();
  1126. } else if (shader_data->uses_quarter_res && roughness_layers < 3) {
  1127. ERR_PRINT_ED("Cannot use quarter res buffer in sky shader when roughness layers is less than 3. Please increase rendering/reflections/sky_reflections/roughness_layers.");
  1128. }
  1129. if (shader_data->uses_half_res && roughness_layers >= 2) {
  1130. RD::get_singleton()->draw_command_begin_label("Render Sky to Half Res Cubemap");
  1131. PipelineCacheRD *pipeline = &shader_data->pipelines[SKY_VERSION_CUBEMAP_HALF_RES];
  1132. Vector<Color> clear_colors;
  1133. clear_colors.push_back(Color(0.0, 0.0, 0.0));
  1134. RD::DrawListID cubemap_draw_list;
  1135. for (int i = 0; i < 6; i++) {
  1136. Basis local_view = Basis::looking_at(view_normals[i], view_up[i]);
  1137. RID texture_uniform_set = sky->get_textures(SKY_TEXTURE_SET_CUBEMAP_HALF_RES, sky_shader.default_shader_rd, p_render_buffers);
  1138. 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);
  1139. _render_sky(cubemap_draw_list, p_time, sky->reflection.layers[0].mipmaps[1].framebuffers[i], pipeline, material->uniform_set, texture_uniform_set, cm, local_view, p_global_pos, p_luminance_multiplier);
  1140. RD::get_singleton()->draw_list_end();
  1141. }
  1142. RD::get_singleton()->draw_command_end_label();
  1143. } else if (shader_data->uses_half_res && roughness_layers < 2) {
  1144. ERR_PRINT_ED("Cannot use half res buffer in sky shader when roughness layers is less than 2. Please increase rendering/reflections/sky_reflections/roughness_layers.");
  1145. }
  1146. RD::DrawListID cubemap_draw_list;
  1147. PipelineCacheRD *pipeline = &shader_data->pipelines[SKY_VERSION_CUBEMAP];
  1148. RD::get_singleton()->draw_command_begin_label("Render Sky Cubemap");
  1149. for (int i = 0; i < 6; i++) {
  1150. Basis local_view = Basis::looking_at(view_normals[i], view_up[i]);
  1151. RID texture_uniform_set = sky->get_textures(SKY_TEXTURE_SET_CUBEMAP, sky_shader.default_shader_rd, p_render_buffers);
  1152. 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);
  1153. _render_sky(cubemap_draw_list, p_time, sky->reflection.layers[0].mipmaps[0].framebuffers[i], pipeline, material->uniform_set, texture_uniform_set, cm, local_view, p_global_pos, p_luminance_multiplier);
  1154. RD::get_singleton()->draw_list_end();
  1155. }
  1156. RD::get_singleton()->draw_command_end_label();
  1157. if (sky_mode == RS::SKY_MODE_REALTIME) {
  1158. sky->reflection.create_reflection_fast_filter(sky_use_cubemap_array);
  1159. if (sky_use_cubemap_array) {
  1160. sky->reflection.update_reflection_mipmaps(0, sky->reflection.layers.size());
  1161. }
  1162. } else {
  1163. if (update_single_frame) {
  1164. for (int i = 1; i < max_processing_layer; i++) {
  1165. sky->reflection.create_reflection_importance_sample(sky_use_cubemap_array, 10, i, sky_ggx_samples_quality);
  1166. }
  1167. if (sky_use_cubemap_array) {
  1168. sky->reflection.update_reflection_mipmaps(0, sky->reflection.layers.size());
  1169. }
  1170. } else {
  1171. if (sky_use_cubemap_array) {
  1172. // Multi-Frame so just update the first array level
  1173. sky->reflection.update_reflection_mipmaps(0, 1);
  1174. }
  1175. }
  1176. sky->processing_layer = 1;
  1177. }
  1178. sky->baked_exposure = p_luminance_multiplier;
  1179. sky->reflection.dirty = false;
  1180. } else {
  1181. if (sky_mode == RS::SKY_MODE_INCREMENTAL && sky->processing_layer < max_processing_layer) {
  1182. sky->reflection.create_reflection_importance_sample(sky_use_cubemap_array, 10, sky->processing_layer, sky_ggx_samples_quality);
  1183. if (sky_use_cubemap_array) {
  1184. sky->reflection.update_reflection_mipmaps(sky->processing_layer, sky->processing_layer + 1);
  1185. }
  1186. sky->processing_layer++;
  1187. }
  1188. }
  1189. }
  1190. void SkyRD::update_res_buffers(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_env, double p_time, float p_luminance_multiplier) {
  1191. ERR_FAIL_COND(p_render_buffers.is_null());
  1192. RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
  1193. ERR_FAIL_COND(p_env.is_null());
  1194. Sky *sky = get_sky(RendererSceneRenderRD::get_singleton()->environment_get_sky(p_env));
  1195. SkyMaterialData *material = nullptr;
  1196. RID sky_material;
  1197. RS::EnvironmentBG background = RendererSceneRenderRD::get_singleton()->environment_get_background(p_env);
  1198. if (!(background == RS::ENV_BG_CLEAR_COLOR || background == RS::ENV_BG_COLOR) || sky) {
  1199. ERR_FAIL_COND(!sky);
  1200. sky_material = sky_get_material(RendererSceneRenderRD::get_singleton()->environment_get_sky(p_env));
  1201. if (sky_material.is_valid()) {
  1202. material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));
  1203. if (!material || !material->shader_data->valid) {
  1204. material = nullptr;
  1205. }
  1206. }
  1207. if (!material) {
  1208. sky_material = sky_shader.default_material;
  1209. material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));
  1210. }
  1211. }
  1212. if (background == RS::ENV_BG_CLEAR_COLOR || background == RS::ENV_BG_COLOR) {
  1213. sky_material = sky_scene_state.fog_material;
  1214. material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));
  1215. }
  1216. ERR_FAIL_COND(!material);
  1217. SkyShaderData *shader_data = material->shader_data;
  1218. ERR_FAIL_COND(!shader_data);
  1219. if (!shader_data->uses_quarter_res && !shader_data->uses_half_res) {
  1220. return;
  1221. }
  1222. material->set_as_used();
  1223. RENDER_TIMESTAMP("Setup Sky Resolution Buffers");
  1224. RD::get_singleton()->draw_command_begin_label("Setup Sky Resolution Buffers");
  1225. Basis sky_transform = RendererSceneRenderRD::get_singleton()->environment_get_sky_orientation(p_env);
  1226. sky_transform.invert();
  1227. float custom_fov = RendererSceneRenderRD::get_singleton()->environment_get_sky_custom_fov(p_env);
  1228. // Camera
  1229. Projection projection = sky_scene_state.cam_projection;
  1230. if (custom_fov && sky_scene_state.view_count == 1) {
  1231. // With custom fov we don't support stereo...
  1232. float near_plane = projection.get_z_near();
  1233. float far_plane = projection.get_z_far();
  1234. float aspect = projection.get_aspect();
  1235. projection.set_perspective(custom_fov, aspect, near_plane, far_plane);
  1236. }
  1237. sky_transform = sky_transform * sky_scene_state.cam_transform.basis;
  1238. if (shader_data->uses_quarter_res) {
  1239. PipelineCacheRD *pipeline = &shader_data->pipelines[sky_scene_state.view_count > 1 ? SKY_VERSION_QUARTER_RES_MULTIVIEW : SKY_VERSION_QUARTER_RES];
  1240. // Grab texture and framebuffer from cache, create if needed...
  1241. uint32_t usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
  1242. Size2i quarter_size = sky->screen_size / 4;
  1243. RID texture = p_render_buffers->create_texture(RB_SCOPE_SKY, RB_QUARTER_TEXTURE, texture_format, usage_bits, RD::TEXTURE_SAMPLES_1, quarter_size);
  1244. RID framebuffer = FramebufferCacheRD::get_singleton()->get_cache_multiview(sky_scene_state.view_count, texture);
  1245. RID texture_uniform_set = sky->get_textures(SKY_TEXTURE_SET_QUARTER_RES, sky_shader.default_shader_rd, p_render_buffers);
  1246. Vector<Color> clear_colors;
  1247. clear_colors.push_back(Color(0.0, 0.0, 0.0));
  1248. RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(framebuffer, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_DISCARD, clear_colors);
  1249. _render_sky(draw_list, p_time, framebuffer, pipeline, material->uniform_set, texture_uniform_set, projection, sky_transform, sky_scene_state.cam_transform.origin, p_luminance_multiplier);
  1250. RD::get_singleton()->draw_list_end();
  1251. }
  1252. if (shader_data->uses_half_res) {
  1253. PipelineCacheRD *pipeline = &shader_data->pipelines[sky_scene_state.view_count > 1 ? SKY_VERSION_HALF_RES_MULTIVIEW : SKY_VERSION_HALF_RES];
  1254. // Grab texture and framebuffer from cache, create if needed...
  1255. uint32_t usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
  1256. Size2i half_size = sky->screen_size / 2;
  1257. RID texture = p_render_buffers->create_texture(RB_SCOPE_SKY, RB_HALF_TEXTURE, texture_format, usage_bits, RD::TEXTURE_SAMPLES_1, half_size);
  1258. RID framebuffer = FramebufferCacheRD::get_singleton()->get_cache_multiview(sky_scene_state.view_count, texture);
  1259. RID texture_uniform_set = sky->get_textures(SKY_TEXTURE_SET_HALF_RES, sky_shader.default_shader_rd, p_render_buffers);
  1260. Vector<Color> clear_colors;
  1261. clear_colors.push_back(Color(0.0, 0.0, 0.0));
  1262. RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(framebuffer, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_DISCARD, clear_colors);
  1263. _render_sky(draw_list, p_time, framebuffer, pipeline, material->uniform_set, texture_uniform_set, projection, sky_transform, sky_scene_state.cam_transform.origin, p_luminance_multiplier);
  1264. RD::get_singleton()->draw_list_end();
  1265. }
  1266. RD::get_singleton()->draw_command_end_label(); // Setup Sky resolution buffers
  1267. }
  1268. void SkyRD::draw_sky(RD::DrawListID p_draw_list, Ref<RenderSceneBuffersRD> p_render_buffers, RID p_env, RID p_fb, double p_time, float p_luminance_multiplier) {
  1269. ERR_FAIL_COND(p_render_buffers.is_null());
  1270. RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
  1271. ERR_FAIL_COND(p_env.is_null());
  1272. Sky *sky = get_sky(RendererSceneRenderRD::get_singleton()->environment_get_sky(p_env));
  1273. SkyMaterialData *material = nullptr;
  1274. RID sky_material;
  1275. RS::EnvironmentBG background = RendererSceneRenderRD::get_singleton()->environment_get_background(p_env);
  1276. if (!(background == RS::ENV_BG_CLEAR_COLOR || background == RS::ENV_BG_COLOR) || sky) {
  1277. ERR_FAIL_COND(!sky);
  1278. sky_material = sky_get_material(RendererSceneRenderRD::get_singleton()->environment_get_sky(p_env));
  1279. if (sky_material.is_valid()) {
  1280. material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));
  1281. if (!material || !material->shader_data->valid) {
  1282. material = nullptr;
  1283. }
  1284. }
  1285. if (!material) {
  1286. sky_material = sky_shader.default_material;
  1287. material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));
  1288. }
  1289. }
  1290. if (background == RS::ENV_BG_CLEAR_COLOR || background == RS::ENV_BG_COLOR) {
  1291. sky_material = sky_scene_state.fog_material;
  1292. material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));
  1293. }
  1294. ERR_FAIL_COND(!material);
  1295. SkyShaderData *shader_data = material->shader_data;
  1296. ERR_FAIL_COND(!shader_data);
  1297. material->set_as_used();
  1298. Basis sky_transform = RendererSceneRenderRD::get_singleton()->environment_get_sky_orientation(p_env);
  1299. sky_transform.invert();
  1300. float custom_fov = RendererSceneRenderRD::get_singleton()->environment_get_sky_custom_fov(p_env);
  1301. // Camera
  1302. Projection projection = sky_scene_state.cam_projection;
  1303. if (custom_fov && sky_scene_state.view_count == 1) {
  1304. // With custom fov we don't support stereo...
  1305. float near_plane = projection.get_z_near();
  1306. float far_plane = projection.get_z_far();
  1307. float aspect = projection.get_aspect();
  1308. projection.set_perspective(custom_fov, aspect, near_plane, far_plane);
  1309. }
  1310. sky_transform = sky_transform * sky_scene_state.cam_transform.basis;
  1311. PipelineCacheRD *pipeline = &shader_data->pipelines[sky_scene_state.view_count > 1 ? SKY_VERSION_BACKGROUND_MULTIVIEW : SKY_VERSION_BACKGROUND];
  1312. RID texture_uniform_set;
  1313. if (sky) {
  1314. texture_uniform_set = sky->get_textures(SKY_TEXTURE_SET_BACKGROUND, sky_shader.default_shader_rd, p_render_buffers);
  1315. } else {
  1316. texture_uniform_set = sky_scene_state.fog_only_texture_uniform_set;
  1317. }
  1318. _render_sky(p_draw_list, p_time, p_fb, pipeline, material->uniform_set, texture_uniform_set, projection, sky_transform, sky_scene_state.cam_transform.origin, p_luminance_multiplier);
  1319. }
  1320. void SkyRD::invalidate_sky(Sky *p_sky) {
  1321. if (!p_sky->dirty) {
  1322. p_sky->dirty = true;
  1323. p_sky->dirty_list = dirty_sky_list;
  1324. dirty_sky_list = p_sky;
  1325. }
  1326. }
  1327. void SkyRD::update_dirty_skys() {
  1328. Sky *sky = dirty_sky_list;
  1329. while (sky) {
  1330. //update sky configuration if texture is missing
  1331. // TODO See if we can move this into `update_radiance_buffers` and remove our dirty_sky logic.
  1332. // As this is basically a duplicate of the logic in reflection probes we could move this logic
  1333. // into RenderSceneBuffersRD and use that from both places.
  1334. if (sky->radiance.is_null()) {
  1335. int mipmaps = Image::get_image_required_mipmaps(sky->radiance_size, sky->radiance_size, Image::FORMAT_RGBAH) + 1;
  1336. uint32_t w = sky->radiance_size, h = sky->radiance_size;
  1337. int layers = roughness_layers;
  1338. if (sky->mode == RS::SKY_MODE_REALTIME) {
  1339. layers = 8;
  1340. if (roughness_layers != 8) {
  1341. WARN_PRINT("When using REALTIME skies, roughness_layers should be set to 8 in the project settings for best quality reflections");
  1342. }
  1343. }
  1344. if (sky_use_cubemap_array) {
  1345. //array (higher quality, 6 times more memory)
  1346. RD::TextureFormat tf;
  1347. tf.array_layers = layers * 6;
  1348. tf.format = texture_format;
  1349. tf.texture_type = RD::TEXTURE_TYPE_CUBE_ARRAY;
  1350. tf.mipmaps = mipmaps;
  1351. tf.width = w;
  1352. tf.height = h;
  1353. tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
  1354. if (RendererSceneRenderRD::get_singleton()->_render_buffers_can_be_storage()) {
  1355. tf.usage_bits |= RD::TEXTURE_USAGE_STORAGE_BIT;
  1356. }
  1357. sky->radiance = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1358. sky->reflection.update_reflection_data(sky->radiance_size, mipmaps, true, sky->radiance, 0, sky->mode == RS::SKY_MODE_REALTIME, roughness_layers, texture_format);
  1359. } else {
  1360. //regular cubemap, lower quality (aliasing, less memory)
  1361. RD::TextureFormat tf;
  1362. tf.array_layers = 6;
  1363. tf.format = texture_format;
  1364. tf.texture_type = RD::TEXTURE_TYPE_CUBE;
  1365. tf.mipmaps = MIN(mipmaps, layers);
  1366. tf.width = w;
  1367. tf.height = h;
  1368. tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
  1369. if (RendererSceneRenderRD::get_singleton()->_render_buffers_can_be_storage()) {
  1370. tf.usage_bits |= RD::TEXTURE_USAGE_STORAGE_BIT;
  1371. }
  1372. sky->radiance = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1373. sky->reflection.update_reflection_data(sky->radiance_size, MIN(mipmaps, layers), false, sky->radiance, 0, sky->mode == RS::SKY_MODE_REALTIME, roughness_layers, texture_format);
  1374. }
  1375. }
  1376. sky->reflection.dirty = true;
  1377. sky->processing_layer = 0;
  1378. Sky *next = sky->dirty_list;
  1379. sky->dirty_list = nullptr;
  1380. sky->dirty = false;
  1381. sky = next;
  1382. }
  1383. dirty_sky_list = nullptr;
  1384. }
  1385. RID SkyRD::sky_get_material(RID p_sky) const {
  1386. Sky *sky = get_sky(p_sky);
  1387. ERR_FAIL_COND_V(!sky, RID());
  1388. return sky->material;
  1389. }
  1390. float SkyRD::sky_get_baked_exposure(RID p_sky) const {
  1391. Sky *sky = get_sky(p_sky);
  1392. ERR_FAIL_COND_V(!sky, 1.0);
  1393. return sky->baked_exposure;
  1394. }
  1395. RID SkyRD::allocate_sky_rid() {
  1396. return sky_owner.allocate_rid();
  1397. }
  1398. void SkyRD::initialize_sky_rid(RID p_rid) {
  1399. sky_owner.initialize_rid(p_rid, Sky());
  1400. }
  1401. SkyRD::Sky *SkyRD::get_sky(RID p_sky) const {
  1402. return sky_owner.get_or_null(p_sky);
  1403. }
  1404. void SkyRD::free_sky(RID p_sky) {
  1405. Sky *sky = get_sky(p_sky);
  1406. ERR_FAIL_COND(!sky);
  1407. sky->free();
  1408. sky_owner.free(p_sky);
  1409. }
  1410. void SkyRD::sky_set_radiance_size(RID p_sky, int p_radiance_size) {
  1411. Sky *sky = get_sky(p_sky);
  1412. ERR_FAIL_COND(!sky);
  1413. if (sky->set_radiance_size(p_radiance_size)) {
  1414. invalidate_sky(sky);
  1415. }
  1416. }
  1417. void SkyRD::sky_set_mode(RID p_sky, RS::SkyMode p_mode) {
  1418. Sky *sky = get_sky(p_sky);
  1419. ERR_FAIL_COND(!sky);
  1420. if (sky->set_mode(p_mode)) {
  1421. invalidate_sky(sky);
  1422. }
  1423. }
  1424. void SkyRD::sky_set_material(RID p_sky, RID p_material) {
  1425. Sky *sky = get_sky(p_sky);
  1426. ERR_FAIL_COND(!sky);
  1427. if (sky->set_material(p_material)) {
  1428. invalidate_sky(sky);
  1429. }
  1430. }
  1431. Ref<Image> SkyRD::sky_bake_panorama(RID p_sky, float p_energy, bool p_bake_irradiance, const Size2i &p_size) {
  1432. Sky *sky = get_sky(p_sky);
  1433. ERR_FAIL_COND_V(!sky, Ref<Image>());
  1434. update_dirty_skys();
  1435. return sky->bake_panorama(p_energy, p_bake_irradiance ? roughness_layers : 0, p_size);
  1436. }
  1437. RID SkyRD::sky_get_radiance_texture_rd(RID p_sky) const {
  1438. Sky *sky = get_sky(p_sky);
  1439. ERR_FAIL_COND_V(!sky, RID());
  1440. return sky->radiance;
  1441. }